1. Minion Masters
  2. News

Minion Masters News

(Re)Announcing Minion Masters 2.0!

Masters!

We are excited to announce that Minion Masters 2.0 will be released this year!


Some of you may remember we posted about 2.0 some time ago and now we are ready to share more details. We have found a great partner to help fully realize it to meet your expectations. It includes many things as well as new content, but also a huge code and UI rework that will make the game run much more solid and makes it easier to develop updates in the future.

Our team has been hard at work to bring you this upgraded version of the game, and we're thrilled to share that it will be released this year.

That’s not all, as we would like to make a shout-out to our new partner Netflix who is helping us bring you 2.0. Furthermore, also a new special version of Minion Masters to Android & iOS, without ads or in-app purchases, that can cross-play with PC and requires a Netflix subscription to play.

[previewyoutube][/previewyoutube]

So our Minion Masters family, meta and matchmaking, has good chances of growing and evolving a lot this year.

Here is how it will work: the mobile version of the game will support cross-play, but cross-progression will not be available. This means that your progress won't be shared between platforms, but you will still be able to play with and against mobile players, opening up opportunities to make new friends and rivals with improved matchmaking and meta evolution.

Lastly, we'd like to express our gratitude to all the testers who participated in the previous mobile version of Minion Masters. We'll be disabling the mobile server soon to make way for the new version, which we're excited to release later this year. Thank you for your support, and we can't wait for you to experience the improved Minion Masters 2.0!

We’ll start sharing more information about the 2.0 version and its content very soon, so stay tuned!

1.44

Mechanized Menace

[h2]NEW CARDS[/h2]
  • [h3]Vuk’s Clutchcooker[/h3]




  • [h3]Net Blaster[/h3]





[h2]BUFFS[/h2]
Black Hole
  • Duration: 3 > 5


Magnetic Bombs
  • Health 50 > 60


S1ege Br3aker
  • Now has Piloted. (summoning a Plasma Marine)
  • Attack AoE radius: 1 > 1.5


Stun Blast
  • Stun duration: 5 > 4
  • Mana cost: 4 > 3



[h2]REBALANCE[/h2]
Apep
  • Perk 1: Add a random free 2 mana card to your deck > Add a random free one-use 2 mana card to the top of your deck every 25 sec.
  • Perk 3: Add a random free 4 mana card to your deck > Add a random free one-use 4 mana card to the top of your deck every 25 sec.
  • Basic Attack Damage: 30 > 40
  • Basic Attack Max Targets: 1 > 2
  • Basic Attack Speed: 2.5 > 2
  • Basic Attack no longer gets a speed bonus from having 5+ mana cards in hand.
The main reason for doing this is to allow deck building with Apep that doesn’t focus so heavily on trying to get as much as possible out of the free cards by building very cheap decks. It also allows us to normalize the outcomes of the perks by changing which card you get every time. Because of system limitations the card isn’t truly random, but pseudo-random.


Diona
  • Perk 1: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
  • Perk 3: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
  • Bear Traps no longer have Stealth (remains untargetable).
The deck building incentives for making cheap decks are less pronounced with Diona than with Apep, but we still don’t think it’s healthy for masters to so directly incentivize a specific type of deckbuilding in this way.


King Puff
  • When Royal Gifts is triggered, place only one gift in a random unoccupied lane.
  • Perk 2: Cooldown 45 > 22
  • Increase pick-up range of puffs slightly.
Mainly intended as a quality of life improvement.


Annihilator
  • Attack Speed: 2.1 > 2.3
  • AoE radius: 3 > 4


Feng the Wanderer
  • Mana cost: 6 > 5
  • Health: 400 > 325


Flightless Dragons
  • No longer has Voidborne Wound
  • If you have less health than your opponent, gain Rage.


Netherstep
  • Invoke > Invoke twice
  • Jump distance: 10 > 6
More outright value and changing the use case. This reduction in distance makes it much harder to use the card to bypass a fight, meaning it retains mostly the use cases of repositioning within a fight or dodging spells. Ideally we want people to be more aggressive in using this card.


