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Genre: Real Time Strategy (RTS), Strategy, Indie

Legion TD 2

v4.04: Leak Ratio Stat & QoL Improvements



New Stat: Leak Ratio


In-game scoreboard and post-game stats now show Leak Ratio, which is the number of waves you caused a significant leak (33%+) vs. the number of waves you leaked significantly

For example, a leak ratio of 5/2 means you caused your opponent to leak significantly on 5 waves, while you only leaked significantly on 2 waves.

The goal is to give positive feedback when making your opponent leak and give negative feedback when you leak.

New Feature: Saving & Loading Builds


- Type "-save" during any game to save your build as a line of text
- Type "-load" (in sandbox or after typing -debug in a custom game) to bring up a popup. Then paste the text and press confirm. Your saved build will be automatically built.
- You can also use these commands to share builds/positioning with other players

Fixes & Improvements



Chaos Cup
- Assets added
- Rewards will be distributed this patch

Bots
- Now smarter about placing Antler/Whitemane and Grarl/Ocean Templar

Play Again button (in post-game screen)
- Fixed a bug where it would lock you out of queue if you pressed it too quickly
- Fixed a bug where it would accidentally show up for parties

Post-game stats
- Now has a graph for player income per wave

Rolls
- Fixed a bug where you could deploy fighters while still picking your roll
- Disabled training workers while picking your initial roll (to prevent misclicks)

Matchmaking
- Estimated queue time is more accurate now
- Ranked: Now expands rating tolerance slightly if you’re waiting in queue for a long time
- Classic: Tweaked so that the number of fill bots allowed increases gradually over time and maxes out at 4 fill bots, rather than spiking to up to 7 fill bots

Game Balance



Legion Spells



We're nerfing some of the OP/staple spells and buffing some interactive spells, which are too niche right now


Dark Ritual
- Damage to king: 15% of current health -> 20% of current health


Lizard Army
- Mythium gain: 20 -> 25


Loan
- Income: -32 -> -34


Pawn Shop
- Sellback: 85% -> 90%

Everything is a delicacy now


Protector
- Protection Aura: 2 flat damage reduction + 10 regen -> 2 flat damage reduction + 8 regen


Vampire
- Vampirism Aura: Lifesteal & Spellvamp: 20% -> 18%

Fighters




Proton
- Attack speed: 1.25 -> 1.11
- Ionic Force: 1% damage per mana -> 20% attack speed per 10 mana


Atom
- Attack speed: 1.25 -> 1.11
- Ionic Force: 1% damage per mana -> 20% attack speed per 10 mana

Goal is to better reward players for keeping Protons/Atoms alive and utilizing the spell, while still allowing them to be early-game off tanks if desired


Kingpin
- Damage: 240 -> 200
- Elite Fisherman: 1 damage per mana -> 2 damage per mana

Make Kingpin great again


Leviathan
- Aerial Command: Damage: 4 + 15% -> 5 + 15%


Disciple
- Health: 1240 -> 1200
- NEW: Intellect: Restores 15% mana on kill


Starcaller
- Health: 3100 -> 3000
- NEW: Intellect: Restores 15% mana on kill

Goal is to make Disciple a viable opening and generally buff Disciple/Starcaller, so they can be leveraged more with other mana users


Whitemane
- Health: 4400 -> 4300
- Council: Damage reduction: 5 + 15% -> 5 + 15% (25% for Antlers)

Goal is to make Antler more viable mid and late game, rather than being a one-trick pony (upgrading into Whitemane)

v4.03c: Targeting & Mastermind Improvements



Chaos Cup


Last chance to sign up for the Chaos Cup! 21 teams signed up already.



Saturday Schedule:
- Check-in: 8:30am PST (5:30pm CEST) at tournament-checkin
- Games: 8:45am - 12pm PST (5:45pm - 9pm CEST)

Sign up:
  1. Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
  2. Type /signup while in the private lobby

Signing up is free, and there are no rating requirements. Every player that fully participates will be awarded a Mystery Card, which you reveal to get a random collectible card that can also be used as an avatar. 1st, 2nd, & 3rd place will receive an exclusive gold, silver, or bronze in-game badge.

v4.03c Patch Notes


- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers!

Pathing and Targeting


- Fixed a case where a unit would get stuck in mobs
- Waves and mercenaries now prioritize units based on missing life, rather than missing % life. This helps tanks properly take aggro in some situations
- Waves and mercenaries now use tower placement as a tie-breaker when acquiring a target. This means that if you build a Mudman ahead of a Nightmare, the wave will prefer to focus the Mudman, all else equal. The Nightmare will still draw aggro if it previously took more damage or if an enemy creature/mercenary is closer when it's acquiring a target.
- Tanks mercenaries should be less likely to cause your melee DPS units to die before your tanks, especially on ranged waves and boss waves.

These changes don't magically make all your DPS units survive, but they help in some cases. Proper positioning is still very important.

Mastermind


- Increased the probability of getting rolls with magic and impact damage
- Decreased the probability of getting too many rolls with pierce damage

This change compensates for the fact that pierce is the most common type of damage, especially among DPS units. Going forward, we're making an effort to balance out frequencies of attack/defense types, including more magic and impact damage and more swift tanks.

Fixes & Improvements



Classic Matchmaking
- If a player has been waiting longer than 5 minutes, it will now fill with bots. This fixes some cases during off-hours where it would take a very long time to find a match.

