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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.


Outlandish Operations Update Live Now, Plus 100% off new DLC

CLAIM IT HERE: https://store.steampowered.com/app/1560570/Minion_Masters__Outlandish_Operations/

Minion Masters has just been updated to include the Outlandish Operations update for free! Plus, act now before March 12 to get the new Outlander DLC for free.

Brand new Huge expansion - The Outlanders make their triumphant return to Minion Masters.

One man's junk is another man's treasure. This is why the scrapyard of fallen spacecraft debris and damaged drone parts is a veritable gold mine for the destitute Outlanders. The ingenious grow bolder as their newest inventions begin to take form.

Even more exciting content is on the way with this update, including many gameplay and balance changes. We also have a new master being added to the game. He's not quite ready yet, but you can still get a preview of him in-game ;)

Read all about the new expansion in the patch notes or just jump right into the game!

Cheers from BetaDwarf!

Outlandish Operations - New Expansion out now!

Version 1.22
Minion Masters!

More Outlanders are finally here! Version 1.22 marks the start of the Outlandish Operations expansion, and we have some key bug fixes, and a lot of exciting content coming along with it… even a new master?!

Outlandish Operations - Season Pass #1
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:



  • The Season Pass will end on the April Fools Day.


Card Balance

A.I.M Bot
  • Starts with shield
  • Outlander Tech - Spend 40 tech to gain marksmanship, spend 40 more to also gain haste


Bannerman
  • Health 150 -> 250


Throughout the last couple of years many cards have been introduced that makes Bannerman's value very precarious.
Effects like Poison, Sun burn, vortex all negate the shields in one way or another.
We don't want him to simply counter those spells as well, as we don't want him to be a one-size-fits-all solution. So instead we added to his value as a fighter by upping his tankiness substantially. This way he can contribute on his own, while his effect remains useful in certain matchups.


Bats, Bats, Bats
  • Cost 5 -> 4
  • Bats jump in the direction of the card that was played


This change is an attempt to make the value of Bats Bats Bats slightly less extreme, but instead a little more reliable. It should be possible to spread your bats out more, and hopefully not lose them all to one spell anymore. On the other hand, Bats are now weaker (see Nether Bat change) so it should be less scary to face the card without a spell counter.

Crystal Construct, Dormant Defenders, and Guardian
  • Damage 80 -> 100


Dormant Defenders
  • Cost 6 -> 7


Ghost Turret
  • Attack Cooldown 0.8 -> 1


Heal Puff
  • Health Per Second 25 -> 20


Illusory Cleaver
  • Damage 0 -> 100
  • Remove Voidborne Wound


Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Illusory Dragon Whelp
  • Damage 0 -> 15


Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Lord Fanriel the Stormcharger
  • Fix true damage issues
  • Damage 100 -> 130


When we introduced True Damage, we wasn't 100% sure what to expect in terms of power, and admittedly over-nerfed Fanriel quite a bit.
With some fixes to True damage that makes it more consistent, though also weaker, we believe it's only right to give Fanriel some of his Oomf back.

Netherbat
  • Title Change: Nether Bat -> Nether Bats
  • Damage 35 -> 20
  • Count 1 -> 2
  • On Spawn, netherstep forward in a v shape


Once Bitten
  • Cast Delay 0.5 -> 0


Scratillary
  • Damage Per Rocket 50 -> 45


Screaming Scrat
  • Explode when Barrel is broken
  • Explosion Damage 130 -> 100


S.T.int
  • Outlander Tech - Spend 50 tech to claim the furthest bridge on spawn.


Vortex
  • Damage 80 -> 50


Vortex continues to dominate all leaderboards and still has an incredibly high use rate. We're targeting damage this time as we feel the minion displacement and area denial capabilities are what make the card fun an unique to the game. So we'd rather remove some power and versatility in the straight removal aspect of which there are plenty of alternatives.

Zeppelin Bomber
  • Movement Speed 5 -> 7
  • Attack Cooldown 2 -> 1.6


Master Balance

Diona
  • Perk 2 - Only drops potions for enemies dying on your side and on the bridges


This change will likely split the waters a bit. The intend of this is to nerf Diona in the case where she's already winning and spends a lot of time in offence. But buff her in cases where she struggles.
The idea is that potions dropped on the other side of the field in situations where you are behind or losing are almost always lost, and as such just add a hidden cooldown. With this change it should be more likely that you can pick up most if not all potions as they will always spawn in a place where you have at least some control.

Stormbringer
  • Perk 2 - Only give Minions under your control Marksmanship


New master?!