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Minion Masters News

1.51

[h3]Denver, The Last King[/h3]





[h3]Woggosaur Pup[/h3]





[h2]Balance Changes[/h2]

[h3]BUFFS[/h3]
Armored Escort
  • Shield count 2 > 3
  • The new design was a little too cautious, but we aren't ready to give up on this version till we have seen it at a more viable power level. It might even need more help than this, but small steps is still the safer approach.


Frostberry Bearer
  • Instead, cast Glenn's Brew
  • Speed 6 > 4
  • Haste on a half-dead already targeted minion seems to have been underwhelming, even with the healing. Glenn's Brew should be the more interesting version. Slowing the move speed should allow the bear to be behind others more often so as to actually get to use its charges.


Future Past
  • Mana 4 > 3
  • The mana increase on the future cards were a safety measure when we changed them to be more stable. That safety seems to not have been necessary.


Future Present
  • Mana 9 > 8


Glenn's Brew
  • Healing 150 > 175


King Puff
  • Perk 2 CD 22 > 20
  • Pick-up range increased
  • More usability hopefully without increasing the power so much that he becomes oppressive in high skill 1v1.


Skeleton Crew
  • Count 2 > 3


Zealots of the Burning Fist
  • Damage 70 > 80



[h3]REBALANCE[/h3]
Caber Tosser
  • Revelry: Gain Rage and give enemies Slow
  • Caber Tosser getting a new log to throw with revelry is simply too strong. Being able to use Mountain Gale or a minion spawn as something comparable to a Fireball on top of its regular effect is too strong and too easy. This is a first step in trying to get to a better place with him.


Harmful Souls
  • Damage 70 > 80
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.


Haunting Hugger
  • HP 50 > 75
  • No longer adds towards accursed ascension.
  • Simplifying it by removing a mechanic that does very little for the playability of the card.


Mountainshaper
  • Max Ground Rupture count 5 > 10
  • Damage 125 > 65
  • Charge duration 7 > 4
  • Reduce width
  • We've been wanting to do something like this for a while. It's a high mana cost legendary spell, so it needs to be powerful and impactful, but covering both lanes in what is often a full clear is just over the top.


Nyrvir's Breath
  • Damage 130 > 150
  • Deals no extra damage on Accursed Ascension.
  • Accursed Ascension Skeleton count 8 > 10
  • Having a card like this go from barely worth playing before activation to one of the strongest in the game after seems like a bad idea in hindsight.


R3-KT
  • Perk 1: Add a one-use Shadow Dance to deck every 20 secs
  • Perk 2: Reduce Perk 1 cooldown by 5 secs
  • Perk 3: Whenever you play Shadow Dance, add a one-use One-Punch Blast to your hand (cannot be stacked)
  • Perk 3: One-Punch Blast is discarded when R3-KT dies in the field.
  • Perk 3: One-Punch Blast Deals 50% damage to Masters
  • Remove the 4+ Mana bonus on basic attack
  • Attack Cooldown 1 > 0.75
  • We wanted to make his perk 3 more impactful without it becoming a cheesy gimmick. This rework removes his ability to spam shadow dance and doesn't give him the option to spam perk 3, while it hopefully makes the whole master more dynamic and makes perk 3 feel like a relevant aspect of the play experience.


Shield-captain Avea
  • Rework: Whenever Avea shields another Minion, gain Legion (1)
  • Shield of Light CD 12 > 10
  • Health 450 > 500
  • The quest mechanic was always problematic. This is an attempt at finding a new identity for her.



[h2]NERFS[/h2]
  • Highland Huntress
  • Attack Cooldown 1.2 > 1.5
  • Damage 40 > 45


Morellia
  • Perk 1 - Skeletons - count 4 > 3
  • Perk 2 - Skeletons - count 8 > 6


Rapid Response Reserves
  • Plasma Marines summoned 6 > 5
  • RRR has a very high play rate but is really not that impressive when looking at its win rate. This might seem like an underwhelming nerf, but it’s hitting what is arguably the strongest play in its cycle.