Fixes
- Fixed a rare case where a mercenary would spawn with 0 hp

Tutorial
- Tweaked UI to be more clear that only the first two tutorials are required to play multiplayer

Translations
- Updated

Game Balance



Legion Spells




Pawn Shop
- Gold gain: 75 -> 80

Fighters




Fire Elemental
- Damage: 37 -> 35
- Combustion: Damage: 40 -> 45


Infiltrator
- Shuriken: Damage: 40 -> 35


Orchid
- Shuriken: Damage: 40 -> 35


Ocean Templar
- Resonance: Heal: 15 + 1.5% missing health -> 10 + 2% missing health


Hades
- Starting mana: 55 -> 60

Waves




(11) Quill Shooters
- Damage: 65 -> 67


(15) Quadrapuses
- Quadrapus: Damage: 115 -> 112
- Giant Quadrapus: 460 -> 448

v4.03a/b Hotfixes



- King now has 17% more health on wave 10 (other waves untouched)
- Maccabeus: Damage: 150 -> 155
- Legion Lords: Health: 7500 -> 7750
- Legion King: Health: 30000 -> 31000
- Buffed the king's attack speed on waves 6-9 for 2x Chaos mode only
- Decreased wave 1 prep time by 30 seconds for 2x Chaos mode only
- [MVP] now uses the old formula. This takes into account leak value, opponent leak value, and other factors, which should make it more accurately determine if you played well. Note that this means sometimes the MVP will be different than the most fed player (highest Power Score).
- Added Avg % Leaked to post-game stats
- Matchmaking is now faster if fewer players are online (Rating tolerance now expands a bit if fewer players are online)
- Added a notification after you invite someone to a custom game
- Dark Mage is now smarter about not over-prioritizing buffing Berserker on earlier waves

Legion TD 2: New Look



Legion TD 2 has improved and evolved so much since our initial launch, we wanted to give it a brand new look. Introducing our new box art, logo, and launcher icon. We're super excited and hope you are too!



Desktop Wallpaper


Mobile Wallpaper


Process gif, as painted by Curing


Looking Forward



Our biggest priority in the coming months is Server 2.0, which is a major refactor to our server code that allows the game to better scale and handle a large influx of players. After it's completed, we'll be doing a big marketing push and free-to-play weekend to exponentially grow the game. We can't give a specific timeline yet, but rest assured it's everything we're working towards.

In the meantime, we'll continue with:
  • Regular patches for balance changes, bug fixes, and quality-of-life improvements
  • New units (the next Shrine fighter is currently in the works)
  • Featured game modes, events, and tournaments
  • 50% discounts every ~2 months

Chaos Event schedule:
  • Chaos Weekend 1: August 16 - 18
  • Chaos Weekend 2: August 23 - 25 (starts this Thursday at 3pm PST / 11:59pm CEST)
  • Chaos Cup: August 31 - September 1 (sign-up details here)

Thank you to everyone for your support!

- Lisk, Jules, Curing, and Dani

v4.03: Chaos Event, QoL/Balance Changes



NEW! Featured Game Mode


The next featured game mode is 2x Chaos 2v2 with the following rule changes:
  • Random roll (6 new fighters) every wave
  • Waves have 2x the number of spawns
  • Start with 300 gold instead of 250

2x Chaos will be enabled Friday 8/16 - Sunday 8/18 and again 8/23 - 8/25

NEW! Tournament


The Chaos Cup has just been announced! Sign-up begins as soon as this patch goes live (August 15) and ends on August 30.
  1. Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
  2. Type /signup while in the private lobby

Signing up is free, and there are no rating requirements (must be level 4). The first 40 teams to sign up will be guaranteed a spot. The rest will be on a waitlist.

Every player that fully participates without dropping out will be awarded a Mystery Card, which you reveal to get a random collectible card that can also be used as an avatar. 1st, 2nd, & 3rd place will receive an exclusive gold, silver, or bronze in-game badge.

v4.03 Patch Notes


- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers!

Fixes & Improvements



Loading screen
- Improved loading screen stability
- Fixed some issues where a player would crash in the loading screen. Also fixed a case where the game waited too long for a player to finish loading.
- Also, you can now see (D/T/F/Q) player suffixes if they are partied or quit during loading screen

Interface
- Fixed some cases where you would accidentally ping things (alt+click) when you were trying to build (single click).

If you still experience this bug, the usual workaround is to just alt+tab a couple times to reset the alt key sensor.

Main menu
- Fixed a bug where it would always display "New!" next to your profile even if you already viewed all items

Chat
- Chat now only shows recent messages (less than 3 hours old)
- Whispers now stay when switching channels (e.g. when creating a custom game or coming back from a game)
- The chat will now try to recover the connection whenever it disconnects (for example when using a weak wifi signal)
- Other minor chat related bug fixes

Post-game scores
- Implemented "Play Again" button in post-game screen to allow you to quickly queue up again (only works if not in a party and if queued for a matchmade game)

Reroll hotkey
- Removed default hotkey for Reroll. Note this will only overwrite for new players; if you want to remove the hotkey yourself, go to Options --> Controls --> find "Reroll" and right click it to unbind.

