The first competitive tower defense for PC. From the team that brought you Legion TD. Created by an indie team of 2 best friends.
Recent Reviews:
Mixed (62) - 61% of the 62 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,162) - 76% of the 1,162 user reviews for this game are positive.
Release Date:
Nov 20, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The goals of Early Access are to gather and incorporate player feedback to improve the game. Early Access players are essential in shaping the future of Legion TD 2.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access for approximately 6-9 months.”

How is the full version planned to differ from the Early Access version?

“Legion TD 2 has weekly content updates, so in some sense, the game is never "complete" - we're excited to improve the game for years to come. The following features are planned during Early Access:
  • More units and legions
  • Enchantments - Pre-game specs
  • Powerups - In-game upgrades
  • Localization - Translation the game into other languages
  • Guilds
  • Spectator

What is the current state of the Early Access version?

“Legion TD 2 is a fully playable, polished game, featuring:
  • 100+ unique units
  • 4 playable legions: Mech, Grove, Element, and Forsaken
  • Mastermind: Randomized fighters (a.k.a. "Prophet")
  • 4v4 skill-based matchmaking
  • Reconnecting
  • Anti-leaver/AFK/griefer detection
  • Practice mode against bots
  • Custom games for tournaments, inhouses, and 1v1, 2v2, and 3v3 games
  • Leaderboards, achievements, player profiles, and stat-tracking

Will the game be priced differently during and after Early Access?

“The game will not be priced differently during Early Access with the exception of occasional discounts. After Early Access, we may consider a free-to-play option if it's something players want.”

How are you planning on involving the Community in your development process?

“We are incredibly active and responsive on our community forums and Discord channel. We constantly communicate with players on game balance, design, and other issues to make the game the best it can be. We've made countless changes and resolved over 1,000 bugs due to player feedback.”
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Recent updates View all (31)

February 17

Legion Spells + v1.76 Patch Notes

Announcements

- Our 3rd team member just officially started. Our plan is to release the first unit from the 5th legion in March.

Patch ETA: Tuesday, February 20

New Major Feature: Legion Spells



Legion Spells are in-game upgrades that boost your economy, empower your units, or provide other benefits. At the start of the game, all players are given the same 3 randomized Legion Spells. After wave 10 ends, you must select and use one Legion Spell before wave 11 spawns.


Allowance
+100 Gold


Press the Attack
+80 Mythium


Investment
+30 Income


Full House
+30 Supply Cap
+30 Maximum Supply Cap (150 -> 180)


Market
+35 Gold
+25 Mythium
+10 Income


Loan
+200 Gold
-30 Income


Transmute
Convert all your gold into mythium at a rate of 80%, or all mythium into gold at a rate of 125% (your choice)


Sacrifice
Undeploys one of your units for 100% value + 80 gold


Militia
+400 Gold
-4 Supply Used
-4 Workers

There is no harm in selecting Militia early. Mythium you would have lost by selecting Militia early is immediately given to you.


Savior
Heals the king by 50% missing life (does not reset Pillage)

If multiple allies cast Savior, they will be used one after another.


Hero
Designates one of your fighters as a hero
- Increases health by 500
- Grants Heroism Aura: Boosts defense and damage by 5%


Villain
Corrupts one of your fighters into a villain
- Increases health by 500
- Grants Villainy: Autoattacks amplify damage taken by 16% (8% for ranged)


Reroll
Swap up to 4 of your existing fighters for new fighters
- You are presented with your current 6 fighters + 4 randomized fighters, and you choose 6
- Works for both Mastermind and standard legions


Giant Snail
Your Snails are replaced by Giant Snails, which have 250% health and damage

...and more to come!


Taxed Allowance
+80 Gold
(automatically occurs if you fail to select and use a Legion Spell before wave 11 spawns)

Legion Spells are different than Enchantments (pre-game specs), which are coming at a later date.

Matchmaking Updates

- Party penalties decreased slightly (a 1600-1400-1200 trio is now less likely to get matched with a solo 1600)
- “Find me any game as soon as possible” now increases the window of acceptable rating differences by 200, instead of completely removing the cap (this makes matchmaking stricter and safer for high rated players)
- Now much easier to hit level 2 (allows new players to get into Casual Queue faster)

Client Updates

Global Chat
- Now disabled by default. You must now click Enable Global Chat to join. This option will be saved to Options > Social.

Chat Commands
- Fixed a bug where /profile wasn't working on player names with spaces

Game Systems Guide
- Updated Cards info

Scoreboard
- Fixed a bug where clicking player towers didn't pan the camera properly when on East Team

Game Updates

Mastermind
- No longer guaranteed at least one T2/T3 fighter

This was causing T1-T3 fighters to be too common because you’re already guaranteed at least one T1 fighter and at least one T1-T3 Arcane fighter.

