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Legion TD 2 News

6.03: Balance Changes



LIHL
Season 2 of the Legion TD 2 In-House League (LIHL) is starting October 5th. The top 12 highest-rated teams will qualify. See thread for details and sign-up instructions.

Steeni Halloween Cup
The second Steeni Cup will be on October 31st. ~$300 prize pool. Details and sign-up instructions coming soon.

6.03 Patch Notes


We're hard at work on the shop, so this is primarily a balance, bug, and quality-of-life patch

Game Improvements


Leak Percent Rework
- Leak percent is now relative to a wave's bounty. This is a visual change that doesn't affect gameplay
-- Old leak percent = Bounty Leaked / Total Bounty of Wave and Mercenaries
-- New leak percent = Bounty Leaked / Total Bounty of Wave
- This means you can leak more than 100%
- This means leak percent now reflects how much gold you leaked and gives a good idea of how much damage your king will take
- Adjusted big leak and color thresholds to account for the above changes
- Leak message now shows mercenaries received & shows a “x” icon on the mercenaries the player killed:



Play vs. AI
- New Difficulty: Beginner
- Play vs. AI Easy is now more difficult

Chat
- Now automatically attempts to reconnect if it fails to connect after 7 seconds
- New party chat hotkey: hold CTRL + Enter to type to party (adds a "/p" similar to SHIFT + Enter for "/all" chat)

4v4 Surrender
- Players can now surrender with a majority 3/4 vote starting on wave 11. Wave 10 and prior still requires a unanimous 4/4 vote

Trophies
- New trophy: Ultimate Terminator - Defeat Insane bots in Play vs. AI mode as a duo party
- The original Terminator trophy is now only awarded for solo parties

Fighter Value
- If you Treasure Hunt a Pack Rat, it now decreases your displayed fighter value by 75
- Hydra’s value changed to more accurately reflect its power
-- Full power: 470 >> 420
-- 1-stack debuff: 400 >> 360
-- 2-stack debuff: 340 >> 300
- If you boost a Peewee, Veteran, Infiltrator, or Orchid, the boost gold is added to your displayed fighter value

Weekly Challenge
- Added a button "View my best build" to view your best build for the current week
- Fixed some bugs relating to score calculation and saved builds
- Fixed a bug where it didn't display any message if you tied the challenge score
- Fixed a bug where you could use Treasure Hunt (it is now disabled)
- Mudman and Golem no longer become un-Hardened after resetting the wave

FairPlay
- Chat bans are now more aggressive
- Added extra protection against false positive bans
- Fixed a rare bug where players could be wrongly punished for being AFK

Avatars
- Fixed a bug where some badges were unselectable as avatars

Tooltips & Clarity
- Added “Flying” to the descriptions of all flying units
- If upgrading a unit causes it to lose the ability to fly, it is now clarified in the description
- Every ability that deals ability damage now specifically mentions it
- Auras now explicitly state they do not stack with themselves
- Improved tooltip clarity for all aura units and auras
- Improved tooltip clarity of value bar recommendations
- Improved tooltip clarity for Embargo, Haste, Mind Warp, Gateguard, Maccabeus, and Legion King
- Increased aggressiveness of eco strat warnings
- Spawn Bias renamed to Spawn Position
- Changed references of “deploy” to “build”
- Changed references of “undeploy” to “sell”
- Changed references of “creatures” to “waves”
- Changed remaining references of “spell damage” to “ability damage”
- Changed references of “day” to “battle phase”
- Changed references of “night” to “build phase”

Game Interface
- Tooltips: Fixed a bug where sometimes the wrong armor type tooltip was displayed when mousing over a unit's armor icon
- Gameplay: Fixed a bug where ready button wouldn't show "Waiting on" message below the button
- Gameplay: Selling a fighter with a Hero-style legion spell will now prompt a "Confirm Sell" popup to prevent accidental sells
- Game Camera: Camera bookmarks (most commonly: 1, 3, and spacebar hotkeys) now jump to the "action" (fighters) during the battle phase
- Game Camera: Fixed a bug in 2v2 map where F3/F4 keys didn't properly jump to the opposing players' lanes

Client Interface
- Invites: New Invite UI (now shows confirmation window with that player's name/avatar)
- Players: Fixed a bug where Send Message was grayed out unless you were friends (despite being able to whisper non-friends)
- Chat: Fixed a bug where Global Chat messages from Discord were displaying even if you had Global Chat disabled
- Chat: You can now click most links in chat messages
- Codex: Fixed a bug where animations would be frozen after quitting a game
- Inbox: Message now expire (auto-delete) after 30 days
- Inbox: Bottom-bar icon gold number now represents # unread messages rather than # total messages
- News: Added new maintenance messages that can display up-to-date information when servers are down
- Matchmaking: More accurate estimated wait time
- Tutorial: Now auto-selects first incomplete mission by default

Game Coach
- Less likely to wrongly say you’re overvalued on wave 1
- Less likely to wrongly say you’re overvalued with Sky Queen

Profile
- Fixed a bug where pick rates were not properly updating when playing non-Mastermind Legions. This will fix data moving forward, but unfortunately can't fix data before this patch

Stability
- Fixed a rare bug where an error would cause a hidden crash popup that would prevent connecting to a new match
- Fixed a rare loading screen bug where the game wouldn't load properly under certain conditions
- Fixed a rare bug where keyboard controls would become unresponsive after partially typing an emoji
- Fixed some cases of the client freezing on exit (other cases still remain)
- Potentially fixed a crash issue when changing options in-game (Disabled VFX plugin while adjusting options)

Gameplay Improvements


Pathing & Targeting
- Reverted a change from patch 6.02 where units wouldn't aggro targets that were far away outside their range (this was causing some units to not aggro properly)
- Units should switch targets less often (no longer attempt to retaliate if they already have a target, even if that target is outside range). This should improve Wave 10 to be less dizzy when targeting your ranged fighters.
- Units are now a bit more conservative about "looping" around when they reach a blockage (May have side effects - please share videos on Discord if you can!)
- Fixed some cases where units would waste time moving to the position of an already-dead unit

Hydra & Alpha Male
- Hydra no longer debuffs Alpha Male

Sacred Steed & Pegasus
- Fixed a bug where they wouldn't self-cast if a full-mana Angler or Bounty Hunter was nearby. They will now self-cast in those situations

Bots
- Fixed a bug where bots would sometimes not full-send when they should have
- Now smarter about using Guardian Angel
- Now smarter about using Pyro, Honeyflower, and Hydra
- Now smarter about valuing properly on wave 9 with ranged units

Giant Snails
- Fixed a bug where you could only train 7 or fewer Giant Snails when you should have been able to train 8

Legion Spells
- Fixed a bug where Hero-style legion spells became unusable on new fighters built after you used Harden on Mudman or Golem