Pathing & Targeting (Debug mode only)
- Use the “-experimentalpathing” command to enable experimental pathing/targeting changes
- Creatures/mercenaries now prioritize missing flat HP rather than missing percent HP
- Ranged creatures/mercenaries now take Z-position of the tower of their target into account when breaking ties based on distance

Mudman
- Hardened (recovering) vfx is now easier to see

Hydra
- Value increased to 400 (should help make it easier to judge your recommended value)

Tutorial
- Saving mission: Fixed a case where you would be unable to hire a Ghost Knight
- Attack types mission: Improved some tooltips

Play vs. AI
- Play vs. AI bots now get some extra gold/income after wave 10 (does not affect bots that take over for players)

Game Balance



Legion Spells




Embargo
- Gold and mythium: 85 -> 90


Pawn Shop
- Sell-back: 80% -> 85%

Fighters




Dark Mage
- Health: 600 -> 550


Ranger
- Health: 350 -> 330
- Damage: 36 -> 38
- Accuracy: Bonus damage to bosses: 25% -> 20%


Daphne
- Health: 1200 -> 1130
- Damage: 115 -> 125
- Precision: Bonus damage to bosses: 50% -> 30%

We’re considering design improvements to Ranger and Daphne in the future, but for now, these changes should them more versatile


Pyro
- Health: 1730 -> 1700


Nekomata
- Attack speed: 0.96 -> 0.98
- Spirit Offering: Health gain: 300 -> 280


Gargoyle
- Health: 220 -> 230


Aqua Spirit
- Health: 360 -> 380


Fire Elemental
- Damage: 35 -> 37


Angler
- Mana: 50 -> 75


Bounty Hunter
- Mana: 100 -> 150


Kingpin
- Mana: 100 -> 150

Kingpin can now get +150 permanent damage


Violet
- Damage: 75 -> 73


Desert Pilgrim
- Chain Heal: 130 -> 120


Lost Chieftain
- Gaia Shield: Health gain: 650 -> 700


Honeyflower
- Health: 1240 -> 1220


Orchid
- Health: 2660 -> 2600
- Shuriken Cyclone: Gold cost: 4 -> 5


Hades
- Imp
-- Health: 600 -> 1200
-- Damage: 42 -> 80
-- Mana cost: 20 -> 40

Reducing the number of Imps but making them stronger to reduce server lag

Waves




(10) Granddaddy
- Damage: 163 -> 160


(20) Maccabeus
- Insatiable Hunter: Fixed a bug where Maccabeus was gaining 10 health per kill instead of the intended amount of 50

Mercenaries




Witch
- Froggo
-- Health: 250 -> 500
-- Damage: 20 -> 40
-- Mana cost: 24 -> 50
-- Bounty: 2 -> 4

Reducing the number of Froggos but making them stronger to reduce server lag

v4.02: Eternal Wanderer, Samurai Soul, Mastermind/Reroll Rework



Announcements





Masters Cup IV
The fourth official Legion TD 2 tournament starts this Saturday, July 27 at 9am PST / 6pm CEST. Tune in on Twitch: https://www.twitch.tv/lforward

Featuring:
- Ashton Butcher: current rank #1 and winner of Masters Cup II
- Kingdanzz: former rank #1 and winner of Masters Cups I, II, and III
- Akitos: former rank #1 and winner of Masters Cup I
- Lisk: maker of Legion TD and director of Legion TD 2
- Other players from the top 100

Tournament directed by Seraphin and casted by LForward.


50% Off Sale
Legion TD 2 is on sale, starting now! Great opportunity to introduce the game to a friend. Have them check out the tournament stream if they're curious what gameplay looks like!

v4.02 Patch Notes



NEW! Shrine Tier 4





Eternal Wanderer
- Cost: 125 gold
- Health: 800 (Fortified)
- Damage: 36 (Impact)
- Attack speed: 0.9
- Range: Melee


Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Eternal Wanderers simultaneously.



Samurai Soul
- Upgrade: 275 gold
- Health: 2500 (Fortified)
- Damage: 112 (Impact)
- Attack speed: 0.9
- Range: Melee


Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Samurai Souls simultaneously.

Mastermind & Reroll Rework




Mastermind
- Initial roll is now the same as in Season 3
-- You get 2 rerolls on wave 1
-- You start with +3 income. The first reroll costs 1 income. The second costs 2.


Reroll
- Number of rerolls: 5 -> 1
- Reroll design: Get 6 random units -> Get your current 6 units + 4 random units, then pick any 6

This places more emphasis on your starting roll, while still keeping the benefits of rerolling (clutch reroll, comeback potential, bailing you out of a bad/unfamiliar initial roll).

Game Fixes & Improvements


FairPlay
- Fixed a bug where if you were disconnected/afk for 4+ waves, but return and play the rest of the game and win, and it would count as a loss (now counts as a win)

New Emojis
:calculated:
:mild_panic:

Unit Models & Lifebar Size
- Scaled down models by about 20% (this does not affect pathing/targeting at all)
- Fixed selection circle scales for many units
- Lifebars/manabars are smaller (so they overlap less)

These changes should make it easier to follow what's happening in the battle, without affecting any gameplay.

Smarter Bots
- Now use Nekomata's Spirit Offering
- Now use Adapt (Devilfish/Seraphin) depending on the wave
- Now use Boost, Stimpack, Harden, Arm With Shuriken, and Shuriken Cyclone
- Now a bit smarter about opening builds
- Classic Queue Only: Fill bots now get +100 gold and +30 income after wave 10 to help them stay on value and not negatively warp the game

HUD
- Fixed a bug where saved HUD positions weren't loading after restarting the game (they should load now)

Minor Gameplay
- Mastermind Autopicker: Added a few more fighter combos that it will prefer to take
- Mastermind Rolls: Improved algorithm to prevent a rare case of getting a roll with no T1-T5 fort/natural fighters
- Lost Chieftain: Now more likely to cast Gaia Shield on Doppelganger

Post-game Stats
- Builds tab: Now shows your final rolls next to your build
- Builds tab: Now shows king upgrades

Codex
- Now shows "per gold" values next to hp and dps

Game Balance



Legion Spells




Embargo
- Fixed a bug where Embargo couldn't be used if you had upgraded King at any point in the game (instead of just on Wave 11 build phase)


Pawn Shop
- Gold: +50 -> +75


Magician
- Mana regeneration: 20% -> 22%


Savior
- Heal: 35% of missing health -> 10% + 15% of missing health


Villain
- Damage amplification (melee): 17% -> 18%


Vampire
- Lifesteal and spell vamp: 25% -> 20%
- Damage per second: 0.5% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority. We know this hurts the synergy with Fenix, but it should help a lot with melee DPS units like Doppelganger.


