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Legion TD 2 News

7.05: Party up to 8 players, In-Game Coach



Expected release: Monday, April 19

New Feature: Big Classic Parties


You can now queue for classic games with parties of 5-8 players! If you queue with 5-8 players, your party will be split up on separate teams in the same game. Think of this as a more streamlined way of playing Legion TD 2 when you're in a squad of more than 4.

Preferable to custom games because:
  • Classic automatically fills the game with other players in queue and forms the fairest possible teams.
  • Classic has card drops, trophy achievements, higher essence gain, and contributes to guild XP. Custom games do not.
New Feature: In-Game Coach




Game Coach now gives you real-time feedback during the game. Prepare for class, ladies and gentlemen.

Game Coach is tailored for new players but will be of help to most players. He calls out big mistakes and also gives you a pat on the back when playing well. Game Coach can be disabled in settings, but doing so will make him sad.

Game Improvements


Pathing & Targeting
  • Fixed a bug where ranged units would run ahead/into melee range when you had fighters at the front of your lane.
  • Partially fixed a bug in the 4v4 map where catch area fighters would wander back to lane. They may still wander, but they should turn around now. Also added additional tracking that will help with finding a full fix. Please share your logs in Discord if you see this bug happening!
New Player Experience

  • Play vs. AI difficulties rethemed from Easy, Medium, etc. to Bronze, Silver, etc.
  • New Play vs. AI difficulty added in between old Easy and old Medium.
  • Tutorial and campaign are now visually recommended for new players.
  • Modified level restrictions for play vs. AI, ranked, and classic.
Custom Game & Party UI
  • You can now more easily invite friends to custom games.
  • Interface for inviting a friend via entering their name now auto-reopens after sending an invite, plus it shows whether you successfully invited someone or not
  • Custom game list shows a loading spinner when it is loading games, instead of showing “No rooms available” when it was still loading
  • Join button is easier to see & click now
  • Party UI now shows how many players are in your party
Stability
  • Fixed a major bug where if you had more than 100 friends, the client would get increasingly laggy (thanks BerntDasBROT for help debugging this)
  • Fixed a rare bug where player ratings/stats/match history wouldn’t properly update after a match finished
  • Fixed a rare bug where a newly built fighter would sell/downgrade for the wrong amount (thanks 1withALL for logs)
  • Fixed a rare bug where a takeover bot would continue to act for a reconnected player for one wave build phase (thanks Rostad for logs)
  • Fixed a rare bug where Soul Gate/Hell Gate would die during the build phase
  • Fixed a rare bug where a loading screen would take ~30-60 seconds to load into the game even after all players finished loading
  • Fixed a rare bug where a player would get stuck in the loading screen (thanks Hadsi for logs)
  • Fixed a rare bug where a player would fail to connect to a game (stuck on Match Found)
  • Potentially fixed some display-only bugs where units would appear to teleport or drift
  • Potentially fixed bug where Sea Serpent/Deepcoiler wouldn’t play their burrow animation
Improvements & Fixes
  • Increased flat duo Elo adjustment by 10. Duos are overperforming Elo-adjusted expected win rates by around 2%. This should bring things closer to parity.
  • Graphics: Added a glow for fighters when they have an upgrade available (makes it much easier for players to know which fighters they can upgrade when they haven’t memorized costs yet)
  • Sound: Added option for “Mute insufficient resources alerts” to mute “Not enough gold”/“Not enough mythium” sounds
  • Codex: Now shows amount per spawn for waves
  • Matchmaking: (Affects high rated games during off-peak hours only) Queue now restarts after 30 minutes, instead of 15 minutes
  • Friends List: When signed out of Steam Friends, now properly hides your friends list, instead of showing a buggy/outdated friends list
  • HUD: Recommended fighter (green border) no longer shows up for fighters that would put you over 115% recommended value, even if that fighter had the best attack/armor type
  • Postgame Game Coach: Fixed some false positives
  • Campaign: Opponent display ratings are now a bit more accurate and are different for Normal vs. Hard mode
  • Custom Games: When inviting players, no longer need to confirm the player’s name
  • Tab Scoreboard: You can now mouseover enemy fighters during the build phase
  • King Upgrades: Removed “Upgrade Complete” sound. This lets the unique sounds per upgrade type be heard more clearly.
  • Guild War: Now only shows the results popup if you participated in the guild war.
  • Friends List: Now shows “Entering main menu” for players who are still starting up the game, to make it clearer that they can’t be invited to party/custom game yet.
  • Some new worker and other sound effects
  • Fixed a bug where an avatar didn’t show up in your avatars list after newly unlocking it from the Card Trader
  • Fixed some false positive warnings with FairPlay
  • Fixed missing Taxed Allowance sound
  • Fixed a bug where purchasing Premium Essence didn’t work for some players
  • Fixed a bug where you couldn’t hire Giant Snails after reconnecting
  • Fixed a bug where disconnected/AFK players would accidentally automatically ready up for wave 1
  • Fixed some cases where player avatars would be duplicated in the chat member list
  • Fixed display-only bug where Gaia Shield highlighted Sea Serpent/Deepcoiler
Game Balance


