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Legion TD 2 News

Toast to the Community



The average number of concurrently online players for Legion TD 2 has doubled in the last 6 months. Our goal is to double that again, or better, by the end of this year. We still have a lot of work to do, but it's always nice to celebrate and see a growing game.

Thank you to every player, streamer, content creator, API developer, tournament organizer, and moderator who has helped foster an amazing community that we're proud to be a part of.

5.05: Golden Buckler, Royal Guard



5.05b Hotfix

- Fixed a bug where Green Devil counted as a flying unit with Leviathan
- Ocean Templar
-- Resonance: Healing: 2.5% -> 2%
-- Health: 1900 -> 2000
-- Attack speed: 0.83 -> 0.85

5.05a Hotfix
Fixes
- Fixed some UI bugs with the new inbox system
- Reverted some sound effects changes (which had some edge cases where sounds would play too softly or be muted)

Matchmaking
- Fixed a bug with Classic matchmaking/shuffling where it was unintentionally penalizing parties by inflating their party rating. In Classic, your party rating will no longer be increased for partying with friends who are lower-rated.
- Matchmaking improved for players rated 2100+. Players rated 2100+ should expect longer queue times but higher-quality matches.

4v4 Equalizer
- Significantly reduced / partially reverted
- Now scales with how far behind the poorest player is
- All players now always get gold for enemy leaks

Based on feedback, we have made this mechanic more reasonable. We believe a small equalizer is good for helping players who get significantly behind but agree it was too extreme before. As with any new mechanic, tuning is required, so thank you for your patience and understanding.

Classic queue has players of all skill levels, from 600 to 2900 rating, which is the difference between a novice and the world rank #1 chess player. Getting destroyed in your first few games of any competitive game is highly correlated with quitting, and I think everyone here wants the game to grow. The goal of this mechanic isn't to completely even the playing field, but to make the experience slightly less miserable for players who fall significantly behind. This applies both to new players and to any player who makes a mistake that sets them behind.

After these improvements, you'll no longer see slingshotting/overcorrecting that causes a player who is behind to get ahead. If everyone on your team is roughly equal in wealth, even if one player is slightly poorer, everyone will get their fair share of the pie (~25%). You'll also always be rewarded with gold for leaking the enemy team, even if you're 100x richer than the poorest player on your team.

Friendly note that a suicide/no-build strategy often causes you to be identified as the richest player on your team because of your high income, so don't expect to get extra benefit from this strategy. A no-build strategy requires permission from a majority of your teammates.


Announcements
Known Telekom Login Issues
There is a known issue preventing some players from logging in, primarily Telekom users. These networking problems are widespread and may affect many games and services. If this affects you, please use a VPN or log in during lower traffic times. Call or create a support ticket with Telekom and explain the issue. The more players that do this, the better. We're doing everything in our power to expedite a solution with Telekom.

Legion TD 2 In-House League
Mick and Seraphin, two longtime members of the community, have organized the Legion TD 2 In-House League (LIHL), a competitive league spanning 5 weeks. A commitment of two games per week is expected. In-game rewards for all participants and winners. Sign-up ends April 12. See thread for details and sign-up instructions.

NEW! Divine Tier 2


Golden Buckler
- Cost: 50 gold
- Health: 570 (Natural)
- Damage: 21 (Impact)
- Attack speed: 0.79
- Range: Melee

Deflection
Takes 15% reduced damage from ranged autoattacks

Royal Guard
- Upgrade cost: 135 gold
- Health: 2080 (Natural)
- Damage: 67 (Impact)
- Attack speed: 0.91
- Range: Melee

Deflection
Takes 15% reduced damage from ranged autoattacks

Golden Buckler and Royal Guard are both intended to be simple and versatile natural tanks

New Features

- You can now mouseover tower icons in tab to see unit stats, kill count, and buffs
- You can now right-click a player’s name in Global Chat to interact with them



Game Improvements
Stability
- Lobby stability improvements (Smarter Global Chat/profile caching and sharing lookups, throttler optimizations)
- Improved monitoring for Telekom bugs

Gameplay Fixes

- Fixed a bug with Pawn Shop when playing Hybrid where it wouldn't add Pawn to currently-built towers
- Fixed a bug where Dark Mage would accidentally buff Soul Gate/Hell Gate

