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Version 1.26.50.75 Hotfix

Minion Masters!


Here you can read all changes related to the newest hotfix we have just released 1.26.50375.

[h3]Balance Changes[/h3]

Priestess

  • Removed her attack.
Haunting Hugger

  • Cost 1 -> 2
Colossus
  • Health 1200 -> 1000
Nyrvir slumbers
  • cost 3 -> 4
Jahun
  • Health 1200 -> 1000
Mar'Dred
  • Health 1200 -> 1000
Living Statue
  • Health 1200 -> 1000
Troubadour
  • Health 1800 -> 1500
Red Golem
  • Health 1400 -> 1200
  • Damage 350 -> 300
Sunder
  • Damage to Master Tower 75/hit -> 25/hit
Bannerman
  • Cost 3 -> 4
  • Damage 15 -> 25
Wrecked Walker
  • Start hp 150 -> 100 (max hp unchanged)
Blood Pact
  • Self Damage 66% -> 75%
R4Z:0R Squadron
  • Attack Cooldown 0.4 -> 0.5
Pincer of Dread

  • Damage 170 -> 130
  • Only fear if it doesn't kill and the fear now only affects the unit that was targeted.
Swarmer Totem
  • Health 325 -> 250
  • Duration 50 -> 40
  • Production interval 7sec -> 6.5sec
Crossbow Guild
  • Health 450 -> 350
  • Duration 60 -> 45
  • Production interval 4.8sec -> 4.5sec
Divine Shield
  • Duration 6sec -> 5sec
Combustion
  • Damage on unit it is on is now true damage (self-inflicted damage is true)
  • Cost 2 -> 3


[h3]Bug Fixes[/h3]
  • Fixed an issue with Divine Warrior description not mentioning taunt
  • Taught King Puff how to spell Birthday
  • Fixed an issue with Tombstone resurrecting units with almost no health
  • Fixed an issue with Tombstone failing to revive, when a second Tombstone was recently played

Version 1.26 - Big changes and Patch update

Minion Masters!


The team has been closely looking at the game for a while now and, leading up to 2.0 we’ve been preparing some major changes that we believe can help some ongoing issues with the gameplay.

We're still a fair bit away from that, but we want to get started with these things as we may need time to reconfigure balance to reach a good spot. Additionally, we believe this will result in a healthier meta. Some of the things we've noticed are that the game seems to have become incredibly reliant on spells and controlling/defending until Mana Frenzy (particularly in 2v2).

We've looked at a bunch of changes that we believe will help sort out some of those issues as well as make the game more dynamic and action-packed.

Why everything at once?

We want to do all of these changes in one major patch, as we believe many of them will change the meta quite a bit. So we think it is preferable to shake the bag one big time and then concentrate on fixing the issues, rather than continuously making changes that will destabilize the balance repeatedly.

What is our approach from this point on?

We certainly expect the meta to be unpredictable with all these changes. We therefore also expect that we will have to do a lot of adjustments. Some will occur in the patches to come in the next few months, others we will have to do through hotfixes. As usual, it fully depends on the severity of the issue whether we chose to hotfix or not, but we will keep an eye on things and are prepared to hotfix where necessary.

The overarching goal is then to spend the remaining time before 2.0 to stabilize the meta and find the best balance for Minion Masters Remastered.

[h2]Changes[/h2]

[h3]Game Speed Changes[/h3]

Mana generation increased

  • 1v1 Changes

    • Starting mana generation increased; ~+10%
    • Time to get to max generation decreased; 5 min → 3 min and 20 sec



  • 2v2 Changes

    • Starting mana generation increased; ~+15%
    • Maximum mana generation increased; ~+10%
    • Time to get to max generation decreased; 5 min → 3 min and 20 sec

  • XP generation rescaled
    • Passive XP gain increased; ~+20%
    • Bridge XP gain increased; ~+10%
  • Balance Changes to adjust (more details in the Patch Notes)
    • Movement speed change (Slowest minions)
    • Demon Warrior
    • Accursed Ascension
    • The Mancers
    • Call to Arms
    • Dragon Nest
    • Morellia Book
    • Apep Totem
    • Nyrvirs Breath
Why are we doing this?