Guardian Angel
- Now persists more abilities such as: Harden, Boost, etc.
- Now persists Nekomata stacks

Fighters




Fire Archer
- Attack speed: 0.90 --> 0.94


Dark Mage
- Mind Warp: Attack speed: 50% -> 40%
- Damage per second: 4% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority.


Veteran
- Health: 1410 -> 1450


Fire Elemental
- Combustion: Damage: 35 -> 40


Nekomata
- Attack speed: 0.98 -> 0.96


Infiltrator
- Health: 800 --> 775
- Max shuriken charges 5 --> 4


Orchid
- Health: 2740 -> 2660
- Damage: 135 -> 133
- Max shuriken charges 5 --> 4


Sea Serpent
- Attack speed: 0.93 --> 0.95


Deepcoiler
- Attack speed: 0.79 --> 0.80


Doppelganger
- When reviving from Guardian Angel, now recovers 70% bonus damage stacks instead of all 100% stacks


Azeria
- Invigorate: Mana cost: 15 -> 14


Hades
- Health: 3100 -> 3150
- Starting mana: 50 -> 55


Fire Lord
- Attack speed: 1.06 --> 1.08
- Damage: 130 --> 134


Fenix
- Attack speed: 1.06 --> 1.08

Mercenaries




Four Eyes
- Attack speed: 2 -> 2.04


Centaur
- Attack speed: 0.9 -> 0.92

Waves




(10) Granddaddy
- Attack speed: 3.7 -> 3.85


(11) Quill Shooters
- Health: 1100 -> 1070

King
- On wave 6, the King now has 8% more attack and hp (other waves untouched)

Sign up for the Masters Cup!



Masters Cup sign-ups are open! Team up with a friend and put your skills to the test.
  • Sign-up: Free
  • Rewards: $500 prize pool + in-game badges for top 3 teams
  • Details: https://legiontd2.com/community/threads/masters-cup-iv-500-prize-pool.19993

How to sign-up:
  • Your team must have an average peak rating in season 4 of 1400+ qualify
  • Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  • Have one player type /signup while in the private lobby.

v4.00: Season 4



Dev Update


A few weeks ago, we hit a huge milestone of 100,000 players getting the game. Thank you to everyone for your support. Our goal is to grow the number of active players so that matchmaking is fast and fair at all times. To get there, we're working on a major code refactor that allows us to do a free-to-play weekend. To track our progress, check out our monthly dev blog Looking at Legion, written by our incredible mod team: LForward, deutscherhawk, and jitsuc4.

Season 4



Season 3 ends on June 24 at 8am PST / 5pm CEST. Ranked rewards are based on peak rating this season, and ratings will be soft-reset.

Based on feedback from last season, we're making two changes:
  • There is no preseason. Rating changes will be re-enabled ASAP after the reset.
  • The reset is less aggressive to minimize matchmaking imbalance that naturally comes with resetting ratings. If you're 1450+ rating, you will end up higher than last season.

v4.00 Patch Notes


- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers!

NEW! Shrine T3





Infiltrator
- Cost: 80 gold
- Health: 800 (Swift)
- Damage: 40 (Magic)
- Attack speed: 0.9
- Range: Melee


Shuriken
Pay 1 gold to equip with a shuriken for the next wave only. Each shuriken deals 40 bonus damage from 500 range. Max shurikens: 5



Orchid
- Upgrade cost: 200 gold
- Health: 2740 (Swift)
- Damage: 135 (Magic)
- Attack speed: 0.9
- Range: Melee


Shuriken Cyclone
Pay 4 gold to equip with 3 shurikens for the next wave only. Each shuriken deals 40 bonus damage from 500 range and attacks 2x at fast. Max shurikens: 15

NEW! Legion Spells




Creditor
- Gain 40% of your unspent gold at the start of the next 3 waves


Embargo
- You can’t hire mercenaries or upgrade the king until after Wave 12 spawns. Then, +80 gold and +80 mythium.
-- If you hire mercenaries during wave 11 before selecting Embargo, they will be refunded
-- If you upgrade the king during wave 11 before selecting Embargo, Embargo will no longer be available


Guardian Angel
- Gives a fighter a buff that brings it back to life after it dies, up to a maximum of 2500 health


Pawn Shop
- You can now sell fighters for 80% of their total cost. Also, +50 gold.

NEW! Legend rank

Congratulations to Kingdanzz on being the first player to ever hit 2800+ rating!



Major Gameplay Changes



Some of these changes are experimental and may be reverted based on reception. We know it feels bad when something you’re familiar with changes, but positive change makes the game more fun after adjusting to it. We’re not afraid to try new things and see what sticks.


Mastermind
- We’re revamping the way you select fighters. On wave 1, you still get 10 units to choose from, but can no longer reroll twice.
- Bonus income for picking Mastermind removed
- Wave 1 prep time: 90 seconds -> 80 seconds


Reroll
- You can now re-roll up to 5 times at any time to get 6 new fighters. While rolls are random, they are not purely random. The roll selector attempts to give you a balanced roll with a variety of attack/defense types, etc.
- If you reroll, you cannot undo or downgrade units that wave, but they can still be sold for 60%.
- Rerolling is available for both Mastermind and legions

The old Mastermind had a heavy emphasis on drafting and preparing your strategy ahead of time. The new Mastermind keeps the drafting element but allows for more flexibility and variety. Less of the game will be decided before wave 1, and a clutch reroll could have huge reward mid or late game.