Pathing & Targeting
- Fixed a case where units would target an enemy before higher priority targets (most commonly noticed when targeting a full-life Brute on wave 3 while Hoppers were still alive and in range)
- Revived Units (Guardian Angel, Hydra, and Eternal Wanderer/Samurai Soul) on ranged waves: Tanks are now targeted slightly sooner, while DPS units are targeted slightly later
- Sea Serpents/Deepcoilers are now targeted slightly later on ranged waves

Matchmaking & Ratings
- Duo rating penalty increased when the higher-rated player is 2200+ if the two players are different ratings. It is now impossible to smurf boost past 2200. If the two players are
In an ideal world, we could have perfectly fair duo penalties; however, it's impossible to reliably differentiate between a real player and a smurf. To prevent smurf boosting to the top of the ladder, we have to ramp up duo penalties or disable duoing past 2200. We've opted for the former.

Friends List
- Fixed some cases where Friends List wouldn't show up (more common for players with larger friends lists)
- Added a "Refresh Friends" button (should generally be not needed, but might help fix rare cases where it still doesn't load)

Interface
- Mercenaries Received: Streamlined messages to combine mythium received from mercenaries and king upgrades. Also, cave icons show King Upgrades and total mythium received.
- Fixed a bug where the Ready button status didn't update properly if another player readied up before you picked your rolls

Quality of Life
- When a team agrees to -ff, it now shows a message that "Enemy team agreed to surrender!" or "Your team agreed to surrender!" in chat
- Shift+U now trains a worker (can configure in Options > Controls)
- Ctrl+U now cancels a worker (can configure in Options > Controls)
- Post-game Builds tab now shows income & net worth

Chat
- Fixed a bug in post-game Chat where the "left the room" message was displayed extra times
- Fixed a cosmetic bug where -ratings would show ratings of 1200 for open/closed slots

Profiles
- Fixed a bug where Fighter Stats weren't properly sorted in some cases

Options
- Graphics - Fixed a bug where Windowed mode setting wasn't loading properly after you restarted your game
- Controls - Now shows a tooltip to hint that you can right-click a binding to unbind it

FairPlay
- Fixed a minor bug where [R] wasn't showing up in some disconnection cases where it should have (but they were, in fact, being evaluated the whole time)

Custom Game Modes
- Fixed a bug where Prophet mode wasn't allowing you to Reroll
- Fixed a bug where All Mastermind mode wouldn't allow you to choose rolls

Spectator Mode
- Can now see Mercenaries Received messages (with icons), in addition to the usual "Received 20/20/20/20" style messages
- Disabled scoreboard icons changing colors when low health
- Fixed a bug where "Your team gained from enemy leaks" gold was showing up as 0

New Players
- Hybrid and Chaos legion selection buttons are now grayed out for players level 3-4 rather than hidden (so those players can see they can be unlocked)

Graphics
- Fog of War that covers workers/mercenary holding area is more transparent

Music & Sound Effects
- New Victory theme (starts off a bit quieter)
- Improved formula that decides whether to play the "King In Danger" theme
- Mouseover sound volume lowered a bit
- Regular UI button click volume raised a bit
- Now plays hover/click sounds for the Mastermind Rolls window buttons
- Higher-value units now have slightly higher audio prioritization compared to lower-value units
- Fixed Pollywog accidentally muting other sounds too much (its Attack sound had too much padding)

Discord
- Fixed a bug where games were being posted to #rooms at the end of the game instead of at the start
- Improved monitoring dashboards

Game Balance
This patch is nerf-heavy to fighters to compensate for power creep and has some minor wave buffs to slightly reduce average game time (which has increased over the past few months)

4v4
- New mechanic: the Equalizer
-- Only in 4v4, when your team receives gold due to the enemy team leaking, the gold now goes to the poorest player on your team, rather than split among the whole team. The poorest player is calculated at the start of each wave and determined through a combination of net worth, mythium, and income. All other forms of gold gain, including pillage from damaging the enemy king, are unchanged

The goal of this mechanic is to help players that get behind. It is a catchup mechanic for individual players on a team, not a catchup mechanic for a losing team. Especially in Classic, which has significant skill discrepancies and many new players, we often see one player on each team hard-leaking most mid and late game waves with no hope to recover. The goal is not to make everyone the exact same power level, but to slightly even the playing field. Good players who clear waves and push workers efficiently will still be rewarded and stronger than their teammates.