We've tried to change the spread of cards (or rather mana cost ranges) that are being used in previous patches. We feel we've been successful in this with the bi-product that the game has been slowed down. With these changes we're hoping to speed it up again, retaining the good action-packed feel which was the nature of what Minion Masters is. Our general goal is for most games to be around 3~5 minutes and we believe this is a good step in that direction.

With this change, we know the balance won't be perfect right away and we'll need a bit of time to watch the new meta develop and adjust as we go. We see this as an opportunity to change some things that we view as problematic and can aim for an entirely new - and hopefully improved - meta.

Flying No Longer Grabs The Bridges

Flying Minions will no longer be able to convert a bridge to your team.

Why are we doing this?

We believe that cheap flying Minions have too many functions. They are great at defending, cycling, and grabbing bridges. The bridge grabbing part is not healthy for the game as it neutralizes the use of Melee Minions and can potentially dominate the bridges for cheap. With this change, we aim to make flying Minions focus more on their fighting capabilities as strong counters to Melee. Adding them to your deck can be a great defensive tool, however, you won't strengthen your ability to control the bridges

We expect that some of the flying cards, particularly the cheap ones, will need some further adjustments to find a good balance. We've done some changes in preparation, but we're fully anticipating more will be needed once this update hits the servers. We will be keeping an eye on it and will adjust accordingly in the coming months.

General Damaging Spells Nerf

Most damaging spells will have their mana cost increased by 1. We may opt to instead reduce the efficiency of certain spells, keeping them at their cost, but in general, all spells that are related to damaging or controlling Minions will receive substantial nerfs. (more details in the Patch Notes).

Why are we doing this?
The game has become too centred around spells, we've even seen the game being referred to as Spell Masters on several occasions. We agree with this sentiment and want to put more focus on Minion versus Minion interactions, and give Spells a more supportive role.

Master Reworks

A Complete King Puff Rework


King Puff has long been a restrictive element for certain designs. While we do like the idea that he is restricted to a certain subset we believe he was too restricted while also gaining too much, in turn making the cards also restricted to him.

Mordar Tombstones reworked for less coin-flippy results
We believe that the difference between Mordar getting a good resurrection and just missing it, is too stark, making matches against him feel either super easy or practically unbeatable. With this, we hope to bring him to a more healthy spot.

Diona Rebalanced to remove randomness and removed bridge control from traps
It can be frustrating to watch your opponent pick up the healing potion several times in a row, we decided to remove that and make her perk more deterministic. Furthermore, we think that Diona has been too focused on a heavy bridge-control style, and we want to make her more versatile.

Apep Totem rework is on a timer in order to avoid it becoming overpowered in cycle decks, particularly with the new mana rules.

Why are we doing this?

Many cards and mechanics have been added to the game and many changes have happened, certain Master designs no longer feel like they fit in quite the right way. These changes are aimed to increase the fun and reduce frustrating elements.

Balance Changes


Along with the Big changes that are coming into Minion Masters (read here for more information) we also have a LOT MORE balance changes and 2 more cards entering the Arena! Join us now Masters as we unleash all these changes into the Arena!

[h2]Best Plan, No Plan! - Season 2[/h2]

A new season has arrived to Minion Masters!
Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!

New cards added to the game



The Season Pass will end on 4th of August.