Supply
- Removed from the game

Supply was a mechanic that kept spam builds in check and allowed for some interesting strategies, but ultimately added more frustration than it was worth. Removing supply also makes the game more intuitive, which helps attract and keep new players.


Mercenaries
- Stock timers replaced by stock cap
- Maximum stock per wave is now 10

Stock timers were an artifact of Warcraft III that limited the number of mercenaries you could send. For most players, it wasn't fun to track stock timers. Changing this mechanic makes attacking more intuitive and opens up a bunch of new strategies.


Movement speed
- All units 9% faster

The goal of this change is to reduce dull moments in the game when units are moving but not actually fighting.

Game Fixes & Improvements



Interface Update
- HUD now better shows the relationship between income --> gold and workers --> mythium



Gameplay Fixes
- Bots are now smarter when it comes to overvaluing vs. training workers
- Bonus spell damage no longer affects movement speed buffs. This fixes a weird interaction with Great Boar's Stampede and Sorcery.

Quality of Life
- Fixed a bug with queuing up mercenaries after the wave ended but just before income is received; they are now dequeued after income is received
- Profile "NEW!" text now only shows up if you haven't already earned that item/trophy before (it was showing up a bit too often)
- When viewing the postgame score screen, if a new patch comes out, you are no longer booted until after you go back from the score screen
- Middle click (mouse wheel click) now disabled on main menu/loading screens where it would mistakenly scroll the screen
- Worker button is now grayed out if you can't afford to train a worker
- Improved Power Score UI - mousing over Power Score now shows rating image, and you can now left-click a player's power score to pan to their lane
- Fixed a bug where pinging a unit played the ping sound twice

Optimization
- Improved graphics performance slightly & reduced game file size by compressing many unit textures

Balance & Reworks



Legion Spells




Full House
- Removed from the game


Lizard Army
- Mythium: +15 -> +20


Protector
- Health: +700 -> +650
- Protection Aura: 10 regen + 3 damage reduction -> 10 regen + 2 damage reduction


Reroll
- Removed from the game


Sorcerer
- Now a separate spell from old Sorcerer
- +20% spell damage


Magician
- Now a separate spell from old Sorcerer
- +20% mana regeneration


Vampire
- Lifesteal/Spell vamp: 20% -> 25%

Ooh baby

Fighters


- Removing supply is a significant buff to cheap units, so most of them are being nerfed


Pollywog
- Health: 140 -> 110
-- Damage: 8 -> 7


Seraphin
- Health: 600 -> 570
- Damage: 52 -> 51


Devilfish
- Health: 1170 -> 1120
- Damage: 39 -> 38


Proton
- Health: 220 -> 190
- Attack speed: 1.28 -> 1.25


Atom
- Health: 940 -> 920
- Attack speed: 1.28 -> 1.25


Bone Warrior
- Health: 150 -> 140
- Damage: 9 -> 7


Dark Mage
- Health: 640 -> 600


Buzz
- Health: 180 -> 150
- Damage: 11 -> 10


Consort
- Health: 890 -> 850
- Damage: 55 -> 54


Peewee
- Health: 330 -> 310
- Damage: 10 -> 9


Veteran
- Health: 1430 -> 1410
- Damage: 38 -> 37


Looter
- Health: 110 -> 90
- Damage: 11 -> 8


Pack Rat
- Health: 650 -> 600


Masked Spirit
- Health: 220 -> 180


False Maiden
- Health: 750 -> 710


Hell Raiser
- Health: 1550 -> 1510


Angler
- Health: 410 -> 430
- Range: 150 -> 100


Bounty Hunter
- Health: 1600 -> 1700
- Range: 150 -> 100


Kingpin
- Health: 4250 -> 4400
- Range: 150 -> 100


Aqua Spirit
- Health: 400 -> 360
- Damage: 30 -> 24
- Attack speed: 0.72 -> 0.76
- Water Bounce:
-- Bounce damage: 50% -> 100%
-- Bounce range: 200 -> 400
-- Bounce speed: +60%

Make Aquas great again


Fire Elemental
- Health: 1150 -> 1350
- Damage: 45 -> 30
- Combustion
-- Now stacks
-- Damage: 50 damage over 2 seconds -> 30 damage over 2 seconds
-- Number of bounces: 1 -> 2
-- Bounce range: 200 -> 400
-- Bounce speed: +60%

It’s now viable to build more than one Fire Elemental


Rogue Wave
- Damage: 58 -> 45
- Attack speed: 0.79 -> 0.76
- Delusion
-- Number of bounces: 1 -> 2
-- Bounce range: 200 -> 400
-- Bounce speed: +60%


Gargoyle
- Health: 230 -> 220


Ranger
- Damage: 31 -> 36
- Mark Target removed
- New ability: Accuracy: Deals +25% damage to bosses


Daphne
- Health: 1200 -> 1150
- Damage: 110 -> 115
- Nature’s Touch removed
- New ability: Precision: Deals +50% damage to bosses

Ranger's and Daphne's old abilities were limiting their versatility. We're pushing them to be DPS units, rather than supportive.


Bazooka
- Health: 350 -> 320


Pyro
- Health: 1800 -> 1730
- Damage: 32 -> 31


Harpy
- Health: 250 -> 230
- Damage: 22 -> 23


Sky Queen
- Health: 1310 -> 1320
- Damage: 84 -> 88

The movement speed increase causes Harpy and Sky Queen to gain less mana for their Acrobatics attack speed, so they are receiving compensation buffs.