[h3]Legion Spells[/h3]

Magician
- Mana regeneration and mana gain: 21% >> 20%

Sorcerer
- Ability damage: 50% >> 52.5%

Fighters


Masked Spirit
- Health: 160 >> 130

Radiant Halo / Arc of Justice
- Attack speed: 1.15 >> 1.125

Green Devil
- Health: 970 >> 1050
- Damage reduction: 1 + 40% >> 1 + 35%

Harpy / Sky Queen
- Attack speed: 1.29 >> 1.33

Sacred Steed / Pegasus
Mana synergies adjusted for the following units:
- Fire Archer +14%
- Gateguard +14%
- Arc of Justice -6%

Tempest
- Machine Gunner: Damage: 13 >> 14

Honeyflower
- Health: 1310 >> 1330

Deathcap
- Health: 3980 >> 4050

Lord of Death / Hades
- Devour heal on summon: 25% >> 20%

Fenix
- Health: 4300 >> 4650

7.04: Campaign & Imp



7.04.8 Balance Hotfix


Nerfing AOE to reduce frustration and buffing/nerfing some outliers.
Harpy / Sky Queen
- Attack speed: 1.27 >> 1.29

Zeus
- Health: 950 >> 940

Zeus is one of the strongest openings in high Elo. This slight nerf make it more consistently leak 42% to Dragon Turtle on wave 2 (when left alone) instead of sometimes 33%

Canopie
- Health: 4600 > 4700

Honeyflower
- Health: 1290 >> 1310
- Fragrance: Damage: 10 + 0.05% max health >> 10 + 0.03% max health

Deathcap
- Health: 3920 >> 3980
- Noxious Scent: Damage: 30 + 0.15% max health >> 30 + 0.1% max health

Significant nerfs to their late game.

Berserker
- Damage: 33 >> 30
- Attack speed:1.23 >> 1.33
- Brawler: Damage per stack: 10 >> 9

Berserker is ubiquitous in high Elo, being the most common opening in the game and having a high win rate. It is now slightly stronger on wave 2 (leaking 31% to a Lizard when left alone, instead of 39%) but weaker on wave 3, no longer perfectly 3-shotting the wave.

Fatalizer
- Health: 6370 >> 6250
- Damage: 94 >> 86
- Attack speed: 1.27 >> 1.33

Now better matches Berserker’s durability and damage profile. Fatalizer previously had less damage ramp per gold than Berserker and now has the same.

Priestess of the Abyss / Azeria
- Invigorate: Healing: 10% >> 8%

From a data perspective, these are the strongest units in the game. In high Elo, Priestess is one of the most common openings and rocks an absurdly high 60% win rate.

Banana Bunk
- Health: 3100 >> 3050
- Damage: 77 >> 74

Great Boar
- Stampede: Attack speed reduction: 10% >> 8%

Red Eyes
- Thunderous Charge: Attack speed reduction: 25% >> 20%

Millennium
- Health: 2100 >> 2000

Doomsday Machine
- Health: 5170 >> 4900

Soul Gate / Hell Gate
- Damage of summons increased by 3%

(15) Quadrapuses
- Quadrapuses: Range: 200 >> 250
- Giant Quadrapus: Range: 400 >> 450

Tank mercenaries are now stronger on wave 15 to keep short-range AOE units from hitting the wave.