Hybrid
- Tier 6: Cost: 252 -> 257

To start with a tier 6 on wave 1, you must now roll and gain +7 gold from selling some combination of the following units:
- Nekomata: +5 net gold
- Peewee: +2
- Masked Spirit: +2
- Ranger: +1


Mastermind
- Aqua Spirit no longer satisfies the arcane tank guarantee
- Berserker no longer satisfies the pierce or magic guarantee
- Soul Gate no longer satisfies the magic guarantee

This means fewer rolls where you only have 1 "bad" unit of a certain attack/defense type

Buzz
- Health: 150 -> 170
- Damage: 10 -> 9

Consort
- Health: 850 -> 900
- Damage: 54 -> 50
- Paraphylaxis: Damage: 180 -> 300

Chained Fist
- Health: 250 -> 230
- Damage: 8 -> 7
- Unchained Rage: Attack speed: 125% -> 130%

Oathbreaker
- Unchained Rage: Attack speed: 125% -> 130%

Peewee
- Booster: Range: 300 -> 500

Veteran
- Stimpack: Range: 300 -> 500

Infiltrator
- Health: 760 -> 740
- Attack speed: 1.05 -> 1.03

Violet
- Lightning Strike: Damage: 120 + 1% (0.5% to bosses) max health -> 120 + 0.6% (0.3% to bosses) max health

Violet remains one of the best units in the game with both a high win rate and pick rate. This change nerfs its late game, while allowing it to remain as a viable opening

Ocean Templar
- Resonance: 4% missing health -> 2.5% max health

Ocean Templar was only good with Canopie or Desert Pilgrim stacking. This change increases its versatility.

Butcher
- Health: 1350 -> 1320

Head Chef
- Health: 3200 -> 3100

Doppelganger
- Health: 3400 -> 3300
- Attack speed: 1.96 -> 1.92

Azeria
- Invigorate: Mana cost: 11 -> 10

Fire Lord
- Attack speed: 1.03 -> 1.05

Fenix
- Health: 4050 -> 4100

Starcaller
- Amplify Magic: Mana regeneration: 35% -> 33%

Waves
(13) Drill Golems
- Health: 3120 -> 3160

(16) Cardinals
- Health: 1960 -> 1990

(17) Metal Dragons
- Health: 3200 -> 3220

(18) Wale Chiefs
- Health: 4000 -> 4030

(19) Dire Toads
- Attack speed: 0.87 -> 2.56
- Split Shot: removed

Split Shot was causing melee DPS and backline units to die before tanks

Telekom Login Issues



There is a known issue preventing some players from logging in, primarily Telekom users. This is likely a peering issue between Telekom and Amazon Web Services. These networking problems are widespread and may affect many games and services. We're doing everything in our power to expedite a solution with Telekom.

I cannot log in. How can I play Legion TD 2?
  • Use a VPN. NordVPN and ProtonVPN are two options, but most are fine
  • Log in later or during lower traffic times
How can I help fix the issue?
  • Call or create a support ticket with Telekom and explain the issue. The more players that do this, the better
  • If you know anyone who works at Telekom, reach out to us in Discord

Masters Cup VI



Watch the best Legion TD 2 players compete for prize money and glory! Tune in on Twitch: twitch.tv/LTD2
  • Saturday at 9am PST / 5pm CET
  • Sunday at 9am PST / 6pm CEST

Notice for all tournament participants:
  • The original schedule had incorrect CET/CEST times, our apologies. It is now updated.
  • Check in Saturday in Discord at 8:40am PST / 4:40pm CET.
  • If possible, log into the game sooner. There are known ISP issues (Telekom and others) that are occasionally preventing players from logging in. Telekom users are encouraged to use a VPN.
  • If you signed up individually, consult the team list for your pairing.

v5.04: Chained Fist, Oathbreaker



Announcements


Sign-up for the Masters Cup VI is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.