Nekomata
- Spirit Offering
-- Cost: 20 -> 30
-- Health gain: 200 -> 300
-- Damage gain: 9 -> 15
-- Devour: Health gain: 2% of max health -> 1%

It’s too easy to quickly max out Nekomata early game, which wasn’t intended


Sea Serpent
- Health: 580 -> 570
- Attack speed: 0.95 -> 0.93


Deepcoiler
- Health: 1720 -> 1700
- Attack speed: 0.793 -> 0.787


Violet
- Damage: 78 -> 75


Gateguard
- Health: 720 -> 700


Canopie
- Health: 4300 -> 4350


Tempest
- Health: 800 -> 780
- Damage: 32 -> 31


Leviathan
- Health: 2600 -> 2350
- Aerial Command: Damage buff: 4 + 12% -> 4 + 15%


Alpha Male
- Health: 3350 -> 3370


Ocean Templar
- Resonance: Health regeneration: 15 + 1% missing health -> 15 + 1.5% missing health


King Claw
- Shell Shock: Mana cost: 12 -> 11
- Shell Shock: Damage: 80 -> 75


Mudman
- Health: 1730 -> 1710


Butcher
- Leech: 5 life on-hit + 14% life steal/spell vamp -> 5 life on-hit + 16% life steal/spell vamp


Head Chef
- Vampirism: 10 life on-hit + 21% life steal/spell vamp -> 5 life on-hit + 24% life steal/spell vamp


Honeyflower
- Health: 1230 -> 1240


Deathcap
- Health: 3400 -> 3500


APS
- Health: 1330 -> 1150
- Energize: 3 damage + 8% attack speed -> 3 damage + 12% attack speed


MPS
- Health: 3100 -> 2700
- Mythium Core: 6 damage + 12% attack speed -> 6 damage + 18% attack speed


Desert Pilgrim
- Fixed a bug with Desert Pilgrim's Chain Heal where it would sometimes not bounce to a damaged target under certain circumstances


Priestess of the Abyss
- Damage: 37 -> 38


Azeria
- Health: 3500 -> 3200
- Invigorate: Mana cost: 20 -> 15


Disciple
- Mana Burst: Mana cost: 12 -> 11


Starcaller
- Health: 3400 -> 3100
- Damage: 200 -> 190
- Asteroid: Mana cost: 12 -> 11
- Asteroid: Damage: 600 + 0.5% max health -> 500 + 0.5% max health
- Amplify Magic: Mana regeneration: 25% -> 40%


Antler
- Health: 2200 -> 2180


Doppelganger
- Attack speed: 2.08 -> 2.13


Berserker
- Attack speed: 1.49 -> 1.52


Fatalizer
- Health: 5500 -> 5650


Sand Badger
- Damage: 75 -> 76


Iron Scales
- Damage: 200 -> 205


Fire Lord
- Attack speed: 1.04 -> 1.06


Fenix
- Attack speed: 1.04 -> 1.06


Lord of Death
- Undead Dragon: Damage: 90 -> 95


Hades
- Mana: 30 -> 50
- Raise Imp: Mana cost: 15 -> 20
-- Mana regen and mana gain from Necromancy are still 1


Banana Bunk
- Health: 2950 -> 3000


Banana Haven
- Health: 6550 -> 6650


Millennium
- Damage: 335 -> 340


Doomsday Machine
- Damage: 800 -> 810


Great Boar
- Health: 3160 -> 3200


Red Eyes
- Health: 8000 -> 8100

The movement speed increase causes Great Boar and Red Eyes to gain less mana for their charge damage, so they are receiving compensation buffs.

Mercenaries




Giant Snail
- Health: 700 -> 560
- Damage: 30 -> 24

Compensation nerfs for the change to mercenary stock, which allows more Giant Snails to be sent each wave.


Brute
- Health: 780 -> 820
- Damage: 49 -> 55
- Maul: Attack speed slow: 8% -> 5% (still stacks up to 9 times)

Making Brute a more versatile send and less countered by tier 1 spam


Witch
- Range: 400 -> 450
- Froggo: Range: 250 -> 400
- Summon Froggo: Mana cost: 24 -> 30
- Advanced Necromancy: Mana gain: 2 -> 3
- Mana regen is stitll 1

Stronger against unit spam. The extra range also keeps the Froggos out of splash range on melee waves.


Four Eyes
- Damage: 72 -> 75


Ghost Knight
- Damage: 160 -> 165


Centaur
- Damage: 205 -> 210


Siege Ram
- Damage: 290 -> 300


Kraken
- Damage: 295 -> 305

Waves


- Removing supply creates a significant influx of resources, so most waves are being buffed as compensation


(3) Hoppers
- Attack speed: 1.05 -> 1.04


(4) Flying Chickens
- Attack speed: 1.06 -> 1.08


(5) Scorpions
- Attack speed: 1.04 -> 1.06


(6) Rockos
- Attack speed: 0.79 -> 0.83


(7) Sludges
- Health: 520 -> 560
- Damage: 35 -> 40
- Number of spawns: 12 -> 10
- New ability: Blobs: When it dies, spawns a Blob


Blob
- Health: 140
- DPS: 8
- Bounty: 2


(8) Kobras
- Attack speed: 0.99 -> 1.07


(9) Carapaces
- Attack speed: 0.73 -> 0.77
- Added VFX for Deflection to help players know it exists


(10) Granddaddy
- Damage: 170 -> 115
- Attack speed: 2.24 -> 3.7


(11) Quill Shooters
- Attack speed: 0.7 -> 0.8


(12) Mantises
- Attack speed: 0.98 -> 1.1


(13) Drill Golems
- Attack speed: 0.76 -> 0.86


(14) Killer Slugs
- Damage: 127 -> 90
- Attack speed: 0.77 -> 1.2


(15) Quadrapuses
- Damage: 130 -> 110
- Attack speed: 0.88 -> 1.23


(16) Cardinals
- Damage: 106 -> 90
- Attack speed: 0.94 -> 1.3


(17) Metal Dragons
- Damage: 165 -> 120
- Attack speed: 1.02 -> 1.67


(18) Wale Chiefs
- Damage: 150 -> 100
- Attack speed: 0.77 -> 1.19
- Poison-tipped Pole:
-- Damage: 300 -> 200
-- Now triggered on the first attack
-- Refreshes on kill