(16) Cardinals
- Attack speed: 1.17 >> 1.156

16 remains the strongest wave in the game, and it is also the wave where AOE shines. Shifting the meta away from wave 16 indirectly nerf AOE.

7.04 Patch Notes


Translations
In anticipation of Legion TD 2's full launch this year, we are looking for members of the community to help translate the game and Steam page. The Steam page is a new addition to the translation docs. If you're able to contribute, please visit LegionTD2.com/translate.

LIHL Diamond Division
Congratulations to Cynick and YoggYogg on winning the 1st season of the LIHL Diamond Division. The top 4 teams earned premium essence, and the top 2 teams advance to the upcoming Grandmaster Division.

New Feature: Campaign


Introducing Legion TD 2's first campaign map: Crystal Coast. Explore a coastal climate flush with natural resources, and meet its unique inhabitants.



Battle your way through 7 missions with 3 tiers of completion. Gain 100 bonus essence for 1-starring a mission, 200 bonus essence for 2 stars, and 300 bonus essence for 3 stars. Play solo, or team up with with friends as a party of up to 4.

Thank you to TheSlimeKing, Ssamji, and Galaxy Smash for testing and feedback.

New Mercenary: Imp




Imp
Mythium cost: 100
Income: 25
Attack type: Magic
Defense type: Natural
Range: Melee
Health: 780
Damage: 37
Attack speed: 1.18

Diabolic Duo: Imps spawn in pairs

Look out, Brute! Imp is here to offer another option for early game aggression.

Major Improvement: New Player Experience


Our goal this patch is to make Legion TD 2 easier and more fun to learn for new players, especially in preparation for the game's full launch this year. If you have a friend who is considering picking up the game, now's a great time to join the community.

New Player Queue
New players are now much more likely to match with each other in their first classic games and ranked games.

Lower Starting Elo
New players now start at 800 Elo (instead of 1000) but gain significantly more Elo for winning. This
- Makes new players more likely to match with each other and unranked players and less likely to match with silver+ players
- Improves the win rate of new players for their first games
- Helps skilled new players and smurfs climb the ladder faster

In-Game Coach
The Game Coach now helps players during games for their first 10 wins.

Bots / Play vs. AI
- All bots are now much consistent and make fewer unintended mistakes
- Bots now play mastermind, instead of legions, to make them more dynamic and to help players familiarize themselves against mastermind
- Beginner and Easy bots no longer forget to build, but now make mistakes that new players often make
- Hard and Insane bots are now significantly smarter
- Hard bots no longer cheat with income
- Insane bots bonus income reduced from +65 to +50
- Takeover bots (for disconnected players in classic and ranked) are now smarter
- Bots now show the difficulty in their name (first letter only). B - Beginner, E - Easy, M - Medium, H - Hard, I - Insane

Tutorial
- Made improvements to the pacing and difficulty of the tutorial
- The 3rd tutorial mission is now required to help players learn about sending before income
- The 7th tutorial mission (1v1 against bot) is now removed in favor of the campaign

Classic & Ranked Level Requirement
- Minimum level required to play classic and ranked increased from 2 to 3. Partially playing through the tutorial or campaign is now required before going into matchmade games

Game Improvements


New Feature: Pausing (Custom games only)
Press ESC then select Pause/Unpause to use it



Pathing & Targeting
- Fixed a bug where air/hover units would move too far forward, especially after killing a target
- Units are now a bit smarter about not moving forward when they already have a target in range
- Brute, Mimic, Safety Mole, Pack Leader, Ogre, and Imp are now more likely to be correctly targeted when slightly injured on waves 4+

Dodge Penalty
- Elo penalty for dodging increased from 6 to 8
- FairPlay penalty for dodging increased
- Dodging a game now prevents you from queueing for 5 minutes