Game Balance


Primary goals:
- Improve mercenary balance. Nerfs to Brute early game and Four Eyes + Shaman late game
- Shift power from base fighters to upgrades
- Shift power from tier 1 to higher tier fighters
- Nerf abusive combos (Leviathan + Lord of Death, APS + multi-attackers)
4v4 Dual Building
- Value, recommended value, and workers now properly display a shared number on scoreboards. Workers display an average, and value and recommended value display a sum. This is a significant quality-of-life buff
- Haste: Enemy units no longer have bonus movement speed
- Banana Bunk and Banana Haven no longer count as area-of-effect units
- Soul Gate and Hell Gate now behave normally in the dual-build area, rather than spawning units too soon

Mastermind
- Aqua Spirit and Violet no longer satisfy the magic requirement
- Smarter auto-picker (default roll selection)

King
- Now smarter about not wasting autoattacks when the king has Immolation (depriotizes targets that are close to dying from Immolation)
- Now smarter about target prioritization on wave 15
- Now smarter about target prioritization against Four Eyes (the king will now switch targets to Four Eyes if its damage has ramped up enough)
- Health increased by 25% in 1v1 and single-player games

Legion Spells


Pulverizer
- Stun duration: 1.5 seconds (0.3 for bosses) >> 2 seconds (0.5 for bosses)

We’ve missed the mark on Pulverizer balance, so here’s a big boy buff

Vampire
- Life steal and ability vamp: 23% >> 22%
- Ability vamp is no longer reduced for area-of-effect abilities

Bringing back a long lost synergy

Fighters


Mana Adjustment
- In patch 4.05, we added 1 mana to some fighters to help prevent them from sitting at max mana. More recently, we implemented behavior for most mana users to autocast at max mana. This removes the need for the extra mana, so we're removing it from the following units and compensating some of them with slight buffs: Gateguard, Harbinger, Desert Pilgrim, Lord of Death, Hades, Disciple, Starcaller, Witch, Shaman

Tier 1
Tier 1 fighters are some of the most-picked and highest win rate units in the game. In high-rated games, it's not uncommon to pick 2, sometimes 3, tier 1 fighters to optimize and snowball early game with workers. This patch nerfs tier 1 and shifts power from base fighters to upgrades.

The goal is to make it feel better to pick higher tier units and strong late game combos (e.g. Starcaller + Soul Gate). There will always be a tradeoff between early game snowball and late game synergies, but right now, early game comps are too strong.

Looter
- Damage: 8 >> 7

Pack Rat
- Damage: 55 >> 57

Win rate: 49.1%
Pick rate: Average


Pollywog
- Health: 110 >> 80

Seraphin
- DPS: 52 >> 54
-- Damage: 51 >> 50
-- Attack speed: 1.03 >> 1.08

Win rate: 50.1%
Pick rate: Average


Bone Warrior
- Health: 130 >> 110

Dark Mage
- Fixed a bug where Mind Warp was used on the wrong target

Win rate: 50.3%
Pick rate: Very high


Proton
- Health: 180 >> 160

Atom
- Health: 810 >> 830
- Damage: 36 >> 38

Win rate: 48.5%
Pick rate: Very low


Buzz
- Health: 170 >> 150
- Attack speed: 1.11 >> 1.05

Win rate: 52.4%
Pick rate: Average


Chained Fist
- Health: 230 >> 200
- Damage: 7 >> 8

Win rate: 50.9%
Pick rate: Average


Peewee
- Health: 290 >> 260

Win rate: 52.3%
Pick rate: High


False Maiden
- Damage: 24 >> 25

Hell Raiser
- Health: 1510 >> 1590
- Damage: 48 >> 50

Compensation buffs for APS changes

Win rate: 49.9%
Pick rate: Average


Fire Elemental
- Attack speed: 0.73 >> 0.77

Win rate: 48.4%
Pick rate: Average


Sea Serpent
- Attack speed: 0.93 >> 0.91
- Fixed a bug where Sea Serpents would sometimes never burrow if targets were far away
- Now burrows immediately when the lane is aggroed. This primarily affects backline Sea Serpents, which previously burrowed later.

Deepcoiler
- Health: 1700 >> 1760
- Attack speed: 0.8 >> 0.81
- Fixed a bug where Deepcoilers would sometimes never burrow
- Now burrows immediately when the lane is aggroed. This primarily affects backline Deepcoilers, which previously burrowed later.

Shifting some power from Sea Serpent to Deepcoiler

Win rate: 50.8%
Pick rate: Average


Gateguard
- Health: 700 >> 620
- DPS: 24 >> 28
-- Damage: 35 >> 27
-- Attack speed: 0.7 >> 1.05
- Chaos Hound: Damage 25 >> 27

Harbinger
- Health: 1970 >> 1770
- DPS: 66 >> 81
-- Damage: 117 >> 77
-- Attack speed: 0.56 >> 1.05
- Cerberus: Health: 900 >> 860
- Cerberus: Damage: 75 >> 77

Shifting power from tankiness to DPS to solidify Gateguard’s role as a DPS summoner and giving them better damage thresholds to reduce overkill

Win rate: 50%
Pick rate: Average
Windhawk
- Attack speed: 1 >> 0.97

Win rate: 52.3%
Pick rate: Very high


Lost Chieftain
- Health: 2450 >> 2500
- Damage: 170 >> 172

Win rate: 48.8%
Pick rate: Average


Butcher
- Health: 1250 >> 1230
- Leech: Ability vamp is no longer reduced for area-of-effect abilities

Head Chef
- Damage: 110 >> 112
- Cannibalism: Ability vamp is no longer reduced for area-of-effect abilities
- Necromancy removed
- Mana regeneration increased by 100%

Necromancy as a mechanic on Head Chef was mostly unknown and ignored

Win rate: 48.6%
Pick rate: Very high


APS
- Health: 830 >> 900
- DPS: 44 >> 57
-- Damage: 35 >> 38
-- Attack speed: 1.27 >> 1.49
- Energize: 3 damage + 12% attack speed >> 12% attack speed

MPS
- Health: 2020 >> 2180
- DPS: 106 >> 137
-- Damage: 84 >> 92
-- Attack speed: 1.27 >> 1.49
- Mythium Core: 6 damage + 18% attack speed >> 18% attack speed

Multi-attackers (Masked Spirit, Trinity Archer, etc.) were heavily balanced around APS and MPS. Without the attack damage buff, those units can be more viable on their own and less oppressive with APS and MPS.

Win rate: 51.5%
Pick rate: Average


Elite Archer
- Attack speed: 0.94 >> 0.97

Trinity Archer
- Attack speed: 0.94 >> 0.97

Win rate: 48.9%
Pick rate: Average


Priestess of the Abyss
- Attack speed: 0.91 >> 0.94

Azeria
- Attack speed: 0.91 >> 0.94

Win rate: 47%
Pick rate: Average


Nightmare
- Attack: 1.85 >> 1.79

Win rate: 53%
Pick rate: Average


Antler
- Health: 2180 >> 2350
- DPS: Unchanged
-- Damage: 93 >> 72
-- Attack speed: 0.74 >> 0.95
- Thick Hide no longer gives 2 flat damage reduction. Now clarifies that Antler receives 10% bonus damage reduction when built next to a Whitemane.

Thick Hide was originally meant to make Antler a viable opening, back when there were far fewer viable openings, but it’s no longer serving its purpose.