[h2]Master changes[/h2]

King Puff Rework
  • Basic Attack - Added:
    • The King's Birthday - Celebrate the king's birthday every 40 seconds. Reduce the cooldown by half the cost of every 4 - 6 Mana Card you play.
  • Perk 1: Gain a one-use copy of Trick Swap every time the kings birthday is celebrated. (You can only have one trick swap at a time)
    • Trick Swap: Swap minions on the bridges. Stun swapped enemies for 4 seconds.
  • Perk 2: When the king's birthday has celebrated a Rage Puff and a Shield Puff appears in your arena (One in each lane, on fixed positions).
    • Rage Puff - If picked up by a friendly minion give it and up to 4 nearby friendly minions Rage
    • Shield Puff - If picked up by a friendly minion give it and up to 4 nearby friendly minions Shield.
  • Perk 3 - changed to:"Summon a Knight Puff for each friendly Minion affected by Trick Swap (Max 5)
    • Knight Puff: Health: 50, Range: 8, Damage: 50(25 dps)
Diona
  • Cycle instead of random
  • XP Potion 3XP > 4XP
  • Taunt trap hp 300 -> 400
  • Crossbow trap damage and lifetime 15 -> 20
  • Traps no longer grap bridges
Mordar
  • Tombstone ress minion with % health-related to charging up (Tombstone needs 25% charge to be able to resurrect a unit)
  • Tombstone now takes 20 seconds to charge
Morellia
  • Book cooldown 30->25 seconds
Valorian Damage 45->40

Stormbringer
  • Attack cooldown 4->3.8 seconds
Apep
  • Gain totem on timer, 25 seconds


[h3]Balance changes[/h3]

Dragon pack

  • voidborn wound, cost reduction(1)

Mal'shar
  • now also teleports himself on kill (2-second cooldown)

Nether Bat
  • count 2 -> 3

Divine warrior
  • now has taunt

Dragon nest
  • Cost 4->5

Call to arms
  • cost 5->6

Speed changes 3->4
  • Boom buggy
  • Snake Druid

Speed Changes 2->3
  • Living Statue
  • Priestess
  • Colossus
  • Troubadour
  • Red Golem
  • Blue Golem
  • Jahun
  • Mar’dred

Ritual of Servitude
  • cost 5->6

Demon Warrior
  • 5->6 stacks

Mancers
  • 200 -> 170hp

Accursed Ascension
  • 70->80 stacks

bats bats bats
  • cost 4->5

Caged Prowler
  • Activation time from 20 to 16 seconds
  • Building Lifetime from 30 to 24 seconds

Propeller Scrats
  • Count 3->4
  • Movement speed 7->9

Haunting hugger
  • attack cooldown 2.5-1.8 seconds
    Cost 2->1

Frostfeathers
  • damage 10->12

Scrap Yard
  • Base scraps 100 -> 60

Fireball
  • cost 4->5

chain lightning
  • cost 4->5

shock rock
  • damage 40->25

Daggerfall
  • cost 3->4

beam of DOOM

    face damage 300->150

Vortex
  • cost 2->3

resonating blast crystal
  • cost 3->4
    Delay .8 seconds -> 1.2 seconds

Scrattilery
  • cost 5->6

Smite
  • damage 200->150

corpse explosion
  • cost 3->4

Magma storm
  • cost 5->6

mountain shaper
  • cost 6->7

poison strike
  • cost 3->4

T.A.A.S
  • cost 2->3

Ion grenade
  • delay for first hit: 0.5s -> 1.0s
  • cost 2->3

Gamblers Ball
  • cost 3->4
    change per sacrifice 20 -> 34%

black hole
  • cost 2->3

Nyrvirs breath
  • cost 6 -> 7

Stun blast
  • cost 3->4

Arcane bolt
  • cost 2->3

Stun Shrine
  • cost 3->4

Grasping thorns
  • cost 2->3

Wheel of Doom
  • wheel speed: 1000->800

Ardera
  • Selfdamage is now true damage

Avea
  • Selfdamage is now true damage

Zealots
  • Selfdamage is now true damage

Impatient
  • Autoplays if you would flood mana

Mana Surge
  • 50%->33% attack speed increase

Best Plan, No Plan! Expansion

Minion Masters!


A little fishy told me that the new expansion of Minion Masters is nearly here….woop! We’re thrilled to announce the new expansion “Best Plan, No Plan!” with 2 new cards and a ton of balance changes; “Drum roll” so without further ado let’s get Scrating!