Rimargaal's Breath
  • Dam 180 > 150
  • This is a direct revert of a buff it got a few patches ago. Essentially an admission that that buff was not warranted.


Settsu
  • Increased summoning sickness


Volco
  • Perk 1 CD 15 > 17



[h3]FIXES[/h3]
  • Fixed multiple Future cards sharing the same cycle.
  • Fixed Skeleton Horde missing preview
  • Fixed Dragon Ball incorrectly doing full damage to masters.
  • Fixed Outlander Piloted costing 1 tech.
  • Fixed Sapphire Pebble being able to jump into the middle gap.
  • Fixed Grasping Thorns summoning skeletons for the wrong team.

Minion Masters 2.0 Announcement

As promised, we have more information to share about Minion Masters 2.0. Our team have been hard at work, and we can finally give you an update.

Minion Masters 2.0 Prologue will be released on Steam & Xbox this Winter!


What does it mean?
The Prologue is what we consider an “early access” for MM 2.0. Your game will automatically be updated to the new version, but in order to make sure we can make the game the best that it can possibly be, we are calling it a prologue as during this period, we will be collecting rigorous feedback and do our best to improve the experience.

In addition, it will herald the launch of the Runeshaper Master, which we are excited to finally release into the wild. We will also start unveiling a new big feature that will launch in the new year…

[h2]What about the mobile release?[/h2]
The mobile version will be released on January 16th! It will be available using your Netflix account on iOS and Android. Everything will be unlockable without any in-app purchases and without any ads.

[h2]We are doing a Minion Masters 2.0 Beta starting October 1st!
[/h2]
If you want to join us, please fill out this form: https://forms.gle/B4vwgTBLxDF46Bza9

You’ll receive an email with instructions if you are selected.

[h2]Last but not least: Plushy update! [/h2]
We’re making great progress on the Nyrvir The Fallen plushy with Makeship. Here is the latest mockup! What do you think?

1.50

Highland Hijinks

[h2]NEW CONTENT[/h2]

Frostberry Bearer






Highland Huntress






[h2]BUFFS[/h2]

Demon Warrior
  • Dam 75 > 90
Feng the Wanderer
  • HP 325 > 350
Ghast
  • Skeletons summoned gains Rush
Ghost Turret
  • HP 250 > 300
King Puff
  • Trick Swap CD 35 > 30
Magma Storm
  • Count 12 > 13
Nyrvir The Fallen
  • Nyrvir Slumbers dam 80 > 100
Slitherbound
  • Attack Cooldown 2 > 1.8
Snap Freeze
  • Freeze happens instantly
  • Mana cost 2 > 3
  • Dev notes: Snappy!




[h2]REWORKS[/h2]

Rapid Response Reserves
  • Alternate between opponents getting the buff
  • Dev notes: not really a balance change, but we think it makes it more fun.


Fireball
  • Dam 180 > 200
  • Master damage 180 > 100
  • Dev notes: We wanted to increase its usefulness as removal slightly while reducing its ability to "fireball face" enemies to death.


Grasping Thorns
  • On death, summon a Skeleton for each enemy Minion that died in it (Max 3)
  • Dam 240 > 150
  • Dev notes: We wanted to add some offensive capabilities to this defensive spell. Expect similar changes to defensive-only cards in the future.


Netherstep
  • Summons X Swarmers where minions are teleported to, where X is the amount of Voidborne cards in hand (Max 3)
  • No longer Invokes
  • AoE 3 > 4.5
  • Dev notes: We want to add even more offensive capabilities to this underplayed card that is still in line with its design.


Sapphire Pebble
  • Mana 2 > 1
  • Remove Myriad bonus
  • Throws its head on play, destroy self, grows a new Pebble after 5 secs
  • Damage 60 > 100
  • Health 100 > 50
  • Dev notes: We are not entirely happy with how Sapphire Pebble Myriad bonus works, as it both encourages you to play defensively and wait around with Sapphire Pebble in your hand. This version allows us to both retain the Myriad, reduce mana cost, add some offensive capability and try something a little different...