[h3]5.04f Patch[/h3]
- Major chat code refactor
- Legion Spells are now shown in tab scoreboard
- Client logs automatically upload after bugged matchmaking to help us debug issues
- Improved estimated queue time

Mastermind Rolls
- Significantly improved roll variety
- Peewee: No longer satisfies pierce guarantee
- Bone Warrior: No longer satisfies impact and magic guarantees
- Great Boar: No longer satisfies pierce guarantee

Chained Fist
- Health: 270 -> 250
- Attack speed: 0.9 -> 0.83
- Unchained Rage: No longer reduces its own damage

Oathbreaker
- Health: 1220 -> 1150
- Attack speed: 0.9 -> 0.83
- Unchained Rage: No longer reduces its own damage

Stronger early game and when kept alive

Proton
- Health: 190 -> 200

Atom
- Damage: 30 -> 31

Seraphin
- Attack speed: 1 -> 1.03

Fire Archer
- Damage: 27 -> 28
- Attack speed: 0.91 -> 89

Now last hits wave 3 better

Masked Spirit, False Maiden, Hell Raiser
- Reverted back to v5.03 (no longer considered flying)

Butcher
- Health: 1370 -> 1350

Head Chef
- Health: 3300 -> 3200

Berserker
- Health: 2080 ->2100

Fatalizer
- Health 5700 -> 5790
- Damage: 90 -> 91

Great Boar
- Damage: 57 -> 60
- Stampede: Damage reduced by 10%

Red Eyes
- Damage: 144 -> 151
- Thunderous Charge: Damage reduced by 10%

[h3]5.04c Balance Hotfix[/h3]
Bone Crusher
- Health: 1130 -> 1140
- Attack speed: 0.69 -> 0.7

Masked Spirit
- DPS: Unchanged
-- Damage: 7 -> 9
-- Attack speed: 1.03 -> 0.8

False Maiden
- DPS: Unchanged
-- Damage: 24 -> 31
-- Attack speed: 1.03 -> 0.8

Hell Raiser
- DPS: Unchanged
-- Damage: 48 -> 62
-- Attack speed: 1.03 -> 0.8

Not as hard-countered by Safety Mole, but nerfed synergy with APS and Leviathan

New Features
- Tower icons on the TAB scoreboard now turn gray during the wave when the corresponding fighter dies
- News Popups now have a "don't show this again" checkbox

Bug Fixes
- Fixed a bug where Hydra would accidentally mess up your Value statistic
- Fixed Ogre tooltip
- Fixed Oathbreaker card image & tooltip
- Fixed a server scalability bug with Custom Game Rooms
- Fixed a bug with the sell button being missing on a downgraded tower
- Fixed a bug with Ready button text not updating properly sometimes
- Fixed a bug with Match History that would sometimes cut off older matches (fixed byte encoding to be UTF8 instead of mixing Unicode/UTF8)
- Fixed a bug where Custom Game rooms from other branches (PTR, developer) would show up on live Custom Game room listings (and vice versa)
- Fixed more misc scalability bugs
- Added more monitoring for long queue times in Matchmaking to help us debug further

NEW! Divine Tier 1


Chained Fist
- Cost: 20 gold
- Health: 270 (Fortified)
- Damage: 8 (Impact)
- Attack speed: 0.9
- Range: Melee


Unchained Rage
Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets



Oathbreaker
- Upgrade cost: 75 gold
- Health: 1220 (Fortified)
- Damage: 36 (Impact)
- Attack speed: 0.9
- Range: Melee


Unchained Rage
Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets

NEW! Emojis 2.0
- Typing in emojis using colon now shows autocomplete suggestions
- New emojis





NEW! Chat Room Groups

- Chat rooms now groups players into categories: Developers, Party, Friends, In-Chat, In-Game, Muted. This allows you to more easily find people and message and invite friends
- Developers are now highlighted in chat