[h2]Best Plan, No Plan! - Season 1[/h2]
  • A new expansion has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!

    New cards added to the game:



  • The Season Pass will end on June 30th.

[h2]Card Balance[/h2]
Xiao Long
  • Jump cooldown: 1.5s -> 2s
Jing Long
  • Jump cooldown: 1.5s -> 2s

Dev Comment: The longs have been dominating the meta a bit too much, this change should increase counterplay without affecting their strength too much.

Vulture Prime:
  • Shield cost: 50 -> 25 scraps
Dev Comment: Vulture Prime needs a bit of a buff, having shields more often makes it less punishing to play it when you have enough tech, and makes it harder to remove

Mal'Shar:
  • Stealth given from Mal'Shar only works once, (can be given to the same minion multiple times, if it is used first)
Dev Comment: We have seen a lot of Mal'shar Mordar decks, where Cleavers, Colossi and Mar'dreds get invisibility, and it is very frustrating to fight, especially considering certain timings between invisibility and attack speeds are a bit finicky . By making the stealth one time it is less about getting it on big minions that are super difficult to counter it and more about allowing a unit to reset in peace. We do realize this is a nerf for mal'shar and he might need something after this, but this is not the kind of deck we like to have in the game.

Jadespark Watchers:
  • Growthburst shrooms 2->1
Dev Comment: Jadespark Watchers is being played a lot, and performing well, It required a nerf, this hopefully will have the effect of letting it get less buffed monkeys.

Tantrum throwers:
  • count 2->1 cost 3->2
Dev Comment: Tantrum Throwers has been one of the best performing cards for a long time, with this suggestion from the ptr it will hopefully be a bit more in line, and it offers more 2 mana bridge grab options.

Scrap Yard:
  • Consumes all Tech you have, produces 100+1.5x the scrap you consumed, in 5 ticks 5 seconds apart
Dev Comment: Because of the ability to load Tech before placing the Scrap Yard and therefore getting the value from Scrap Yard at the beginning of its lifetime Scrap Yard became pretty oppressive, hopefully with this change there are more counter opportunities, while a well defended Scrap Yard is a bit stronger to make up for that.

Valorian:
  • basic attack damage 40->45
  • Empyrean cards no longer affect damage
Dev Comment:
We heard a lot of feedback of the deck-building mechanic of valorian both being unnecessary as synergizes with empyreans without it, and it being too constricting, not allowing a lot of decks. Hopefully with this change we can nerf valorian a bit as he is overperforming, but also allow for more variety in decks.


Master Cards:
We have switched up a few things around. Below is a list of all those changes:
  • Searing Light is now an ability
  • Burn the Bridges is now an ability
  • Blast Entry is now an ability
  • Trick Swap is now an ability
  • More Dakka is now an ability
  • Shadow Dance and One Punch Blast are both now abilities
Dev Comment: This really is a minor change all things considered. The main reason for the change is for consistency with how we wanted R3-KT to function; we realized that there really isn't a meaningful distinction between what he is doing and what many of the other masters were already doing. So unless there is a good reason for a master's unique card to be a spell, it's now an ability instead. It allows us to consider master impact on spell interactions differently for future design, and serves as a tiny but immediate nerf to Jing and Xiao Long.