This change allows Antler to continue to be a safe 4-worker opening, but to be stronger at most stages of the game. Tuned damage thresholds to be stronger on waves 3-4 and to clear waves 1-2 faster.

Win rate: 50.3%
Pick rate: Average


Disciple
- Mana Burst: Mana cost: 9 >> 8

Starcaller
- Asteroid: Mana cost: 9 >> 8

Win rate: 47.2%
Pick rate: Average
Soul Gate
- Hellion: Damage: 62 >> 65
- Nightcrawler: Damage: 62 >> 65

Hell Gate
- Elite Hellion: Damage: 124 >> 130
- Elite Nightcrawler: Damage: 124 >> 130

Win rate: 47%
Pick rate: Very low


Lord of Death
- Can no longer be buffed by Leviathan’s Aerial Command

In the future, we plan to make Aerial Command work with Undead Dragon, but it’s not possible right now due to a technical limitation

Hades
- Raise Imp: Mana cost 33 >> 25
- Necromancy: Now only applies to dying enemy units (wave and mercenaries)
- Necromancy: Mana gain: 1 >> 3
- Imp: Health: 1700 >> 1600

More generally viable, and no longer reliant on spamming tier 1 fighters

Win rate: 51.9%
Pick rate: High
Red Eyes
- Thunderous Charge: Damage increased by 3%
- Thunderous Charge: Attack speed slow: 15% >> 25%

Win rate: 48.4%
Pick rate: Very low
Mercenaries


Dragon Turtle
- Health: 610 >> 600

Brute
- Maul: Attack speed slow per stack: 5% >> 4%

Mimic
- Bounty: 48 >> 45

Bounty now matches its income

Witch
- DPS: 122 >> 123
-- Damage: 100 >> 80
-- Attack speed: 1.22 >> 1.54
- Defense type: Swift >> Arcane
- Necromancy renamed to Witchcraft
- Summon Froggo: Mana cost: 62 >> 60
- Froggo: DPS: Unchanged
-- Damage: 40 >> 34
-- Attack speed: 1 >> 1.18
- Froggo: Defense type: Swift >> Arcane
- Froggo: Bounty: 4 >> 3

Buffs, better thresholds against base tier 1 units, and adding in non-swift defense types for ranged mercenaries

Ogre
- Health: 2700 >> 2750
- Defense type: Natural >> Fortified

Differentiating Brute from Ogre and adding another fortified option between Dino and Siege Ram

Ghost Knight
- Health: 3200 >> 3250

Four Eyes
- Attack speed: 2.38 >> 2.27
- Defense type: Swift >> Natural

Differentiating Drake from Four Eyes and adding non-swift defense types for ranged mercenaries

Centaur
- DPS: Unchanged
-- Damage: 110 >> 92
-- Attack speed: 1.52 >> 1.82

Better thresholds against base tier 1 fighters

Shaman
- Health: 2900 >> 3000
- Attack speed: 1.15 >> 1.25
- Mana: 10 >> 3

No longer casts 4 times at the start of the battle, which nerfs Shaman as an omnipresent late game option, with multiple Four Eyes, and against the king.

Waves


Boss Partial Bounty
- Minibosses on waves 5, 15, and 21 now give partial bounty based on their missing health. 25% of the bounty is in the kill, so it’s still better to get the kill than to leave them at 1 health.
- As a reminder, bosses on waves 10 and 20 also give partial bounty with 13% of the bounty in the kill. This is unchanged.

(7) Sludges
- Attack speed: 0.715 >> 0.7
- Blob: Attack speed: 0.715 >> 0.7

(8) Kobras
- Attack speed: 1.09 >> 1.11

(14) Killer Slugs
- Health: 2050 >> 2020

(19) Dire Toads
- Attack speed: 2.63 >> 2.7

6.02: Weekly Challenges



50% Off Sale
Legion TD 2 is on sale starting Tuesday, August 11. A great time to introduce the game to a friend!

Hotfixes
6.02.1
- Fixed a bug with Weekly Challenge not loading menu

6.02.2
- Fixed a bug with reconnecting not working
- Fixed a bug with Challenger trophy not being awarded
- Fixed a bug where Zeus had 950 hp, but should have had 900 hp. (Now correctly has 900 hp)
- Fixed a bug with Weekly Challenge where waves stopped spawning after you sold a unit with a Hero-style legion spell

6.02.3
- Fixed a bug where ranged creatures/mercenaries would run forward to "snipe" backline summoned units (such as Undead Dragon) instead of locking onto closer targets
- Fixed a bug where ranged summoners (Lord of Death, Hades, Witch) would switch targets after summoning their pets
- Aggro when splitting should be slightly more consistent
- Protected mercenaries (Brute, Mimic, Safety Mole, Pack Leader, Ogre) are more likely to be targeted if partially injured on earlier waves (this brings it closer to pre-v6.02 for earlier waves)
- Fixed a bug where Chat sometimes wouldn't connect

6.02.6
- Weekly challenge improvements (added Build tracking so you'll be able to see the winning build vs. your best build after the week finishes)
- Added Weekly Challenge leaderboards for 1st Place Finishes and Top 20 Finishes (view them in the main Leaderboards menu)
- Sacred Steed & Pegasus no longer cast their ability when out of combat (Specifically, they won't cast in the Catch Area unless the gate is open and there are enemies remaining)
- Other small fixes

v6.02.7
- Fixed a bug where ranged units, especially ones with long cooldowns, would run too far forward when aggroing
- Fixed a matchmaking bug with party rating adjustment
- Disabled Adapt ability (Devilfish/Seraphin) in Weekly Challenge, since it is buggy

LTDDB: Discover Top Builds


ltddb.com is an analytical tool for discovering new and optimal builds. You can search for builds with the lowest fighter value on any wave with any fighters against any mercenaries. For example, can Nightmare clear a Brute on wave 3 with 5 workers? LTDDB says yes!



LTDDB was built by a member of our community, paintsniffer, using the Legion TD 2 API. If you're interested in learning more or requesting an API key, visit our API thread.

Weekly Challenges


- Every week, a new build and wave from a high Elo game is selected
- Your goal is to use the same fighters, but position them better to clear the highest % of the wave
- Beating the challenge reveals the build of the player and their name
- A Challenger trophy is awarded if you beat the challenge
- A Challenger Elite trophy is awarded to the top scorer each week. Ties are broken by whoever was first.



Weekly Challenges are found in the Training menu



Merged Global Chat


- In-game Global Chat has been merged with our Discord's General Chat. The goal is improve community cohesiveness and encourage more discussion about the game.
- Improved moderation tools for Global Chat
- Global Chat will now be more heavily moderated. Discriminatory speech, flaming, and venting will result in a chat ban.
- If you haven't already, consider joining our community Discord: discord.gg/LegionTD2

Game Improvements


Pathing & Targeting
- Units now run forward instantly after a target is dead, rather than waiting for their attack cooldown
--- This makes all units, especially slow-attacking ones, more responsive and behave more consistently
--- Tank mercenaries are now less likely to cause fast-attacking or mid-line fighters (e.g. Nightmare) to run ahead of slow-attacking or front-line fighters (e.g. Mudman)
- Non-tank melee mercenaries (Brute, Safety Mole, Pack Leader, Mimic, Ogre) are now less likely to be targeted
--- This improves consistency, especially when a powerful mercenary is sent on an early wave (Brute on 3, Mimic on 7, Ogre on 9, etc.)

