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. [h1]v4.00 Patch Notes[/h1] - 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