[h2]Bug Fixes[/h2]
  • Fixed an issue attacking when attacking stealthed units - Thanks isokoala & Destroy666 C67
  • Fixed an issue with stealth units being visible on spawn - Thanks Jackeea
  • Fixed an issue with Jolo failing to dodge while at 100% - Thanks DeathShoottOneyOoney & N!k0la
  • Fixed an issue with Settsu not taking damage from jumping on reboomer - Thanks BadAsAFish80
  • Fixed an issue with Spawn of Fury targeting - Thanks Jackk
  • Fixed an issue with Mountain Gale’s slow being permanent - Thanks BadAsAFish80 & Jackk
  • Fixed spell descriptions updating to reflect targeting behavior
  • Fixed an issue with Lash doing the wrong damage - Thanks Yayann, Destroy666 C67 & You fools
  • Fixed an issue with Valorian normal skin occasionally having a green vfx - Thanks BadAsAFish80
  • Added R3KT and Valorian to Free Rotation Masters
  • Fixed an issue with the red golem looking like the blue golem at 1500 hp - Thanks Jackeea
  • Fixed the Red Golem preview
  • Fixed an issue with Draft receiving master choices timing out
  • Fixed R4Z:0R avatar being misnamed as vulture prime
  • Fixed an issue with Haunting Hugger causing ranged units to attack nothing repeatedly again - Thanks me
  • Fixed an issue Red Golem Animations being sometimes broken
  • Fixed an issue with Once Bitten targeting - Thanks TiddleyKong & Jackk.
  • Fixed a bug with Rockin' Roler’s damage - Thanks for the callout Yayann.
  • Fixed a bug with Rabid Prowler’s description incorrectly listing a wrong sacrifice requirement..
  • Fixed an issue with Hypno+Musketeer death prediction - Thanks DeathShoottOneyOoney.
  • Fixed an issue with TAAS card cloning - Thanks Tenebra, Jackeea & isokoala.
  • Fixed an issue with enemy master’s perks in 2v2 streamer mode UI. - Thanks BadAsAFish80


We want to thank you for your continued support and all the players that help us make this game an amazing experience for everyone!

For more information join our channels:
  • Discord: https://discord.gg/minionmasters
  • Facebook: https://www.facebook.com/MinionMastersTheGame
  • Twitter: https://twitter.com/BetaDwarf

Version 1.24 Patch notes

Minion Masters!


The 3rd season of Outlandish Operations is here!!! Scrap Yard and R4Z:0R Squadron joins the Minion Masters universe along with a host of balance changes and bug fixes.

Ready…. Steady…… GO!
[h2]Outlandish Operations - Season Pass #3[/h2]
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Added to the game:





  • The Season Pass will end on June 3rd.

[h2]Card Balance[/h2]

Version 1.23 Patch Notes

Version 1.23
Minion Masters!

Outlander reinforcements have arrived! R3KT finally joins the Minion Masters universe along with a host of balance changes and bug fixes.

Don’t worry, even though it’s April Fools’ Day, all these changes are 100% real. FDM told me, and he wouldn’t lie to me.

Outlandish Operations - Season Pass #2
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Added to the game:



  • The Season Pass will end on the May 6th.


Card Balance


Blood Imps/Brutish Betrayer
  • Return damage 50% -> 65%
Blood Imps and Brutish Betrayer have truly had a resurgence since the blood pact rework. We're happy to see them being played though we also understand they can be a tad coin flippy as things are. This is an attempt to mitigate their power a little, hopefully without completely breaking their value.

Border Patrol
  • Mana Freeze 2 -> 1
  • Add 1 mana freeze and gain shield
This card feels like it should be good, and we worry it might be a little underrated as things are now. So this change is an attempt to not make it stronger, but more consistent. You can now choose to play it without the shield (in case your opponent plays shield piercing spells) and retain that 1 mana for other things.

Dragon Whelp
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Flightless Dragons
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Hypnotize
  • Cost 4 -> 3
  • Duration 6 -> 5
  • Call Slitherbound 2 -> 1
The intention here is to make the card stronger and more viable to play as well as making it slightly less to frustrating to play against.

Jing Long
  • Shocking Re-Entry Damage 0 -> 40
  • Damage 20 -> 25
Jing Long is not performing very well, so here's an attempt to give him a little more consistent value

Nyrvir’s Breath
  • Damage 325 -> 180
  • Summon 4 skeletons over the duration
  • Duration 4 -> 3
  • Accursed Ascension -> +120 damage and +4 skeletons
This card has been a contentious one for a while and we've been looking at solutions for a bit but haven't found a concrete proposal until now. What this intends to do is to make it a fair bit weaker in the early game, so that it's true power can be felt after Ascension has been achieved.
We've also decided to make the skeleton generation be more consistent. It's already a pretty strong swarm counter, there's really no reason it should also be even more empowered by swarm.