Bots
- Now smarter about using Titan and Pulverizer legion spells

Lioness and Alpha Male
- Lioness' Entourage and Alpha Male's Dominion now properly work with Sea Serpent and Deepcoiler

UI Improvements
In preparation for the upcoming Shop, a variety of changes have been made:
- New, cleaner main menu. Some buttons have been moved to the bottom bar.
- Profile: Fighter Stats & Wave Stats are now combined into a single Game Stats tab
- Collection: Now uses colored gemstones instead of glowing borders to indicate rarity
- Each card's rarity has been changed to match how rare they actually are, rather than being based on the tier of the unit. This may affect your collection value stat.

FairPlay
- Increased punishment for intentional losers

Bug Fixes & Stability
- Fixed a rare bug causing various game instability (Race conditions with game data loading) (this bug has been around for years!)
- Fixed a rare bug that prevented upgrading the King, telling you to "pick your rolls first" (there were other symptoms, but that is the most noticeable one). Thanks MarekParek for logs.
- Fixed a rare bug that locked up portions of the HUD and prevented chatting, after typing in an emoji in chat under certain conditions. Thanks BerntDasBROT for logs.
- Fixed a couple of instability bugs caused when spectating under certain conditions
- Fixed a rare bug where fighters would spawn twice (root bug is still not fixed yet, but added a failsafe to prevent it from affecting in-game)
- Fixed a bug where a "player found card" message would appear in chat in custom games, where cards can't actually be earned
- Fixed a bug where Wave 21 recommended value was incorrectly updated
- Fixed a tab scoreboard bug where you could see enemy Hero-style legion spells on wave 11 during build phase, when you shouldn't have been able to see them until after wave 11 started
- Added monitoring for a rare bug when game statistics don't save for one or more players under certain laggy conditions (will be able to fix it in a future patch)

Catch Area
- Eggsack now warps to the back to prevent it from getting sniped without drawing aggro
- Fixed a rare case where leaked creeps would sometimes "sneak by" to the King while fighters were still alive (Melee leaked creep acquisition range is restored to max after the gate opens)

Chat
- Fixed a bug where chat wouldn't wrap long words (it would show a glitchy horizontal scrollbar that was unintended)

Profile
- Added "Opening Performance" column
- Performance colors tweaked (now more should show up as green)
- Tweaked favorite rolls & favorite openings to not show decimals

Tab Scoreboard
- Disabled mousing over enemy units that already died (it is bugged; may re-implement in the future)

HUD
- Fixed a bug where some Power Score tooltips didn't work when using the Wave Info/Attack Types windows

Game Coach
- Various improvements

Game Balance


[h3]4v4 & Custom Games[/h3]

Dual Building
- Haste: Damage reduction from area-of-effect abilities: 25% -> 33%

Hybrid Builder
- Tier 1 cost: 17 -> 18
- Tier 2 cost: 43 -> 44
- Tier 3 cost: 82 -> 81
- Tier 6 cost: 257 -> 255

[h3]Legion Spells[/h3]

Lizard Army
- Mythium: 30 -> 35

Pulverizer
- Stun duration: 1.2 -> 1.5
- Dark Mage is now smarter about Mind Warping units with Pulverize

Sorcerer
- Bonus ability damage: 21% -> 20%

[h3]Fighters[/h3]

Peewee
- Health: 310 -> 290
- DPS: 8.6 -> 8.2
-- Damage: 9 -> 8
-- Attack speed: 0.95 -> 1.03

Veteran
- Health: 1450 -> 1420

Win rate: 53%
Pick rate: High


Angler
- Health: 440 -> 450
- Attack speed: 0.86 -> 0.88

Win rate: 49%
Pick rate: Low


Sky Queen
- Damage: 90 -> 92

Win rate: 48%
Pick rate: Low


Zeus
- Health: 950 -> 900
- Attack speed: 2.38 -> 2.33

Win rate: 53%
Pick rate: High


Leviathan
- Health: 2000 -> 1900

Win rate: 53%
Pick rate: Average
Sacred Steed
- Mana Blessing self-buff: Attack speed: 20% -> 30%
- Angler and Bounty Hunter can now have their mana increased by Mana Blessing

Pegasus
- Mana Miracle self-buff: Attack speed: 20% -> 30%
- Angler and Bounty Hunter can now have their mana increased by Mana Miracle

Win rate: 47%
Pick rate: High


Grarl
- Damage: 76 -> 74

Win rate: 51%
Pick rate: High


Mudman
- Health: 1700 -> 1680
- Harden: Damage reduction: 2 + 15% -> 3 + 15%

Golem
- Damage: 148 -> 150
- Harden: Damage reduction: 2 + 15% -> 3 + 15%

Win rate: 49%
Pick rate: Average


Great Boar
- Health: 3200 -> 3230
- Damage: 60 -> 62

Red Eyes
- Health: 8100 -> 8130
- Damage: 151 -> 156

Win rate: 48%
Pick rate: Low


Fenix
- Health: 4150 -> 4250
- Damage: 285 -> 290

Win rate: 48%
Pick rate: Average


Hydra
- Health: 2730 -> 2670
- Hydraling: Health: 910 -> 890

Win rate: 54%
Pick rate: Average
Soul Gate
- Hellion: Damage: 60 -> 62
- Nightcrawler: Damage: 60 -> 62

Hell Gate
- Elite Hellion: Damage: 120 -> 124
- Elite Nightcrawler: Damage: 120 -> 124

Win rate: 47%
Pick rate: Low

6.01: Game Balance & Improvements



Small maintenance patch with balance changes and other improvements

Matchmaking
- 4-person parties in Classic Queue are now only split up if their average rating is 1800+. We consider both ranked rating and hidden classic rating when calculating a team's average rating.
- Improved average match quality for players rank 1-40
- Improved average match quality for all players during off-hours

Game Coach
- No longer wrongly says you're overvalued with Eggsack
- Less likely to warn you about missing certain attack/defense types
- No longer warns you about missing certain attack/defense types when playing Chaos

Improvements
- Mastermind rolls can no longer have more than three tier 1s (occurred 0.5% of the time)
- "Suspended until" message now shows how long you are suspended (in addition to the date)
- Added sound effect for rank-up celebration
- Added small persistent VFX for Chained Fist & Oathbreaker, Golden Buckler & Royal Guard
- Improved VFX for Elite Archer & Trinity Archer
- Tweaked Scoreboard tooltip width
- Mastermind roll selection warnings are now smarter for arcane units