[h2]NERFS[/h2]

A.I.M Bot
  • Tech cost 30 > 35
Battle Shi-Hou
  • HP 400 > 350
Morellia
  • Book Cooldown 25 > 27
Shroomama Shumi
  • Shields can no longer trigger split
  • Dev notes: This opens up Shumi to be more useful outside of continuously shielding them. It's possible she needs a buff with this change, but we want to be careful so that she doesn't dominate again.



[h2]Fixes[/h2]

  • Fixed Nylora failing to auto attack in Mayhem and Adventures
  • Fixed Slitheress Diona's Ruffles not wearing the correct outfit when he enters the arena.
  • Fixed Burn the Bridge vfx going to the wrong bridge.
  • Removed Raddick from the random pool.
  • Fixed an issue with Ghast's description having two different cooldown values.
  • Fixed Shroomer not splitting with the correct health and damage %.

Hotfix

Masters!

We just published a hotfix.

  • Fixed Bounce Berry Flingers not having Myriad.
  • Fixed the Rapid Response Reserves scroll symbol.
  • Fixed Prime Sgt Rasczak's audio in the preview.
  • Fixed Jade Flingers' death preduction causing untargetable units.
  • Fixed Apep's perks giving the wrong card types.
  • Fixed Apep's perk 3 failing to apply the correct discount.
  • Fixed gaining future cards from future cards.


  • Shroomama Shumi max health 600 > 550


New version is 1.49.67451

1.49

[h2]NEW CONTENT[/h2]
Prime Sergeant Raddick









Rapid Response Reserves







[h2]BUFFS[/h2]

Milloween
  • Arcane Golem Health: 250 > 300
  • Arcane Missiles: Uses old targeting if nothing is in the are
a

Shroomama Shumi
  • Copy health and damage: 65% > 70%
  • HP: 500 > 600
  • Dam: 60 > 70


Shroomer
  • Copy health and damage: 80% > 100%




[h2]REWORKS[/h2]

Armored Escort
  • Mana: 5 > 2
  • Rework: Give 2 friendly Minions in AoE Shield (4.5 range, targets closest to the center)
  • If you have 6+ mana, gain mana freeze (4) and the next ranged Minion you play is escorted by a Crystal Sentry with shield.


Bladestar
  • Damage: 120 > 130
  • Max damage instances: 10


Bounce Berry Flingers
  • Mana: 4 > 2
  • Count: 2 > 1
  • Remove Myriad bonus effect
  • Gain Growthburst Shroom


Future Past
  • Changes to a new card with each play, minimum 1 mana


Future Present
  • Mana: 10 > 9
  • Changes to a new card with each play, minimum 2 mana


Jade Flingers
  • No longer spawns a Shroom
  • Damage: 20 > 25
  • Attack Cooldown: 2.0 > 1.9


Jungle Jumble
  • Mana: 4 > 3
  • Can't gain cards that already exist in your deck


Once Bitten
  • Count: 2 > 1
  • Mana: 4 > 3
  • Werewolf has Rage


Valorian
  • Add Searing light to the deck every 25 secs




[h2]NERFS[/h2]

Apep
  • Totem cooldown: 25 > 30


Diona xbow trap
  • Half face damage


Elite Swarmer/Kurrrnath/Morgrul
  • Attack Cooldown: 1.1 > 1.2


Morgrul's Mark
  • Count: 6 > 5


Rocket Scrat
  • Damage: 90 > 80


Ruby
  • HP: 900 > 850


S.T.INT
  • Attack Cooldown: 1.2 > 1.3


Zipp’s Zappinator
  • Cooldown on More Zap!: 0 > 2 seconds




[h2]FIXES[/h2]
  • Fixed players experiencing more than usual matches against Bots.
  • Fixed Jade Flingers Death Prediction.
  • Fixed Milloween losing Arcane Charges when stunned.
  • Fixed Arcane Golem text issue.
  • Fixed Valorian Perk 3 healing too little.