R4Z:0R Squadron
  • Now has Piloted. Mechanically unchanged.


Rock Rivals
  • Mana: 6 > 4
  • Summon a Living Statue with every play.
  • Living Statue no longer has haste.
Overall meant to be a nerf, but also fundamentally changing the use case for the card. We feel this is significantly more interesting than taking a risk one time to get a cheaper version of another card, specifically since the card is always the same and knowable in advance.


[h2]NERFS[/h2]
Miloween
  • Arcane Golem gains Mythic.


Bearvalanche
  • Damage 180 > 160


City Watch
  • Legionnaires summoned on play: 1 > 0
  • Crossbow Dudes summoned on play: 2 > 3


Idol of Sacrifice
  • No longer gains Haste.


Jing and Xiao Long
  • Phase Cooldown: 2 > 2.5 sec


Stun Lancers
  • No longer has Slitherbind


Spawn of Fury
  • Changes base values rather than working as a multiplier.
This affects mainly the interaction with other sources for changes in health and damage, ie. buffs. Specifically this is a nerf to those interactions.


Spirit
  • Max health gained: 400 > 350


Tantrum Throwers
  • Now summoned in a horizontal line.



[h2]FIXES[/h2]
  • Fixed King Puff getting the same spell every time he picks up the spell gift puff.
  • Fixed Ritual of Servitude not summoning 6-mana cards.
  • Finally Fixed the Mechapep visual glitch.
  • Fixed Frozen Aura description.
  • Fixed Bearvalanche master damage.
  • Fixed Bearvalanche animation occasionally being reversed.
  • Stopped Incubus from using netherstep while frozen.
  • Stopped Caber Tosser from throwing the log while frozen.
  • Attempted another fix of the Border Patrol trigger indicator.
  • Fixed Netherstep and Combustion being able to invoke ability cards.
  • Removed the indicator for more wildcards being available on card promotion.
  • Fixed Perk Timers malfunctioning in speed adjusted replays.
  • Removed Crystal Sentry flavor text to make the actual description not get super tiny in formatting.
  • Fixed Magnetic Bombs description not mentioning reduced damage against masters
  • Fixed Frost Shock relic affecting the wrong units.
  • Removed Combustion from High Five bucket.
  • Fixed Rimargaal perk description.
  • Updated Buckets and Relics availability for masters in older adventures to match the most recent versions.


1.42

NEW CARDS

[h3]
  • Magnetic Bombs
[/h3]




[h3]
  • S1ege Br3aker MKI
[/h3]





BUFFS


[h3]Chief Ice Breaker Bolf[/h3]
  • Damage: 100 -> 120


[h3]Dormant Defenders[/h3]
  • Gains two Arcane Spheres when awakened. (the projectiles from Arcane Ring spell, dealing 30 damage each)


[h3]Lash of Ah’Mun[/h3]
  • Can no longer be damaged.
This makes it so that ranged units no longer stop to attack it, and instead walk out of its attack range, making it slightly harder to use correctly. However since this change removes most forms of counterplay it should still handily serve as the buff it’s intended to be.


[h3]Morgrul the Swarmer King[/h3]
  • Health: 250 -> 300


[h3]T.A.A.S[/h3]
  • Summoned with 2 Gn4t escorts.
We want the building itself to be more interesting and worth playing, instead of it just being used to gain access to H3LL-F1R3. While T.A.A.S did need a buff, this might be enough that we end up nerfing it in the future, in which case we’ll likely take some power out of H3LL-F1R3.


[h3]Taloc the Vessel[/h3]
  • Health: 200 -> 250
Taloc is still very hard to use and gain value. His dps and utility value is clearly there, so increasing his health is a way to make it more likely that he gets to do his thing.


[h3]Zeppelin Bomber[/h3]
  • Health: 70 -> 85



REBALANCE


[h3]City Watch[/h3]
  • Trigger changed to Empyrean Army.
This moves the card into a completely different archetype, one that is hopefully less well suited to the cycle play style where the card has been so prevalent. We will be keeping a close eye on this!