Pincer of Dread
  • Fix targeting issues
  • Target health highest -> closest
  • Delay 1 -> 0.5
We believe the only thing holding this card back is that it's very cumbersome to use. By making it easier to hit your intentioned target we believe it can potentially see a lot more play.

Rabid Prowler
  • Sacrifice 1 -> 2
  • Instead gain Berserker’s Rage
Dev Comment: This card sees very little play and this change is an attempt to give the card a little more umf, that might make it a good alternative to something like a Cleaver, especially in Slither/Sacrifice decks.

Resonating Blast Crystal
  • Damage 130 -> 100
  • Remove Mana Freeze 1
  • If you explode 2 crystals mana freeze 1
Resonating crystal blast is everywhere at the moment, it's both very strong and very versatile. This change should bring it a bit more in line with the other spells

Shield-Captain Avea
  • Damage 70-100
  • Deal 10% damage to self on attack
Yet another Avea change. We're slowly getting there :) - This brings her into the Burning Fist sub-faction and ties her to the Zealot's. One interesting thing this does is that it allows her to proc her own effect.

Shieldguard of Light
  • Damage 70 -> 80
It's been a while since this big boy was relevant. Let's give him a little push and see if he can stand up to the plate.

Whirly Scrat
  • Health 390 -> 350
Whirly has been one of the best performing cards for a long time, however now it's also become very popular. This is just a small change to bring it's power more in line with all the other cards.

Xiao Long
  • Get Jing Long Spell Dodge instead of shield
  • Damage 20 -> 25
This is honestly mostly to consolidate the two Long cards. We do feel the new dodge mechanic Jing Long introduced feels better than the shield, as it doesn't actually empower the minion vs anything other than spells. This does also mean that you can now activate Xiao with your own spells (as with Jing), however that opens him for a counter play from the opponent.

Master Balance

Ratbo
  • Also summons scrats on teammate’s minion cards
  • Spends 3 seconds to charge minigun from attack cooldown 1 - 0.3
Ratbo has the opposite problem to Stormbringer, in that he performs incredibly well in 1v1 but is very lackluster in 2v2. So we're essentially doing the opposite to the attempted Stormbringer fix in that we're allowing him to bank value off his teammate. This is to hopefully even out his value across the modes so that he can be more easily balanced in the future for all modes.
We realize there's a bit of a consistency issue with these changes, however, we have chosen to sacrifice that for a more even balance across modes.


Valorian
  • Perk 1 heal 15 -> 18
It seems we may have over-nerfed Valorian a tad. We discussed simply reupping his basic attack damage, however landed on upping the heal effect a little instead. We feel this goes a little further into what makes him unique, and as the "Flying receives half healing" rule is now in effect it feels less dangerous.

Bugs
  • Fixed decoy trap not taunting both players in team play.
  • Fixed haunting hugger failing to generate accursed ascension progress on direct kills
  • Fixed vortex not pulling once flying units are out of gap. - Thanks Matt
  • Fixed Sugilite shield blocking sunder - Thanks BadAsAFish80
  • Fixed Crossbow trap incorrectly unstealthing - Thanks DeathShoottOneyOoney
  • Fixed mark persisting after the marking unit has died - Thanks BadAsAFish80
  • Fixed marked target failing on werewolf transform - Thanks BadAsAFish80
  • Fixed T.A.A.S and Akinlep not retaining mana reduction through future past/present or Apep’s perk - Thanks tODDlife and Jackk
  • Fixed Hellfire’s ability being shorter than the indicator - Thanks You Fools
  • Fixed Settsu having spasms on the master tower - Thanks FFA and everyone else in the universe
  • Fixed a bug causing a stunned spiritmancer to keep attacking.