Cosmetic Improvements
VFX
- Game: Unit selection circles (cleaned up some noise), super effective attack type (new FX + also shows up on ranged attacks)
- Equips: Eggsack, Eternal Wanderer/Samurai Soul.
- Buffs: Fixed a bug where many VFX attached to models were 25% too small (the global scale multiplier was being factored twice)
- Auras: Council, Protector, Vampirism, Magician, Leadership, Heroism, Wintry Touch & Frozen Veil, Sorcery, Safety Aura, Healing Aura, Mythium Core
- Abilities/Buffs: Poison Tipped Pole, Stampede, Anaphylaxis & Paraphylaxis, Gaia Shield, Dimensional Rift & Dimensional Chasm, Shallow Grave, Guardian Angel, Deflection,
- Missiles: Banana Haven, Kobra, Flying Chicken, Millennium & Doomsday Machine, Shaman, Blood Rush, Giant Quadrapus, Tempest & Leviathan, False Maiden & Hell Raiser, Nightcrawler & Elite Nightcrawler

Icons
- Units: Blob
- Abilities: Accuracy & Precision, Anaphylaxis & Paraphylaxis, Ancient Power, Junior Fisherman & Commercial Fisherman & Master Fisherman, Council, Deflection, Devour, Eggsplosion, Energize & Mythium Core, Fragrance & Noxious Scent, Insatiable Hunger, Sprint, Stampede & Thunderous Charge



Game Improvements
Gameplay
- Shift+clicked (queued) mercenaries are now more consistent about being hired the instant before income is given
- Fixed a rare bug where some units would sneak through the mythium gate while it was still closed

Matchmaking
- New players are now seeded at a lower Classic rating to make matches fairer and make it less likely for new players to get stomped
- Fixed a rare bug where a player would be stuck on 'match found'
- Fixed a rare bug where a player wouldn't find a match when they should have (after a lobby server restart)
- Fixed a rare bug where a player would find a match with much lower or much higher rated players (after a lobby server restart)
- Fixed a rare matchmaking bug when hitting “play again” while the lobby server restarted

Reconnecting
- Fixed a bug where reconnecting froze the HUD if Giant Snail was used
- Fixed a bug where a dropped connection in-game wouldn't properly reconnect you
- Fixed a bug where the (Q) wouldn't show up sometimes
- Fixed a bug where notifications and the (Q) would show up during loading screen instead of after being done loading
- Fixed a bug where bot wouldn't build for you if you were not connected but in the loading screen
- Fixed a bug where the reconnect popup wouldn't show up if the game in progress was over 30 minutes old
- Fixed a bug where the reconnect popup wouldn't show up if you recently joined the game and quit

Player Profiles
- Playstyle chat display formula tweaked to have more contrast between highs & lows
- Fixed a bug where viewing a player's profile would load old data
- Overview: Fixed a bug where upgraded towers were showing up in Favorite Rolls
- Wave Stats: Fixed a bug in where tooltips for Workers On Wave & Income On Wave were accidentally multiplied by 100
- Match History: Now shows MVP (or 2nd, 3rd, etc. if you weren't MVP)
- Match History: Now shows Workers after wave 10 (gives you an idea of how fed the game was, as well as how well your opening went)

Bots
- Now save on the first wave of Wave 21, then send every wave after that (instead of just doing some weird stuff)
- Slightly stronger preference for upgrades after wave 10
- In Play vs. AI, bots now "ready up" after they build (instead of being "instantly" ready before they actually built)

FairPlay
- Fixed some cases in Classic queue that weren't being handled properly (false negatives)
- Fixed a false positive case where a player would be given punishment points if their party member caused the match to be canceled
- Reduced punishment if you disconnect and then rejoin the game

Stability and Performance
- Fixed most cases of changing options causing crashes. If you still experience crashes, please let us know.
- Disabled x2 mode because it was causing too much server-wide lag (affecting other games too). In the future after optimizations, we'd like to re-enable this and may still include x2 in featured game mode weekends.
- Single-player custom games now have a hidden supply cap of 100 (standard fighters use 1 supply and summoners use 2-3 supply) to reduce server-wide lag
- Single-player custom games will automatically shutdown if there are over 300+ unit on the map to reduce server-wide lag
- Disabled Alt+Enter hotkey (fullscreen switch) since it often causes the game to crash
- Improved client performance for fetching profiles (implemented caching system to prevent duplicate parallel backend requests)
- Fixed a bug where the server would fail to start up properly (Upgraded PlayFabSDK with concurrency fix for GameserverSDK)
- Fixed some rare multithreading issues with logging
- Games with an extreme amount of units now run at lower tick rates (this eases some of the load on the servers. It only affects games with 1,000+ units)
- Added dashboard for average server CPU/memory metrics, which will help figure out optimal server configurations
- Improved performance for storing/fetching profiles (compressed memory & redis footprints by about 600%, using mini-profile pattern)
- Improved global chat scaling (now separated chat per lobby server. now prunes non-cached graynames when under heavy load)
- Fixed scaling bugs with custom game rooms created on multiple lobby servers
- Fixed scaling bugs with queueing for matchmade games when party is split across multiple lobby servers