Fixes
- Fixed a bug where King Upgrades sometimes became unusable
- Fixed a rare bug where matchmade games would sometimes crash when playing with a player who had an "=" sign in their names
- Fixed a rare bug where a player wasn't marked as AFK when they should have been, when their client is unresponsive but still connected
- Fixed a bug where the Health Bar Visibility option wasn't saving between sessions
- Fixed a bug where viewing a player's profile via match history while in-game would send you to the main menu instead of back to game when you pressed back
- Fixed a bug where rank-up celebration popup would show during your first 10 ranked games of the season (it should only show after you have played at least 10 ranked games this season)
- Fixed a bug where Unranked tier accidentally had numeral divisions
- Fixed some rounding bugs with HP displays
- Fixed some minor bugs with Profile stats (Rounding digits, sorting 100%)
- Fixed some minor display bugs with Leaderboard
- Fixed a bug where reporting a player sometimes didn’t display a “Success” message, even though the report succeeded
- Fixed a bug where you would be auto-requeued for a Ranked game if someone failed a ready check in a Custom game (Thanks FlightTV for logs)
- Fixed a layout bug with Postgame Builds
- Fixed some display bugs in Profile

Stability
- Experimental Game Server stability (modified some thread locking code exit conditions & thresholds)
- Improved Login Server stability
- Fixed a rare bug where a wave would spawn twice, resulting in a lot of other server instability
- Disabled "Display Mode" (Windowed/Fullscreen) option setting while in-game, since it sometimes causes the game to crash. This setting is meant to be modified only while in the Lobby.

Game Balance


[h3]Legion Spells[/h3]

There's been legion spell power creep over the years, so we're dishing out small nerfs. Nerfs often don't feel good, but they are important for game balance.

Giant Snail
- Health: 530 -> 510
- Damage: 23 -> 22

Guardian Angel
- Maximum health: 2400 -> 2300

Hero
- Damage and damage reduction: 7% -> 6.5%

Magician
- Mana regeneration and gain: 24% -> 22%

Protector
- Health: 650 -> 600

Pulverizer
- Stun duration: 1 second -> 1.2 seconds
- Percent chance: 28% (16% for ranged) -> 27% (15% for ranged)
- Fixed a bug where Pulverizer didn't work with Masked Spirit & upgrades (it now has a chance to stun a single random target)

Sorcerer
- Ability damage: 24% -> 21%

Titan
- Health: 1400 -> 1350

Vampire
- Lifesteal and spell vamp: 24% -> 23%

Villain
- Damage amplification: 28% (16% for ranged) -> 27% (15% for ranged)

[h3]Fighters[/h3]

More time is needed to assess fighter balance after the season 6 patch, so we're going light with the changes

Zeus
- Attack speed: 2.5 -> 2.38

Lost Chieftain
- Gaia Shield: Health: 1250 -> 1300

[h3]Waves[/h3]

Recommended Value
- No longer inflated late game
- Now generally more accurate
- Now ramps up with each subsequent wave of wave 21

(9) Carapaces
- Health: 750 -> 740
- Deflection: 15% damage reduction from ranged autoattacks -> 15% damage reduction from ranged units

Deflection is now more understandable and also allows it to counter ranged ability damage dealers

[h3]Mercenaries[/h3]

Ghost Knight
- Health: 3150 -> 3200
- Damage: 185 -> 190

Siege Ram
- Health: 5400 -> 5350 green_arrow.png red_arrow.png
- Deflection: 15% damage reduction from ranged autoattacks -> 15% damage reduction from ranged units

Deflection is now more understandable and also allows it to counter ranged ability damage dealers

6.00: Season 6



Season 5 End
  • June 21: Season 5 ends at 9pm PST. Ranked disabled
  • June 22 - June 23: 2x Chaos 2v2 featured game mode. Ratings soft-reset. Ranked rewards distributed
  • June 24: Season 6 begins


Community Broadcasters


We are looking for players who are interested in becoming official Community Broadcasters. A broadcaster is an ambassador for the game. Their Legion TD 2 games show up on the Legion TD 2 Steam page.

Requirements:
- Highly active (10+ games/week)
- Consistent positive behavior (Behavior Score > 90)
- Use high+ graphics settings

If you're interested in becoming a Community Broadcaster, reach out to Jules in the Legion TD 2 Discord



New Units: Divine Tier 4




Elite Archer
- Cost: 145 gold
- Health: 900 (Arcane)
- Damage: 25 (Pierce)
- Attack speed: 0.83
- Range: 450

Multishot
Fires 3 additional arrows, dealing ability damage, at enemies near its attack target. Multiple arrows can hit the same target.



Trinity Archer
- Upgrade Cost: 265 gold
- Health: 2530 (Arcane)
- Damage: 57 (Pierce)
- Attack speed: 0.83
- Range: 450

Hypershot
Fires 4 additional arrows, dealing ability damage, at enemies near its attack target. Multiple arrows can hit the same target.

New Legion Spells


Titan
Increases a target fighter's health by 1400

Pulverizer
Gives a target fighter Pulverize: Each attack has a 28% (16% for ranged) chance to stun its target for 1 second (0.33 for bosses)

Applies once for all units (does not work on bounced and split attacks)

Game Coach

- After each game, Game Coach analyzes your performance and occasionally makes recommendations
- This feature is primarily for new and lower-rated players and may be inaccurate for higher-rated players
- As a beta feature, please give us feedback to help us improve it
- You can disable Game Coach in Options > Interface



Value Bar 2.0

- Value (gold spent on fighters) is now displayed near your gold, mythium, income, and workers
- The amount you are over or under recommended value is now also displayed
- The middle green gem glows when you are near recommended value (+/-10%)
- Each highlighted bar to the left means you are an additional 10% under recommended value
- Each highlighted bar to the right means you are an additional 10% over recommended value
- The bar is yellow when you are within 20% of recommended value, but not within 10%
- The bar is red when you are greater than 20% from recommended value
- Wave 1 has slightly different thresholds



Recommended value is not perfect. It is a heuristic that assumes you have an average build with average typing against the wave. You should aim to be under value if you have a strong build or good typing against the wave. You should aim to be over value if you have poor typing against the wave.

Enemy Tab Scoreboard

- Hold TAB and click "Enemy Team" (or Space) to view enemy fighters
- Only fighters from the previous wave are displayed (what you were already able to see normally)



This makes it easier to keep track of which lane you are sending to, without having to move the camera and memorize/ping enemy fighters before they die. Additionally, this makes it quicker to scout your opponent. This leaves you more time to focus on other aspects of the game.

Lifebars 2.0

- Now shows chunks of 1k hp to distinguish tanks from squishy units
- Now shows orange burn graphics when taking damage
- Now hidden for full life units that do not use mana during the battle phase
- You can hold CTRL to toggle all lifebars on
- You can press HOME (POS1) to toggle between lifebar modes if you want it to always show all lifebars
- You can toggle on/off health bar segments in Options > Interface
- Removed red/yellow lifebar option
- King, Granddaddy (Wave 10), and Maccabeus (Wave 20) lifebars have extra-wide lifebars



Party Chat 2.0

- Added Party Chat. Type "/p hello" to say "hello" to your party



Opening Win Rate

- Your opening win rate for each fighter is now tracked and displayed in Fighter Stats



New Language: Korean


Translations
- Enabled Korean language
- Updated translations for Turkish, Russian, and other languages

Thank you to Curing, Tonezin-Levent, Onur, Ladiance, foliesseer, Flavah, Robert Mends, and everyone who contributed. Legion TD 2 has an international community, so translations go a long way in growing the game. If you’d like to contribute, please go to LegionTD2.com/translate

API 2.0

- The API has been rewritten with a new design for the developer portal and bug fixes

If you're interested in learning more or requesting an API key, visit our API thread. An example of what's possible with the API is LTDStats.com, made by GvR Mr Mister.