(19) Dire Toads
- Damage: 220 -> 75
- Attack speed: 1.04 -> 1.25
- New ability: Split Shot: Attacks up to 3 targets but can still strike the same target with multiple attacks


(20) Maccabeus
- New ability: Insatiable Hunger: Upon getting a kill, heals 50 and increases its damage by 1


(21) Legion Lords
- Inferno
-- Splash damage: 5% -> 10%
-- Legion Lords now also have Inferno

Prophet Mode & Season 3 End



NEW! Featured Game Mode: Prophet



Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.

The next featured game mode is Prophet 2v2 with the following rules:

  • Start with 6 randomized fighters
  • You can reroll your fighters on any wave for a cost (0 + 30 gold per cumulative reroll)
  • Supply cap is maxed (no upgrading supply)



Prophet 2v2 will be enabled from this Thursday at 6pm ET / 11:59pm CEST to Sunday.

Based on feedback and reception, we're considering adopting some of these rules into the main game. After playing, let us know what you think!

  • Do you like supply being removed from the game? Assume things are properly balanced (we know this change buffs units like Looter and may cause games to go too long).
  • Do you like the reroll mechanic, or is there something you would change about it?
  • How would you compare Prophet to Mastermind?

Season 3 is Ending!



Season 3 ends on June 24th. Players are eligible for the following rewards:

Level badges are based on the level you achieve by the end of the season (minimum level 4).



Ranked badges and loading screen borders are based on your peak rating in season 3. You are not penalized for dropping below a tier you already achieved.

  • Bronze: Finish the season at least 900 rating
  • Silver: Achieve a peak season 3 rating of 1200
  • Gold: Achieve a peak season 3 rating of 1400
  • Platinum: Achieve a peak season 3 rating of 1600
  • Diamond: Achieve a peak season 3 rating of 1800
  • Expert: Achieve a peak season 3 rating of 2000
  • Master: Achieve a peak season 3 rating of 2200
  • Senior Master: Achieve a peak season 3 rating of 2400
  • Grandmaster: Achieve a peak season 3 rating of 2600
  • Legend: Achieve a peak season 3 rating of 2800



v3.17: Codex, New Legion Spells, & Game Modes



Season 3 is Ending!


- Season 3 officially ends Monday, June 24th
- Ranked rewards are based on your peak rating this season
- Details about season 3 rewards and season 4 coming soon

v3.17 Patch Notes



NEW! Codex



The codex is an in-game tool to view detailed information about units, the king, legion spells, emojis, and text commands. You can open the codex in the lobby or in-game by clicking a unit portrait in the top left.



NEW! Legions Spells




All Out Assault
- +100 mythium
- -15 income


Protector
- Designates a fighter as a Protector, granting +700 health and Protection Aura: Grants 3 flat damage reduction and 10 health regeneration to nearby allies while the Protector is alive (this is a traditional, old-school aura)

NEW! Custom Game Modes



- Prophet: Your mastermind roll is auto-picked. You can pay gold to reroll any wave. Start with max supply cap.
- Team Mercenaries: Mercenaries are distributed across the whole team, instead of attacking one player (like old school Legion TD)
- Fog: Turns on fog of war during the day. Leaks reveal the King area.

Game modes can be toggled by the host of a custom game:



Game Fixes & Improvements



Accessibility
- Significantly improved recommended value bar: better visuals and more accurate values

Matchmaking
- Classic queue is now fairer; player positions are sorted by rating whenever possible. This means that the strongest player on the west team will always attack the strongest player on the east team, instead of sometimes having the stronger players bully weaker players.

Quality of Life
- Improved sound mixing in big battles
- New Sound option: Mute sound when minimized (on/off - on by default)
- Changed Nekomata's Spirit Offering sound effect to be more subtle
- Custom games now show rating icon next to your name
- Improved text color readability for some player names in the HUD

Localization
- Translation Google Sheets are now alphabetically sorted, in addition to sorted by category
- Translations Google Sheets are now up to date for v3.17

If you'd like to help translate the game, check out LegionTD2.com/translate

Match Canceled Improvements
- Fixed a bug where players weren't properly penalized for causing a match to be canceled
- Now shows a warning popup for the player who caused the match to be canceled, so it is more clear that their account got penalized
- Now more heavily punishes players who afk/quit/don't build after rerolling twice in Classic queue (these players usually rage-quit because they didn't like their rolls)
- In Ranked, now gives +1 rating to all players who stayed (excludes players in the same party as any of the punished players, as well as players rated 2000+ to prevent abuse)

These changes should significantly reduce the number of ties in Classic queue and make ties less frustrating

Stability
- Fixed a possible edge case where a wave wouldn't end if two units killed an enemy in the same tick
- Improved antistuck failsafe to detect when there are no creeps remaining (it will force end the wave)

Optimizations
- Slightly improved server performance: optimized buff recalculations to be calculated only once per tick
- Improved client performance while in lobby: terrain & doodads are now hidden after quitting a game

Other Fixes
- Fixed a bug with reconnecting in Ranked where you wouldn't have any rolls if you disconnected in the loading screen
- Fixed card and achievement texts
- Fixed lobby player count
- Fixed mini-scoreboard bug where gold gained from enemy leaks displayed incorrect values
- Fixed post-game stats bug where Nekomata showed the wrong value when upgraded
- Fixed post-game stats bug where the layout was glitched when playing only one player
- Fixed a variety of HUD glitches
- Application is now properly named "Legion TD 2" instead of "Legion TD 2 Alpha"

Game Balance



The general goal of this patch is to encourage more offense playstyles and slightly reduce average game time. Because it's the end of the season, we went somewhat conservative with the changes to nudge things in the right direction. If the changes are positive, we'll consider more aggressive changes in v4.00.