Quality of Life
- Added a "Confirm No Build" Warning: if you attempt to train 6 workers on wave 1 in a matchmade game, you'll now receive a confirmation popup saying "Not building requires permission from your allies" before allowing you to proceed
- Global Chat should now load faster
- Recommended value is now higher on wave 11 if offensive legion spells exist (primarily to help new players)
- Added a unit abilities column to the Wave info window
- Added number of players indicator to the Ready button text, so you can see how many people are ready before pressing the button
- Added an "X" over your income icon on Wave 21 to show you no longer get income
- Fixed a bug where you could still select towers when the Confirm Sell popup was shown, resulting in selling towers you didn't mean to sell
- Fixed Power Score tooltip window size
- Fixed a bug where the "Don't sell all your towers" warning popup was showing with selling a Grarl on wave 2 (and other similar cases where you would legitimately sell a tower)
- Fixed a bug where pings would accidentally fire twice
- Fixed Legion Spell window glow graphics clipping
- Featured game mode queue now shows # of players in queue
- Muting a player now blocks party invites from them
- Fixed a bug with multiple party updates where the client would render outdated party info

Other Fixes
- Fixed /spectate (experimental feature only available to game masters). Should work now and no longer crashes the lobby server
- Fixed a bug with Hydra gold value (based on stacks) not displaying properly when added to your value as well as the Undeploy tooltip
- Fixed a bug where in Chaos mode, when playing alone, the rolls window would accidentally be displayed
- Fixed a bug where No T1s mode would still allow for T1s if you used Reroll
- Fixed a bug where in No Saving mode, the game would crash if you had extra mythium to spend, but no mercenaries available to spend them on
- Fixed a rare bug where units would cast abilities after they were dead, which caused some unstable side effects
- Fixed a rare bug where a player would appear to have bought extra king upgrades
- Fixed a bug where Shrine Wins, Losses, XP weren't being recorded properly. Unfortunately, there's no way to recover lost stats. Sorry about that.
- Fixed a bug where some players had their tutorial progress reset by mistake (no way to restore progress)

Game Balance
Pathing and Targeting
- Fixed a bug where Eternal Wanderer, Lost Samurai, Sea Serpent, Deepcoiler, Hydraling, and units with Guardian Angel were not being properly prioritized by ranged units

4v4
- Leak bounty scaling from 70% --> 60%
- Dual building: Haste: 50 movement speed and 5 + 0.1% health regeneration -> 50 movement speed, 5% attack speed, and 25% damage reduction from AOE
-- This change buffs dual building early game, nerfs it late game, and makes it viable to have small amounts of AOE
- Hybrid Builder: Gold costs reduced by 3%
-- Tier 2: 44 -> 43
-- Tier 3: 85 -> 82
-- Tier 4: 132 -> 128
-- Tier 5: 182 -> 177
-- Tier 6: 260 -> 252

King
- Immolation buffed slightly on waves 3-9

[h2]Legion Spells[/h2]

Giant Snail
- Health: 540 -> 530

Villain
- Damage amplification: 25% (15% for ranged) -> 27% (15% for ranged)

[h2]Fighters[/h2]

Bone Crusher
- Health: 1120 -> 1130
- Attack speed: 0.676 -> 0.69

Angler
- Attack speed: 0.83 -> 0.86

Masked Spirit, False Maiden, Hell Raiser
- Now considered flying units


Violet
- Attack speed: 0.95 -> 0.925


Butcher
- Health: 1400 -> 1370


Head Chef
- Damage: 105 -> 101


Yozora
- Wintry Touch: Attack speed slow: 2% (1% to bosses) -> 1.5%


Arctaire
- Frozen Veil: Damage: 10 -> 8
- Frozen Veil: Attack speed slow: 3% (1.5% to bosses) -> 2.5%