King
- Fixed a bug where queueing multiple king upgrades would sometimes result in only some upgrades actually taking effect
- Fixed a visual bug where upgrading regeneration caused the king's health to be wrong, sometimes for multiple waves
- Fixed a visual bug where the king's health would jump up/down between waves when it should have remained the same
- Fixed a visual bug where the east team's king would sometimes appear to be fully upgraded at the start of the game

Quality of Life
- Guilds: Added "Last Played" column
- When a mercenary is out of stock, it now grays out the button
- In the Builds tab, you can now mouseover a player's value to see their recommended value for that wave
- Sound Options: Now has a separate slider for Special Music (Card Trader, King in Danger, Campaign Music, etc.)
- Pinging fighter value/recommended value now shows the difference from recommended



Eternal Wanderer, Samurai Soul
- Fixed a bug where Eternal Wanderer, Samurai Soul, and units with Guardian Angel would sometimes spawn in the wrong spot, often behind enemy ranged units

Hybrid
- Fixed some cases where a placeholder fighter was built instead of an actual fighter

Other Fixes & Improvements
- Fixed chat window width on 1440x900 resolution
- Fixed a rare bug where a player couldn't train workers
- Fixed a bug where income displayed incorrectly when dual-building (it would accidentally display your partner's income sometimes)
- Fixed a bug where Wave Stats only showed Ranked, even when selecting Classic
- Fixed fighter value when using -load for most builds
- Improved Power Score text when displaying double digits
- Removed "Guild War" menu entry. Instead, the Guild War icon next to the Play button is now clickable to quickly open the Guild War Leaderboard (when Guild War is active)
- Fixed a rare case when queueing for a Ranked game as a duo, one player would sometimes fail the ready check
- Fixed a rare bug where a player would appear to be afk-flagged at the end of the game, if after their game failed to load the victory/defeat popup
- Fixed a bug with Pulverizer's VFX where it would sometimes be hidden by the ground

Game Balance


Mastermind
- Buzz, Infiltrator, Windhawk, Honeyflower, Butcher, Soul Gate, and Firelord will no longer be your only options for swift or natural defense
- Angler, Gateguard, and Soul Gate will no longer be your only options for fortified or natural defense
- Redraw (Mastermind Option): Starting income: 3 >> 4

Reroll
- Tier 1 fighters are no longer rolled

This increases the chance of a clutch Reroll mid and late game.

Hybrid
- Starting income: 0 >> 5
- Sell value: 80% >> 60% (Eggsack still sells for 95%)
- Gold costs:
-- Tier 3: 80 >> 81
-- Tier 4: 128 >> 130
-- Tier 5: 179 >> 180
-- Tier 6: 255 >> 254

Buffing Hybrid, balancing the tiers, and encouraging upgrading.

4v4
- Nerfed waves 15-18 by 1% attack speed and 1% damage reduction
- Nerfed wave 19 by 2% attack speed and 2% damage reduction
- Sprint: Bonus movement speed: 250 >> 300

Scaling back some of the 4v4 wave buffs to make them less oppressive for newer players and allow more games to reach waves 20 and 21.

Dual-building
-- Attack speed: 3% >> 2%
-- AOE Reduction: 33% >> 35%

Nerfing AOE in dual-building and buffing other strategies. In this context, AOE is defined as any ability whose power scales roughly linearly with the number of enemies. Affected units: Pyro, Honeyflower, Deathcap, King Claw, Yozora, Arctaire, Millennium, Doomsday Machine, Great Boar, Red Eyes

[h3]Legion Spells[/h3]

Lizard Army
- Mythium Gained: 40 >> 45

Overwork
- Worker gather rate on wave 12: 40% reduced >> 35% reduced

Protector
- Protection Aura: Regeneration: 0.6% >> 0.8%

Venture
- Maximum gold paid: 120 >> 115
- Maximum gold earned: 360 >> 345

[h3]Fighters[/h3]

Bone Warrior
- Damage: 7 >> 6

Individually, Bone Warrior, Fire Archer, Dark Mage, and Bone Crusher are relatively balanced. Together, their versatility makes them too strong.