Gameplay Improvements


Pathing & Targeting
- Fixed a bug where Sea Serpent would sometimes not aggro onto the closest target
- Fixed a bug where units would change attack targets after casting an ability (most commonly with Starcaller)
- Fixed a relatively rare bug where leaked creatures/mercenaries would wander through the gate (their target acquisition range is now lowered after they are leaked)
- Added some extra failsafes to unstuck units quicker

Mastermind
- Now guaranteed at least one T2 or T3 in your roll

Worker Queue
- Selling or downgrading a tower now clears your worker queue first to prevent accidentally over-workering (especially when repositioning a tower on wave 1)

King Upgrades
- You can now queue king upgrades by shift-clicking them



Catch Area
- (2v2 map only) Catch fighters are positioned a little less randomly: tanks are now positioned towards the center (horizontally) of the lane to make them more reliably tank.
- Fixed some cases where catch area fighters would wander from the catch area (should be a lot less teleporting now).

Eternal Wanderer, Samurai Soul, Hydralings, and Guardian Angel
- Fixed a bug where sometimes units wouldn't revive with the correct buffs, especially when being attacked by Brutes

Disciple, Starcaller, King (Chain Frost, Lightning Hammer)
- Autocast behavior is smarter when attacking low-life targets (if the target is about to die to an autoattack, it will immediately cast its ability on another unit)

Lost Chieftain
- Fixed an autocast bug where it would cast on the wrong unit when building at the top of the lane
- Fixed an autocast bug where it would sometimes consider a target slightly out of range
- Fixed a bug where Gaia Shield couldn't target Sea Serpent & Deepcoiler

Sacred Steed & Pegasus
- Fixed a bug where they wouldn't cast on themselves if you had Great Boar/Red Eyes nearby as the only mana-users
- Fixed a bug where they could accidentally target mercenaries
- Fixed a bug where they wouldn't autocast their abilities in the catch area while the gate was still closed

Head Chef, Azeria, Desert Pilgrim
- Fixed a bug where they wouldn't autocast their abilities in the catch area while the gate was still closed

Sea Serpent & Deepcoiler
- No longer use Ambush after reviving from Guardian Angel

Priestess of the Abyss, Azeria, Banana Haven
- Burst Attack, Echostrike, and Tribal Warfarenow properly deal ability damage, instead of autoattack game

Takeover Bots (for Disconnected Players)
- Now always save mythium if you save mythium. They used to consider solo-sending before wave 10
- Now no longer upgrade the king if you did not upgrade the king first. They used to consider solo upgrading king based on various factors
- Now always aggressively send late-game (after wave 13 in 2v2, after wave 17 in 4v4), instead of occasionally income-sending or partial-sending
- Now always aggressively send if saving for 2+ waves, instead of occasionally income-sending or partial-sending
- Now no longer consider upgrading the king on wave 21+

Sell (Undeploy, Delicacy, Pawn Shop, etc.)
- Now rounds gold consistently (rounds up to nearest number). For example, Pawn Shop with Looter should now sell for 9g instead of 8g.

Matchmaking & Queue Improvements


Matchmaking
- The matchmaker now speeds us less during off-hours. This means fairer matches for everyone
- The rating ceiling now expands dynamically. This means fairer matches for very high-rated players, especially towards the end of the season
- More matchmaking parameters can now be adjusted without having to patch the game, allowing for more matchmaking adjustments and hotfixes
- The anti-smurf boost threshold now automatically adjusts based on the leaderboard, rather than always being set to 2200

Play vs. AI
- Nerfed Hard Bots. They now start with +35 income instead of +65 income
- Nerfed Easy Bots
- Added Insane Bots. They now start with +65 income and play smarter than Hard Bots. You get a "Terminator" trophy every time you beat Insane bots.

Classic Queue
- Parties of 4 may be put on separate teams to keep matches fair, without increasing queue time. It prevents 4-stacks of veteran players dominating weaker players and 4-stacks of new players getting dominated.

Custom Games
- You can now adjust bot difficulty: Beginner, Easy, Medium, and Hard
- Added a "Set for all players" button to copy the selected player's gold/mythium to all players. Thanks for the suggestion, Flight_Tv!

Ranked Rewards
- Now shows a popup when you reach a new peak rank this season

Ratings
- Tweaked rating loss formula to reduce rating inflation, especially for at the top end
- Disabled -ratings and removed the "Show All Rating Changes" option

Seeing the exact ratings of players in your game causes unnecessary anxiety, toxicity, and fixation on rating changes. It's healthier for the game in the long run to remove this. For players who used -ratings, this will be an uncomfortable change, so we'll keep an eye on how things feel after everyone has time to adjust.

Queue Cancelations
- Fixed a queue bug where the "Canceled the search" notification appeared before your cancellation was fully completed
- Improved cancel queue notification by adding a warning that it may take up to 7 seconds

Game Improvements


FairPlay
- Fixed a bug with the Behavior Score formula that caused everyone to have 99-100 Behavior Score. Now, players will be between 0-100.
- Removed Behavior Score leaderboard (may re-add it in the future with some tweaks, but for now it wasn't very accurate due to some limitations)
- You can now report for Offensive Tagline

Players with low behavior score will have reduced essence gain when the shop comes out, will be ineligible for ranked rewards, will be unable to participate in official tournaments/leagues, and risk having their account suspended during ban sweeps. This is part of our effort to maintain a healthy and fun community.

Profiles
- Changed formula for Pick Rate. It is now the % that you pick a fighter, given that it showed up in your roll. So if you pick a Windhawk 100% of the time it is in your roll, Windhawk will have a pickrate of 100%.
- Fighter Stats: Added mouseover tooltips for Performance and Pick Rate
- Playstyle Chart: Now considers your most recent ~50 games
- Match History: Now no longer includes ties (they were taking up unnecessary space)

Emojis
- When selecting an emoji from the autocomplete list, you can now press ESC to cancel
- Fixed a bug where wide emojis were squished in lobby chat
- Added fiesta emoji



Post-game
- Builds tab: Now shows specific King Upgrades received, rather than just the total value of King Upgrades.
- Builds tab: Fixed a bug where leaked percent was inaccurate on boss waves.
- Fixed a bug where canceling a Play Again queue wouldn't cancel if you did it too quickly after queueing (Specifically, added "Entering queue..." and "Canceling queue..." button states for Play Again button to prevent you from canceling/requeueing before your previous request finished).
- Improved MVP score formula. It now rewards causing the opponent to leak more and punishes feeding the opponent more
- Fixed a bug where Power Score bar would be missing if everyone on the team had negative MVP scores

HUD
- New text/vfx that displays "+ income" when you hire a mercenary. This adds visual clarity and feedback for income
- New text/vfx that displays "+1 mythium rate" or "+2 mythium rate" when you train a worker. This adds visual clarity and feedback for training workers
- King Upgrades on the wave timer bar now show in different colors
- New icons for income and fighter value
- Fixed a bug where a seemingly random tower would sometimes be selected when entering night phase.
- Fixed a bug where the attack/defense mouseover tooltips didn't update when your attack speed/mana regen/etc. changed

General Interface
- Fixed some inconsistencies with Legion Spell window graphics
- Flat damage reduction is now shown in target frame tooltip
- Mouse: Fixed a bug where the mouse cursor would be stuck on the 'drag' graphic after a game ended if you were in the middle of dragging the camera.
- Tab Scoreboard: Now has a light background to distinguish your lane.
- Tab Scoreboard: Mousing over a unit tooltip now shows its current mana.
- Tooltips: Mana Regen now displays as the actual mana regen number, instead of percent.
- Pings: Fixed a case where pings would sometimes not disappear/get stuck on a unit or the ground.

