Version 1.27
Minion Masters!
The scrat infestation is about to reach the end of the line! Prepare yourselves for a “Wild” Patch 1.27 zooming into with tons of changes, new cards and much much more!
[h2]Best Plan, No Plan! - Season 3[/h2]
The final season of the Scrats has arrived!
With a ton of new changes, 2 new cards, let’s have a look at what’s in store this season for Minion Masters.
New cards added to the game.:



The Season Pass will end on September 8th.
[h3]Wildcards removal[/h3]
At the beginning of July we casted a survey asking your final opinion about Wild Cards! After many years of contemplating, having a lot of conversations and understanding what our players want we will be removing Wild Cards from patch 1.27. We will be monitoring player feedback and gamehealth like a hawk during this patch and let you know what our final decision will be moving forward in patch 1.28. For more information you can check out the Wild Cards blog post.
[h3]Mana generation changes[/h3]
We have been gathering feedback to reflect on the mana changes we made in 1.26, and combined with our own experience on the difference between 1.25 and 1.26 we feel that we're happy with how 1v1 mana is, but we want a slightly bigger curve over the match, and give players a bit more time to get into the game. While in 2v2 we feel we went a bit too far, especially in the late game, so we are removing the increase in max mana speed, and reduced the starting mana generation a bit.
This will mean that the main change compared to 1.25 is the faster ramping up towards Maximum mana generation, with a slight increase in starting mana generation in both 1v1 and 2v2.
1 v 1 Changes compared to 1.25
- Starting mana generation increased; ~+10% > 5%
- Starting mana generation increased; ~+15% > 10%
- Maximum mana generation increased; ~+10% > 0%
[h2]Master Changes:[/h2]
Mordar Dev notes: Mordar has been getting resses from minions with almost certain value such as walking blind date, wizard puff and snipers too easily.By changing the threshold we hope to reduce the strength of this, while still preventing the heavy coin flippy value of the resses.
- Tombstone minimum charge for resurrection 25->50% (so from 5 to 10 seconds)
- First perk Heal 18->13
- Queen’s dragon (3rd perk): cost 8->9
- Card Changes
- Attack cooldown 1.2 -> 1s
- Mana cost 4->5
- Affected the by the attack cooldown change
- Attack cooldown 3.5->4.0s
Zealots has been a very strong meta card for a while as well and can use this nerf as well.
Divine warrior can perform her main duty as the divine wall a lot better now with the taunt, and should not feel this nerf too much.
Avea is a card we will keep our eyes on to see how she performs after this, to see if, and how much she needs a buff.
- Health 400 -> 350
- Empyrean army: gain shield instead of rage
- ZenChi Flow changed to: Stun enemies in range area for 3 seconds
- No longer transfer buffs when transforming
- Attack cooldown 1.1-> 0.9 s
- Cast 7->8
- Cost 5 -> 4
- Rework: Summons a warrior with Rage, if lone, summon a Werewolf with Rage.
Having a 2 mana shut down a big push for a reasonably long time, in range of the masters is too much value, especially in 2v2. By making the wall less tanky, but more of a fighting building we hope to get it in a more healthy spot in the meta.
- Health 700 > 400
- Melee attackers take 50% damage in return
- No longer stuns on every attack
- Stunning Strike: first attack to a minion stuns for 5 seconds
- Attack cooldown 1 -> 0.9
- (Horde only) if rage, summon 2 -> 4 more
- Damage 50->65
- Attack cooldown 1.6->1.4s
- Attack cooldown 4.5->1.5
- damage 300 ->100
- Frosfeathers speed bonus 10 -> 7
- Range 4 -> 2 (only for this spell, regular Frostfeathers are unaffected)
- Damage 100->80
- Legionnaires summoned 4 -> 3
- No longer spawns skeletons before accursed ascension, the after ascension Nyrvir’s Breath still
- spawns 8 skeletons
- Damage before ascension: 180-> 130
- Damage after ascension: 300 -> 260
- Tax per tick 4 -> 5
- Health 250->225
- Health 270 ->250
- Health 270 ->250
[h3]Mechanic Changes[/h3]
Spirits Dev notes: Spirits are too good on swarm and glass cannons, and too weak on bigger units.
by limiting the amount of extra health a unit can get compared to their max health, but increasing the potential on bigger units we hope to make spirits a bit healthier, and less abusable.
- Health Boost 200 > 50% of max health (Max 300) (remove flying variance)
[h2]Bug Fixes[/h2]
- Fixed an issue with Sugilite Shield not blocking Settsu in field attacks - Thanks N!kola
- Fixed an issue with Ghosts stealing units affected by Sugilite Shield - Thanks apexdreambreaker
- Fixed an issue with the Fire Imp side of Void Brothers not showing range radius in the preview before placing - Thanks Last_elf
- Fixed an issue with Netherstep turning Succubus grey - Thanks to Chimaerok
- Fixed an issue where if you have Book open as Akinlep dies, you don’t lose Gong
- Fixed an issue where you could see Valorian’s heal on stealthed units
- Fixed Tantrum Throwers’ description
- Fixed an issue with Stormy not being able to kill Jolo but chain lightning could
- Fixed an issue where reporting a leaving teammate did not work
- Fixed an issue with Marked only increasing damage on ranged units - Thanks DeathShoottOneyOoney
- Increased the Battle Pass xp for each tier
- Fixed an issue with Tech counter stuck at 100 in 2v2
- Updated Morellia’s life steal description to show correct one - Thanks Credmo
- Fixed an issue with Veilstalker and Netherstep being able to jump inside the Master tower
- Fixed an issue with Shen’s shock stick’s description showing 40 damage
- Updated Pincer of Dread’s description
- Fixed an issue with Priestess being able to attack if hypnotized
- Updated Priestess’s description - Thanks Steven
- Updated Divine shield’s description - Thanks Lazur
- Fixed a bug with Incubus being randomly feared - Thanks Me
- Fixed spacing issues in text with Dragon Valorian Skin
- Fixed Blast/Spirit Mancers not working if there is another Blast/Spirit Mancer located on the field
- Fixed an issue with Veilstalker getting stuck - Thanks miguel14yt
- Fixed an issue with Succubus becoming permanently stealthed - Thanks me
- Fixed an issue with Nyrvir getting stuck - Thanks me
- Fixed an issue with Blastmancer and Spiritmancer interfering with each other in unintended ways - Thanks MasterTommy96, Nightfall and Cosmic Vortex42
- Increased maximum permitted load time in an attempt to reduce the number of timeout disconnects on xbox.
From everyone at BetaDwarf, we thank you for being such a passionate and amazing community. Without you, all this could never have been a reality and for this, we are eternally humbled!