Consort
- Paraphylaxis: Damage: 300 >> 280

Gargoyle
- Damage: 18 >> 17

Green Devil
- Health: 870 >> 970
- Granite Skin: Damage reduction: 2 + 40% >> 1 + 40%

Too much of Green Devil’s power was in its strength on very early waves, which made it a noob trap on waves 7, 8, and 15, where it should be viable. A solo Green Devil now leaks slightly to Snail on wave 2, but is stronger on waves 3 and 5 - 21.

Angler
- Health: 460 >> 470
- Damage: 22 >> 23

Kingpin
- Fighter value increased by 1 per mana

This gives players a better sense of their effective fighter value, rather than having to mentally adjust for Kingpins. It also gives players with Kingpins a higher and more accurate power score, which reduces abuse cases where early high-stack Kingpins (especially with Sacred Steed or eco strategies) had underestimated power scores.

Pyro
- Attack speed: 1.69 >> 1.62

Ranger
- Attack speed: 1.12 >> 1.15

Daphne
- Mark Target: Maximum stacks: 10 >> 20

Harpy
- Damage: 21 >> 16
- Attack speed: 0.83 >> 1.27
- Acrobatics: Mana gain from moving reduced by 25%

Sky Queen
- Damage: 85 >> 65
- Attack speed: 0.83 >> 1.27
- Maximum stacks: 20 >> 15
- Acrobatics: Mana gain from moving reduced by 25%

Sky Queen now gains less mana from moving and hits max stacks faster, nerfing synergies with Starcaller and Magician and buffing synergies with APS and Leviathan and its viability on its own.

Sacred Steed / Pegasus
Mana synergies adjusted for the following units:
- Harpy: +67%
- Proton: +50%
- Fire Archer: +25%
- Atom: +20%
- Gateguard: +19%
- Great Boar: +17%
- Radiant Halo: +9%
- Arc of Justice: -7%
- Starcaller: -11%
- Hell Gate: -11%
- Azeria: -13%

Nerfing with high cost units and buffing with low cost units to introduce some new viable synergies.

Warg
- Health: 990 >> 980
- Attack speed: 1.11 > 1.09

Alpha Male
- Health: 3400 >> 3360

Grarl
- DPS: 57 >> 53
- Damage: 60 >> 61
- Attack speed: 0.95 >> 0.87

Bringing back Grarl’s ability to 2-shot wave 2 to allow for more Grarl opening options and mind games, but nerfing stats to weaken it, notably on wave 6.

Honeyflower
- Health: 1270 >> 1290

Deathcap
- Health: 3850 >> 3920

Tempest
- Machine Gunner: Damage: 12 >> 13

Leviathan
- Damage: 68 >> 72
- Bombardier: Damage: 80 >> 85

Desert Pilgrim
- Chain Heal: Mana cost: 11 >> 10

Lost Chieftain
- Damage: 195 >> 210

Radiant Halo / Arc of Justice
- Attack speed: 1.11 >> 1.15

Priestess of the Abyss
- Health: 920 >> 1000
- Attack speed: 0.94 >> 0.97
- Invigorate: Health restore: 15% missing health per second >> 10%

Azeria
- Health: 3000 > 3250
- Attack speed: 0.94 >> 0.97
- Invigorate: Health restore: 15% missing health per second >> 10%

Priestess and Azeria have become Bone Crusher 2.0 in high Elo, where optimal positioning is hugely advantageous, but a half-square small misplacement (or a bit of unluckiness) means a big leak. We like that these units are high skill cap, but they are too extreme. These changes reduce variance and make Priestess and Azeria more viable outside of very high Elo.

Banana Bunk
- Health: 3000 >> 3100
- Barbs: Damage reflected: 20 + 10% >> 15 + 10%

Banana Haven
- Health: 6650 >> 7600
- Damage: 57 x 3 >> 63 x 3
- Thorns: Damage reflected: 30 + 15% >> 20 + 15%

Banana Bunk is too strong early game, especially after last patch’s attack speed changes to 7 and 9. Shifting power from Banana Bunk into Banana Haven and making Banana Haven more viable past wave 12.