Friends List
- Fixed some cases where friends list wouldn't be up-to-date after returning from a game.

Hybrid & Chaos
- Now show up properly in post-game, tab scoreboard, and friends list. Previously it showed them as Mastermind

Dual Building
- Added additional mouse hover messages to help players understand dual building requirements
- Fixed a bug where the dual build requirement hover message would show after the first tower was already placed.

Graphics
- Improved graphics when deploying a fighter. It should feel more responsive now.
- Improved graphics for Magician, Sorcery, Vampirism, Protector, Leadership (Pack Leader Aura),
- Fixed a bug where some ability vfx would appear to be launched from the wrong point under certain lag conditions (most notable with Tempest/Leviathan passives & some others)
- Removed aura range circles. they weren't useful and just took attention away from the yellow squares, which are more accurate).
- Texture update for Golden Buckler & Royal Guard.
- Removed team-color textures for units that had them (they looked out of place, and lifebars serve the same role).
- Fixed Harpy missile vfx
- Mesh projectiles now disappear faster (Lizard, Cannoneer, Quill Shooter, Ranger, Tempest Machine Gunner, Leviathan Bombardier)
- Fixed arrow graphics for Hero-style legion spells (they weren't showing up properly)

Avatars, Badges, and Icons
- New unranked icon
- New badge for LIHL first place winners
- Improved icons for Safety Aura, Leadership Aura, Deflection, Giant Slayer, Death Stare, and Cleave

Options
- Graphics: Added an option for "Confine cursor to screen" - "Confine in-game only." Thank you to SivHD for the suggestion
- Graphics: Removed "Background FPS" option. It was causing more trouble than it is worth.
- Audio: "Mute sound on minimize" is now default off, rather than on. This won't affect any current players.
- Interface: Removed "Lock Camera" hotkey. It was causing more trouble than it is worth.
- Interface: Added an option for "Window Focus Grabbing" to toggle on/off window focus grabbing, or have it for Match Found only.

Window Focus Grabbing
- Disabled focus grab for entering loading screen (it seemed redundant to grab focus when it already grabbed focus for Match Found and once you entered in-game)
- Disabled focus grab when a non-friend invites you to party (now only grabs it if the inviter was a friend)

Player Mutes
- Removed "Allow pings from muted players" option - pings from muted players are now always allowed
- In the tab scoreboard, you can now mute or unmute pings from individual players

Match Ties
- Fixed a bug where match ties would wrongly trigger if you had workers in the queue (but none trained yet)

Performance
- Optimized Mercenary Window by disabling countdown timer logic (since we no longer have stock timers). This should significantly improve performance for certain systems as well as potentially fix some crashes

Game Balance


[h3]Legion Spells[/h3]

Villain
- Damage amplification 27% (15% for ranged) -> 28% (16% for ranged)
- Damage amplification duration: 1.5 seconds -> 3 seconds
- Now only applies once for all units (no longer works on bounced and split attacks)

While Villain was fun on units like Masked Spirit, it was overpowered and prevented it from being viable on most other ranged units

Magician
- Bonus mana regeneration and mana gain: 25% -> 24%

Sorcerer
- Bonus ability damage: 25% -> 24%

Fighters

Dark Mage
- Mind Warp
-- Attack speed: 40% -> 30%
-- Mana cost: 11 -> 8
-- Now much smarter about not double-buffing the same target

Proton
- Health: 200 -> 180
- Damage: 7 -> 8
- Range: 250 -> 300

Atom
- Health: 920 -> 810
- Damage: 31 -> 36
- Range: 250 -> 300

Chained Fist
- Attack speed: 0.81 -> 0.74
- Unchained Rage: Attack speed bonus: 150% -> 250%

Oathbreaker
- Attack speed: 0.81 -> 0.74
- Unchained Rage: Attack speed bonus: 150% -> 250%

Stronger on early waves when taking partial aggro. Oathbreaker is now a viable opening.

Pyro
- Attack speed: 1.235 -> 1.22
- Range: 250 -> 300

A number of ranged units this patch are getting small range increases. The game has too many short-ranged units, which causes battles to look like a mosh pit.

Gargoyle
- Health: 230 -> 290
- Stone Skin: Damage reduction: 50% -> 1 + 30%

Green Devil
- Health: 690 -> 900
- Attack speed: 1.3 -> 1.37
- Granite Skin: Damage reduction: 60% -> 2 + 40%

- Stronger early game, where a low-cost arcane should shine. Green Devil was previously hard to use early game because its magic damage made it weak against wave 7, and it was only okay on wave 8, given its weakness on waves 9-12.
- Increased viability of Green Devil opening
- Less broken with Lost Chieftain spam

Aqua Spirit / Rogue Wave / Fire Elemental
- Attack speed: 0.74 -> 0.73
- Bounce range: 400 -> 550

Now more consistently hit backline mercenaries, as intended

Angler
- Health: 430 -> 440

Bounty Hunter
- Attack speed: 0.91 -> 0.89

Shifting a small amount of power from Bounty Hunter to Angler

Harpy/Sky Queen
- Range: 400 -> 450

This is not a strict buff because the higher range results in slightly less mana from Acrobatics

Sacred Steed / Pegasus
- Mana Blessing: Maximum mana gained per target: 1.5 -> 1
- Mana Miracle: Maximum mana gained per target: 4.5 -> 3
- Adjusted mana cost and regen values of various units to buff the following synergies: +200% Proton, +150% Zeus, +100% Atom and Head Chef, +33% Great Boar and Red Eyes

This makes buffing multiple units more viable, rather than only buffing one unit

Tempest
- Range: 250 -> 300

Leviathan
- Health: 2150 -> 2000
- Range: 250 -> 300
- Bombardier: Damage: 100 -> 80
- Aerial Command: The 18% bonus damage now also affects ability damage (including Bombardier)

Stronger with Tempests, Violets, and 2x Leviathan

Violet
- Attack speed: 0.925 -> 0.9

Despite previous nerfs, Violet remains statistically one the strongest units in the game, particularly in high-rated games. It has the 3rd highest win rate and 6th highest pick rate. The Leviathan change is also an indirect buff