Legion Spells




Dark Ritual
- Gold: 135 -> 130


Vampire
- Life Steal & Spell Vamp: 15% -> 20%

King




Upgrade Attack
- Damage: 10% -> 9%


Upgrade Spell
- Damage: 10% -> 8%

Nerfing more defensive/passive playstyles


King
- Damage: Buffed by 0% on wave 1, scaling to 2.5% on wave 21
- Spells: Buffed by 0% on wave 1, scaling to 5% on wave 21
- Chain Frost: Projectile speed: 6000 -> 7000

Compensation for the nerfs to king upgrades. The king is still overall weaker most of the time.

Fighters




Dark Mage
- Improved Mindwarp AI. Now no longer casts when aggroed if aggroed enemies are still very far forward (more than 6 vertical spaces away). This was previously causing Mind Warp to cast too early with “separated” builds, usually involving Sky Queen or Great Boar.


Peewee
- Boost: Attack speed: 90% -> 95%


Veteran
- Stimpack: Attack speed: 100% -> 105%


Masked Spirit
- Health: 250 -> 220


False Maiden
- Health: 850 -> 750


Hell Raiser
- Health: 1750 -> 1550


Pyro
- Attack speed: 1.6 -> 1.587


Gargoyle
- Range: 250 -> 100

Gargoyle being melee makes it easier to position to properly tank and upgrade to Green Devil. While technically a number nerf, this is effectively a buff in most situations


Green Devil
- Health: 780 -> 690
- Damage: 41 -> 47
- New ability: Granite Skin: Takes 60% reduced damage
- Removed Stone Skin (50% damage reduction)
- Removed Lacerate (damage amplification)


Sky Queen
- Health: 1250 -> 1310
- Damage: 83 -> 84


Wileshroom
- Health: 1460 -> 1700
- Attack speed: 0.97 -> 0.935
- Cell Regrowth: Regeneration: 0.5% max health -> 0.5% missing health


Canopie
- Health: 3780 -> 4300
- Attack speed: 0.89 -> 0.935
- Cell Regrowth: Regeneration: 0.5% max health -> 0.5% missing health

Slight nerf early game, significant buff late game


Violet
- Health: 2150 -> 2300
- Damage: 86 -> 78
- Lightning Strike: Damage: 150 -> 120 + 1% of max health (0.5% to bosses)
- Lightning Strike: Area of effect: 300 -> 500

Weaker early game, but now scales into late game and is less likely to waste the spell against tank mercenaries


Honeyflower
- Fragrance: Damage: 10 + 0.1% max health -> 11 + 0.15% max health


Leviathan
- Health: 2700 -> 2600
- Aerial Command: Damage increase: 3 + 12% -> 4 + 12%


Butcher
- Leech: Lifesteal: 12% -> 14%


Head Chef
- Cannibalism: Lifesteal: 18% -> 21%


Ocean Templar
- Health: 1750 -> 1600
- Resonance: Health regeneration: 25 -> 15 + 1% of missing health

Shifting some of Ocean Templar’s power back into late game


Great Boar
- Health: 3200 -> 3160
- Damage: 59 -> 57


Red Eyes
- Health: 8130 -> 8000
- Damage: 148 -> 144


Fire Lord
- Health: 1750 -> 1650
- New ability: Overheat: Deals 1% bonus damage for each 2% missing mana
- Removed Intellect (mana restore on kill)

Making Fire Lord work more like Fenix and synergize stronger with Dark Mage’s Mind Warp and Vampire


Fenix
- Health: 3200 -> 3800
- Removed Intellect (mana restore on kill)

Mercenaries



In general, games are a bit too defensive and income-heavy, so we’re encouraging more aggressive playstyles with buffs to low-income mercenaries


Brute
- Health: 760 -> 780
- Damage: 45 -> 49
- Maul: Attack speed slow: 10% -> 8%

Making Brute a more versatile early aggressive send


Hermit
- Damage: 35 -> 36


Safety Mole
- Health: 1250 -> 1260
- Damage: 60 -> 61


Pack Leader
- Health: 1770 -> 1800
- Damage: 90 -> 92


Ogre
- Health: 2330 -> 2350
- Attack speed: 0.606 -> 0.613


Ghost Knight
- Health: 2350 -> 2400
- Damage: 159 -> 160


Four Eyes
- Damage: 70 -> 72

Waves



Buffing late game waves to help games close out before 20


(15) Quadrapuses
- Attack speed: 0.86 -> 0.88


(16) Cardinals
- Health: 1930 -> 1950
- Attack speed: 0.93 -> 0.94


(17) Metal Dragons
- Health: 3150 -> 3200


(18) Wale Chiefs
- Health: 3950 -> 4000
- Attack speed: 0.76 -> 0.77


(19) Dire Toad
- Health: 4150 -> 4300


(21) Legion Lords
- Attack speed: 1.06 -> 1.1

2x Chaos 2v2 Starts Tonight!



Featured game modes are a new way to play the game with special rules and mechanics. They’re just for fun and will occasionally be enabled on weekends.

The next featured game mode is 2x Chaos 2v2, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns.

Limited time from tonight at 6pm ET / 11:59pm CEST to Sunday.

Let there be chaos.