Hades
- Summon Thanatos: Mana cost: 60 >> 65

Millennium
- Explosive Shells: Damage: 40 >> 35

Doomsday Machine
- Damage: 605 >> 600
- Detonation: Damage: 100 >> 85

Soul Gate / Hell Gate
- Damage of all spawns increased by 4%

[h3]Mercenaries[/h3]

Safety Mole and Pack Leader now spawn in the middle of the wave to make them consistent with other non-tank melee mercenaries. Note that this situationally nerfs Pack Leader on wave 8, which abused the fact that its spawn position made it tank halfway through the battle.

Hermit
- Healing Aura: 6 + 0.1% (0.05% for bosses) >> 7 (14 for bosses)

Safety Mole
- Health: 1460 >> 1680
- Damage: 71 >> 84
- Safety Aura: Damage reduction: 4 >> 3

Hermit and Safety Mole are now stronger early game and weaker late game, increasing the number viable low income mercenaries early game and decreasing the power of always sending auras late game.

[h3]Waves[/h3]

Giving AOE weaknesses by making boss wave leaks more punishing and changing wave 18 to be an elite wave. Also, shifting power out of 6/14/16 into 4/5/13/15.

Bosses (10, 20)
- Partial bounty for damaging: 87% >> 83%
- Bounty for killing: 13% >> 17%

Minibosses (5, 15, 21)
- No longer reward partial bounty for damaging

(4) Flying Chickens
- Attack speed: 1.05 >> 1.07

(5) Scorpions
- Attack speed: 0.98 >> 0.99

(6) Rockos
- Attack speed: 0.8 >> 0.79

Shifting power from wave 6 to 4 and 5 because they are comparatively weak, to reduce the wave 6/7 guessing game meta in high Elo, and to reduce all-ins on wave 6 in low Elo.

(13) Drill Golems
- Attack speed: 1.57 >> 1.59


(14) Killer Slugs
- Attack speed: 1.24 >> 1.22


(15) Quadrapuses
- Attack speed: 1.15 >> 1.16


(16) Cardinals
- Attack speed: 1.19 >> 1.17


(18) Wale Chiefs
- Health: 4030 >> 7650
- Damage: 100 >> 150
- Attack speed: 1.32 >> 1.67
- Poison-tipped Pole: 150 magic damage every 3rd attack >> 300 magic damage every 4th attack
- Wale Chiefs spawning: 12 >> 6
- Bounty: 21 >> 42

v7.03.2

v7.03.2
* Fixed a bug where units would sometimes not target a high priority (low life) target, usually when that unit came from far away (a split)
* Fixed a HUD bug with the Estimated Gold tooltip not updating income when you hired a mercenary

v7.03.1

* Green Devil reverted to pre-v7.03, but with a slight HP nerf (900 -> 870)
* Fixed some rendering issues dealing with lag compensation
* Fixed a display-only bug where Shutdown Gold message & sound effect sometimes didn't show up
* Fixed a display-only bug where a "too soon" warning message would mistakenly be displayed to all players (instead of one player) when you type -damage/etc. commands too quickly
* Fixed a bug where the Rank Up popup would show even after you already received it that season
* Fixed a bug in Classic where the income autobalancer would cancel out Chaos/Hybrid income bonuses
* Fixed a rare bug where a server would fail to start, resulting in players being stuck on Match Found
* Fixed a bug where Sea Serpent/Deepcoiler sometimes didn't show on the Tab Scoreboard
* Fixed a bug where Tab Scoreboard went blank for 1-2 seconds when the wave started/ended
* Fixed some cases where Sea Serpent/Deepcoiler didn't play the correct Burrow animation

7.03: Radiant Halo, Arc of Justice



New fighters: Radiant Halo & Arc of Justice




Radiant Halo
- Gold cost: 200
- Attack type: Pure
- Defense type: Fortified
- Health: 1200
- Damage: 45
- Attack speed: 1.11
- Attack range: 650

Particle Wave
Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds



Arc of Justice
- Upgrade cost: 345
- Attack type: Pure
- Defense type: Fortified
- Health: 3250
- Damage: 122
- Attack speed: 1.11
- Attack range: 650

Purification Beam
Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds

New skin: Cryo Fenix




In-game: https://streamable.com/x3dfxh

Game Improvements


Pathing & Targeting
- Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video)
- Fixed some cases of ranged units running too far forward instead of keeping their distance

Dark Mage
- Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit

Account Progression
- Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!