[h3]Kurrnath Crystalback[/h3]
  • Mana: 5 -> 4
  • Health: 400 -> 300
  • Zap range: 18 -> 16
Last time Kurrnath was at 4 mana he was completely dominant in the meta, however at that time his zap had global range. Since that is no longer the case, and with the reduction in health, we’re hoping this is a better spot for him.


[h3]Netherstep[/h3]
  • No longer has Voidborne Wound
  • Now invokes on play.
About the same amount of total value, more tooled to a proactive play style.


[h3]Rimargaal's Breath[/h3]
  • Duration: 3 -> 5
Damage gets more spread out, however the spell freezes, so if played correctly most units will still take the full damage. The spell is now better for area control, and will be more easy to use for the freeze effect.


NERFS


[h3]Coax, the Diplomancer[/h3]
  • Health 350 -> 300
  • Removed Accursed Ascension.
We’re stripping Coax down to the core of what we think the unit needs to be. We may have to buff him in the future if this turns out to be too much.


[h3]Daggerfall[/h3]
  • Removed Slitherbind


[h3]Sanctum of the Cleansing Fire[/h3]
  • No longer starts activated


[h3]Vulture Prime A83[/h3]
  • Removed Tech Trigger


[h3]Wall[/h3]
  • Health 400 -> 325


FIXES


  • Fixed a longstanding issue where players could enter a state which would prevent them from triggering ruby reimbursement when claiming the All Masters DLC. This both clears the state for everyone who was in it, and triggers reimbursement for everyone who has missed getting reimbursement.
  • Fixed Legionnaire’s health bar height.
  • Made Leiliel stop returning damage while stunned or frozen.
  • Stopped A’Zog from using Shadow Dash when frozen
  • Stopped Cheese Date Scrats from trying to ascend to a higher plane of existence
  • Fixed several issues with the Frozen ice cube effect being the wrong size
  • Fixed several issues with rim lighting misbehaving when multiple sources of rim light would interact with each other.
  • Fixed Rimargaal’s interaction with Morellia’s Book of the Dead.
  • Stopped Hypnotized Prowlers from jumping at friendly master towers.
  • Fixed the visual trigger effect on the Slithering Summons card.
  • Fixed Simulacrum becoming an Arcane Golem factory in Milloween mirror matches.
  • Fixed Simulacrum’s interaction with ability cards.
  • Fixed Broll’s first perk applying discounts incorrectly.
  • Fixed Snap Freeze description to correctly indicate minions rather than units.

1.41

Chapel of Light
[h2]NEW CARDS[/h2]
[h3]Sanctum of the Cleansing Fire[/h3]





[h3]City Watch[/h3]



[h2]BUFFS[/h2]

[h3]Idol of Sacrifice[/h3]
  • Now gains Haste in addition when activated.
[h3]Combustion
[/h3]
  • Explosion range 6 > 8
  • Fixed a bug that made Combustion deal True Damage to enemies.

[h3]Rampant Growth
[/h3]
  • On draw, plant 1 > 2 Growthburst Shrooms

[h3]Snap Freeze
[/h3]
  • Damage 0 > 25

[h3]Bladestar
[/h3]
  • Damage 110 > 120

[h3]Glenn's Brew
[/h3]
  • Healing 100 > 150
  • Fixed an issue where Glenn’s Brew only heals half the amount it was supposed to according to its description (was healing 100, description says 200).

[h3]Rimargaal, Scourge of the Summit
[/h3]
  • Attack Speed 8 > 7

[h3]Poison Strike
[/h3]
  • Poison Duration 6,5 > 8

[h3]Sapphire Pebble
[/h3]
  • Dam 50 > 60

[h3]Korrrgoth, Tyrant of Gor'Rakk
[/h3]
  • Now deals damage on throwing the hammer as well (same radius/damage as when he yanks the hammer back).
  • No longer deals damage only in the impact area.
  • Developer note: This change makes Korrrgoth’s attack much more reliable and is more likely to hit on initial attack.