Fatalizer
- Health: 5740 -> 5700
- Damage: 85 -> 90
- Attack speed: 1.33 -> 1.27
- Duelist: Damage ramp per attack: 20 -> 25


Fire Lord
- Attack speed: 1 -> 1.03


Fenix
- Health: 4000 -> 4050


Millennium
- Health: 2250 -> 2270
- Damage: 340 -> 344


Hades
- Maximum mana: 60 -> 35
- Raise Imp: Mana cost: 40 -> 33
- Imp: Health: 1500 -> 1700
- Imp: Damage: 80 -> 95

Great Boar, Red Eyes
- Stampede and Thunderous Charge: Mana gain per second of moving increased; exponential factor removed. Damage is higher on its own but lower with Starcaller and Magician


Soul Gate
- Hellion: Damage: 49 -> 53
- Nightcrawler: Damage: 49 -> 53
- Blood Price: Self-damage per cast: 17% -> 20%
- Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate


Hell Gate
- Elite Hellion: Damage: 98 -> 106
- Elite Nightcrawler: Damage: 98 -> 106
- Blood Price: Self-damage per cast: 17% -> 20%
- Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate

Gates cause lag in 4v4 games, delay battles too long, and are too snowbally when ahead and with Starcaller and Ocean Templar. These changes buff Soul Gate and Hell Gate on their own and when lower value but nerf their scaling potential.

[h2]Mercenaries[/h2]
Brute, Safety Mole, Mimic, Pack Leader
- Range: 150 -> 100
- Now more likely to be prioritized after other melee units if same % health (improved consistency)

This is a slight nerf for Brute and Mimic, especially late game, and a roughly neutral change for Safety Mole and Pack Leader

Ogre
- Health: 2350 -> 2700
- Damage: 240 -> 100
- Attack speed: 0.625 -> 1.25
- Range: 150 -> 100
- Now prioritized after other melee units if same % health
- Knock Out: Reworked: Deals 125 bonus Impact damage every third attack. Refreshes on kill.

Ogre is now stronger, less RNG, and no longer countered by cheap units


Witch
- Advanced Necromancy: Mana gain per unit: 2 -> 3
- Summon Froggo: Mana cost: 55 -> 65

Stronger against unit spam


Four Eyes
- Attack speed: 2 -> 2.04


Centaur
- Attack speed: 0.87 -> 0.89


Shaman
- Blood Rush: No longer increases movement speed


Kraken
- Health: 6700 -> 6600

[h2]Waves[/h2]

(8) Kobras
- Attack speed: 1.06 -> 1.08


(12) Mantises
- Attack speed: 1.02 -> 1

The following waves are now stronger against tier 1 fighters:


(13) Drill Golems
- DPS: 160 -> 156
- Damage: 200 -> 100
- Attack speed: 0.8 -> 1.59


(14) Killer Slugs
- DPS: Unchanged
- Damage: 90 -> 80
- Attack speed: 1.12 -> 1.27


(15) Quadrapuses
- DPS: Unchanged
- Giant Quadrapus: 448 -> 440
- Damage: 112 -> 110
- Attack speed: 1.12 -> 1.14


(17) Metal Dragons b]
- DPS: Unchanged
- Damage: 120 -> 110
- Attack speed: 1.54 -> 1.68


(18) Wale Chiefs
- Attack speed: 1.25 -> 1.33
- Poison-Tipped Pole: Damage: 200 -> 150
- Poison-Tripped Pole: Refreshes when the ability gets a kill -> Refreshes on any kill


(19) Dire Toads
- DPS: 247 -> 248
- Damage: 75x3 -> 95x3
- Attack speed: 1.1 -> 0.87


(20) Maccabeus
- Insatiable Hunger: Heal on kill: 100 -> 125


(21) Legion Lords
- DPS: Unchanged
- Legion King: Damage: 550 -> 500
- Legion Lord: Damage: 110 -> 100
- Attack speed: 2 -> 2.22