Quality of Life
- HUD: Added some convenient calculations to the Gold mouseover tooltip
- Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)

Other Fixes & Improvements
- Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn't load the results
- Loading Screen: Updated various tips
- Postgame Graphs: Fixed a variety of bugs where certain graphs weren't lined up properly or had zero-values when they shouldn't have
- Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn't load the correct popup again
- Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone
- Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn't have been shown until the next wave
- Mastermind Lock-In: Improved game message to show which fighter you locked-in
- Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn't work
- Reconnecting: Fixed some bugs with wave timer & Legion Spells
- Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line
- Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l'Apocalypse)
- VFX: Fixed a bug where some VFX would fly across the screen
- VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker

Game Balance


Shutdowns
- Shutdown bounties reduced by 30%, but players now go on fire faster
- Shutdown bounties are now in increments of 25 gold instead of 50
- Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire
- In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold

By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty

Mastermind
- Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense

Hybrid
- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179

[h3]Legion Spells[/h3]

Investment
- Income: +34 >> +36

Loan
- Income: -34 >> -36

Sorcerer
- Sorcery: +17% ability damage aura >> +50% ability damage to one unit

Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It's now stronger up front, but has less upside and no longer forces your entire build to revolve around it

[h3]Fighters[/h3]

Green Devil
- Damage: 48 >> 47

No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.

Canopie
- Health: 4500 >> 4600

Leviathan
- Damage: 65 >> 68

Elite Archer
- Attack speed: 0.97 >> 0.99

Trinity Archer
- Attack speed: 0.97 >> 0.99

Desert Pilgrim
- Chain Heal: 115 >> 120

Lost Chieftain
- Damage: 185 >> 195

Whitemane
- Health: 4300 >> 4600
- Damage: 180 >> 181
- Council: Damage reduction 5 + 15% (25% for Antlers) >> 5 + 10% (25% for Antlers)

Slightly buffed on its own and with Antler. Otherwise, nerfed.

King Claw
- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%

Hydra
- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%

Encouraging players to protect their Eggsacks

Millennium
- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40

Doomsday Machine
- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100

After the recent attack speed buffs, these abilities have become too strong

Hades
- Raise Imp: Removed
- New ability: Summon Thanatos
- Mana cost: 25 >> 60
- Mana regeneration: 1 >> 1.15
- Imp >> Thanatos
-- Health: 1600 >> 2030
-- DPS: 112 >> 200
-- Range: 100 >> 350

Hades was causing too much lag and, as cute as Imps were, they just didn't feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.



[h3]Waves[/h3]

(6) Rockos
- King damage on wave 6 increased by 5%

(7) Sludges
- Sludges: DPS: 27.8 >> 27.6
-- Damage: 40 >> 28
-- Attack speed: 0.69 >> 0.99
- Blobs: DPS: 6.95 >> 6.9
-- Damage: 10 >> 7
-- Attack speed: 0.69 >> 0.99

(9) Carapaces
- DPS: 34.8 >> 34.6
-- Damage: 47 >> 33
-- Attack speed: 0.74 >> 1.05

Right now, Brutes and other sends are almost always better than Pack Leader on waves 7 and 9. This change makes Pack Leader a more competitive option.

(16) Cardinals
- Attack speed: 1.2 >> 1.19

(17) Metal Dragons
- Attack speed: 1.69 >> 1.74

(18) Wale Chiefs
- Attack speed: 1.333 >> 1.316

(19) Dire Toads
- Attack speed: 2.78 >> 2.82

(20) Maccabeus
- Damage: 160 >> 170
- 4v4 only: +8% damage reduction

Returning Maccabeus to its former glory