[h2]REBALANCE[/h2]
[h3]Dragon Nest
[/h3]
  • Mana 6 > 3
  • Reworked: Now spawns with 3 eggs: Hatch an egg whenever you cast a spell to summon a Flightless Dragon. Summon a Dragon Whelp instead if the spell cost 5+ mana
  • Developer note: Dragon Nest has been extremely hard to balance because its value has been incredibly hard to control. This change effectively caps the amount of value you can gain from it.


[h2]NERFS[/h2]
[h3]Commander Azali
[/h3]
  • Max shields per Bridge captured 10 > 7

[h3]Swarmer Totem
[/h3]
  • Duration 40 > 30
  • Production 5 > 6
  • Amount 3 > 4

  • Developer note: Swarmer Totem has increased in popularity and added to the issue of swarming feeling too oppressive. This change causes Swarmer Totem to spawn less frequently, and over a shorter period of time.

[h3]Crossbow Guild
[/h3]
  • HP 350 > 300

[h3]King Puff
[/h3]
  • Birthday Cooldown 45 > 48

[h3]Skeleton Horde
[/h3]
  • Count 9 > 8

[h3]Cannon Roller
[/h3]
  • Dam 120 > 100

[h3]Vulture Prime
[/h3]
  • Attack Speed 0.8 > 0.9

[h3]Whirly Scrat
[/h3]
  • Damage 55 > 50
  • Health 350 > 325
  • Developer note: Whirly Scrat is incredibly versatile. With this change, he becomes a little less so without hurting his potential to deal with swarm.

[h3]Musketeer[/h3]
  • Dam 65 > 55
  • Developer note: Musketeer is incredibly strong in addition to its ability to counter slow-hitting minions. With this change, Musketeer needs a little help to quickly dispatch.

[h3]Call To Arms
[/h3]
  • 2 Crossbow Dudes > 1 Crossbow Dude


[h2]FIXES[/h2]
  • Improved Ability card descriptions.
  • Fixed an issue where Bladestar would do no damage after hitting arena walls.
  • Fixed Bladestar getting stuck inside minions.
  • Fixed Spawn of Fury vfx breaking when the effect was interrupted by Black Hole.
  • Fixed More Dakka’s counter to correctly only count Ratbo’s own units.
  • Fixed Zipp’s Zappinator’s powerup vfx breaking with spirit.
  • Fixed Zipp’s Zappinator’s More Zap interaction with stun.
  • Fixed Illusory Cleaver triggering Voidborne Wound for the opponent(again TT).
  • Fixed Gax’s egg not displaying an ice cube when frozen.
  • Fixed Frozen ice cube effect to correctly scale with minion size.
  • Fixed Frozen breaking the rim light from Rage and Giant Growth.
  • Fixed Rimargaal not freezing the last minion played during Permafrost.
  • Fixed an interaction between Rimargaal and Book of the Dead which allowed Rimargaal to be played without completing Permafrost.
  • Fixed Frost Bearer’s Frost Field not lingering after his death.
  • Fixed Boom Buggy attacking while frozen.
  • Fixed Shock Rock Rock relic description to correctly indicate Shock Rock’s effects.
  • Fixed Army of Anger relic description to correctly indicate Spawn of Fury’s effects.
  • Fixed Healing Spirits relic description to correctly indicate Spirit’s effects.
  • Fixed Blastmancer performing Soul Detonate while stunned.
  • Fixed an interaction with Cursebearer and Ghost that could allow Ghost to control a unit which incorrectly had its Curse removed.
  • Fixed a deckbuilding flow issue when entering the Mayhem menu by clicking on the event in the event carousel.
  • Fixed Scrat Tank boss getting turrets and mines in incorrect locations.
  • Fixed Glenn’s Brew healing being reduced by frozen.
  • Fixed Glenn’s Brew not extending the duration of pre-existing frozen effects.
  • Fixed an issue where retrying in Mayhem would not correctly remove rubies in the client.