Eternal Wanderer
- Health: 800 -> 790
- Attack speed: 0.833 -> 0.82

Eternal Wanderer has a high win rate and pick rate and is out-performing Mudman

Mudman/Golem
- Harden: 15% damage reduction -> 2 + 15% damage reduction

APS
- Health: 1000 -> 830
- Attack speed: 1.12 -> 1.27
- Range: 200 -> 400

MPS
- Health: 2400 -> 2020
- Attack speed: 1.12 -> 1.25
- Range: 200 -> 400

Yozora
- Health: 1150 -> 1470
- Nimble Feet: Dodge percent: 40% -> 25%

Arctaire
- Health: 3270 -> 4180
- Nimble Feet: Dodge percent: 40% -> 25%

Slightly stronger on its own; less broken with Lost Chieftain spam

Lost Chieftain
- Gaia Shield: Health gain: 1100 -> 1250

Stronger with every unit except Gargoyle, Green Devil, Yozora, and Arctaire

Grarl
- Damage: 78 -> 76

Grarl is arguably the strongest roll in the game, due to its versatility. Delicacy (90% sell) is fun and allows for interesting strategies, so we're nerfing Grarl's stats instead Delicacy.

King Claw
- Damage: 140 -> 125
- Shell Shock: Mana cost: 11 -> 8

Priestess of the Abyss
- Health: 1410 -> 970
- Damage: 38 -> 24
- Attack speed: 0.94 -> 0.92
- New ability: Invigorate: Increases attack speed by 100% and heals for 15% missing health/sec for 5 seconds
- Burst Attack: The 2 extra attacks now properly count as ability damage

Berserker
- Health: 2120 -> 2150

Fatalizer
- Health: 5910 -> 6000

Fire Lord
- Health: 1800 -> 1820

Fenix
- Health: 4100 -> 4150

Millennium / Doomsday Machine
- Range: 400 -> 550
- Explosive Shells / Detonation: Now deals splash damage if Millennium / Doomsday Machine attacked a target that died during travel time

Lord of Death
- Range: 400 -> 500
- Undead Dragon: Range: 250 -> 350

Hades
- Range: 400 -> 500

Soul Gate
- Healing from Ocean Templar’s Resonance: 1% max health -> 0.5% max health
- Hellion: Health: 1320 -> 1000
- Hellion: Damage: 53 -> 60
- Nightcrawler: Health: 660 -> 500
- Nightcrawler: Damage: 53 -> 60

Hell Gate
- Healing from Ocean Templar’s Resonance: 1% max health -> 0.5% max health
- Elite Hellion: Health: 3300 -> 2500
- Elite Hellion: Damage: 106 -> 120
- Elite Nightcrawler: Health: 1650 -> 1250
- Elite Nightcrawler: Damage: 106 -> 120

Less abusive with Ocean Templar, weaker in base races, and more reliant on having tanks

Hydra
- Health: 2790 -> 2730
- Hydraling: Health: 930 -> 910

Mercenaries

Cannoneer
- Range: 500 -> 550

The range of ranged mercenaries is being standardized to 550 to create more consistent targeting and to increase viability on wave 11

Safety Mole
- Health: 1260 -> 1460
- Damage: 61 -> 71
- Safety Aura: Damage reduction: 5 -> 4
- Safety Aura: No longer affects the king, which disproportionately reduced the damage of Immolation on early game waves

Still strong against low-damage units, but no longer completely cripples them. Also, now a more versatile option early game.

Drake
- Range: 400 -> 550

Mimic
- Health: 2200 -> 2150
- Attack speed: 1.05 -> 1.02
- New ability: Plunder: +3 gold each time it kills a unit
- Income: 48 -> 45

Mimic is now stronger against lots of units, rather than just being an over-statted pierce damage dealer

Pack Leader
- Health: 1800 -> 2000
- Damage: 92 -> 102
- Leadership Aura: Damage bonus: 8 (16 to bosses) -> 7 (14 to bosses)

A bit stronger early game and weaker late game. Pack Leader is currently overshadowed by Mimic or Brutes on most early game waves, then becomes a must-send late game

Witch
- Range: 400 -> 550
- Froggo: Range: 250 -> 400

Ghost Knight
- Health: 2400 -> 3150
- Damage: 165 -> 185
- Ghostwalker: Reduction from autoattack damage: 50% -> 30%

Ghost Knight was previously balanced around its optimal use case, which made it a trap most of the time. It’s now stronger against small amounts of ability damage or when kited.

Four Eyes
- Range: 400 -> 550

Centaur
- Damage: 220 -> 110
- Attack speed: 0.93 -> 1.52
- New ability: Cleave: Each attack deals 20% damage to up to 5 enemies

Make Centaur cleave again

- DPS (single target): 204 -> 167
- DPS (total): 204 -> 333


Siege Ram
- Health: 5650 -> 5400
- New ability: Deflection: Takes 15% reduced damage from ranged autoattacks

Now fills a more interesting niche, rather than being a glorified Dino

Shaman
- Health: 2700 -> 2900
- DPS: 114 -> 126
-- Damage: 105 -> 110
-- Attack speed: 1.09 -> 1.15
- Range: 450 -> 550
- Blood Rush: 10% attack speed + 50 damage -> 10% attack speed + 40 damage

Shaman was often the optimal mercenary late game, regardless of the opponent’s build

[h3]Waves[/h3]

(19) Dire Toads
- Attack speed: 2.56 -> 2.63

(20) Maccabeus
- Damage: 155 -> 160

Buffing to compensate for Shaman nerf

(21) Legion Lords
- Legion Lord
-- Damage: 100 -> 110
-- Attack speed: 2.38 -> 2.5
-- Bounty: 0 -> 24
- Legion King
-- Damage: 500 -> 550
-- Attack speed: 2.38 -> 2.5
-- Bounty: 0 -> 120
- Bounty from mercenaries enabled
- Pillage (gold from damaging king) enabled
- Preparation time between waves: 10 seconds -> 25 seconds

It’s now viable to send on the first wave of 21 in most games. This discourages “suicide pushing” (where one player only gets workers) by reducing the amount of time those workers generate mythium and punishing non-lethal leaks on 21

Türk Telekom Login Fixes



We're proud to welcome 2000 new players from Turkey in the last month. Thank you!

There is a known issue preventing some Türk Telekom users from logging in. Potential solutions include:
  • Disable your internet safety service (Güvenli İnternet Hizmeti), which blocks some sites and games. One Turkish member of our community recommends: Eğer internet sağlayıcınız Türk Telekom ise Güvenli İnternet Hizmeti'ni iptal ettirmelisiniz, bunu online işlemlerden veya Türk Telekom'un telefon hattını arayıp yapabilirsiniz, eğer bu yollar olmazsa gidip şubeden iptal ettirmeyi deneyin. Türk Telekom dışında iseniz kendi internet sağlayıcınızın güvenli internet tarzı bir hizmeti varsa kapattırın.
  • Alternatively, you can use a VPN. NordVPN and ExpressVPN are two options, but most are fine.


We also have improved Turkish translations for the game coming next patch. If you're like to contribute, visit LegionTD2.com/translate