Bonus Damage
- Now rounds to the nearest integer. For example, an 8% damage buff would give +1 damage to unit 10 base damage (previously it would have given it +0 damage)

Model Sizes
- Tweaked some unit model sizes (visual only)
- Mind Warp and Blood Rush now increase the affected unit’s model size (visual only)

Recommended Values
- Tweaked for players and bots

Leak Bounty
- Fixed some cases where leak bounty was not rewarded properly (noticed especially on Granddaddy) (leaked_unit buff is now given at the end of mid lanes)

Pathing Routes
- Fixed some cases where units would return to the previous checkpoint

Wave 21
- Fixed some cases where waves stopped spawning

Dual Building
- Fixed a bug where the Haste buff would persist even if you sold all your towers (Dual Building status is now recomputed every wave)

Game Balance

Preparation timer
- Wave 11: 34 seconds -> 45

Longer preparation time to compensate for Legion Spells

King
- Attack speed (attacks per seconds): 0.83 -> 0.85
- Judgment: Projectile speed: 2000 -> 3000
- No longer affected by Carapace’s Deflection or Killer Slug’s Spell Resistance [bug fix]
- No longer swaps back and forth between targets (for now, we had to disable the logic that allowed the king to “think ahead” with Judgment)

Forsaken

Dark Mage
- Mind Warp: Attack speed: 60% -> 50%
- Mind Warp: Movement speed: 0% -> 50%

Green Devil
- Lacerate: Damage amplification against bosses: 1% (9% at max stacks) -> 2% (20% at max stacks) [bug fix]

Butcher
- DPS: 57.8 -> 58.3
-- Damage: 63 -> 67
-- Attack speed (attacks per second): 0.92 -> 0.87

Now perfectly 2-shots wave 3, making it a more viable opener

Head Chef
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5

Now casts Skull Stew more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Nightmare
- Health: 1250 -> 1300

Doppelganger
- Health: 2600 -> 2750

Making Nightmare and Doppelganger more viable picks in Mastermind

Lord of Death
- Undead Dragon: Damage: 74 -> 78

Hades
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5
- Imp: Damage: 65 -> 55

Now casts Raise Imp more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Grove

Daphne
- Damage: 97 -> 99
- Nature’s Touch: Slow: 15% (77% at max stacks) -> 10% (61% at max stacks)

Stronger but less abusive against waves 20 and 21

Mech

Berserker
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 30 (60 to bosses) -> 30 (90 to bosses)

Fatalizer
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 80 (160 to bosses) -> 80 (240 to bosses)

Berserker and Fatalizer are now harder counters to wave 5, 10, 15, 20, and 21

Millennium
- Attack type: Impact -> Pure

Doomsday Machine
- Attack type: Impact -> Pure

Mech had an overabundance of Impact damage

Mercenaries
- All movement speeds increased by 14%

Dragon Turtle
- Health: 760 -> 850
- DPS: 37.4 -> 37.6
-- Damage: 37 -> 38
-- Attack speed (attacks per second): 1.01 -> 0.99
- Range: 250 -> Melee

Now a more effective Arcane tank early game

Ghost Knight
- Now spawns further in front of the wave

Shaman
- Mana: 3 -> 10
- Blood Rush: Attack speed: 15% -> 10%
- Blood Rush: Movement speed: 0% -> 50%

Now casts Blood Rush more upfront. Weaker on wave 20, stronger on other waves

Kraken
- No longer considered a “Boss unit” (this has little to no effect on Kraken’s balance)

Waves
- All movement speeds increased by 14%
- Waves 7-9, 11-17 buffed by 1-4%

Waves are still too weak, and the introduction of Spells increases the amount of gold in the ecosystem, which makes waves even easier. We’re buffing them further to compensate.

Making waves stronger in v1.75 was effective for 2 reasons:
- Stronger waves reduced worker spam in low Elo
- Stronger waves made long saves weaker in high Elo (for example, even though wave 11 was buffed, the % of games ending on 11 actually decreased because waves 8, 9, and 10 became more difficult to hold without income gold


(7) Sludges
- Damage: 34 -> 35

(8) Kobra
- Health: 530 -> 560

(9) Carapaces
- Damage: 45 -> 47
- Deflection: No longer affects the king

(11) Quill Shooters
- Health: 870 -> 960

(12) Mantises
- Health: 1050 -> 1100
- Attack speed (attacks per second): 0.95 ->

(13) Drill Golems
- Health: 3000 -> 3100
- Damage: 180 -> 195

(14) Killer Slugs
- Health: 1750 -> 1800
- Damage: 113 -> 120
- Spell Resistance: No longer affects the king

(15) Quadrapuses
- Giant Quadrapus: Health: 7600 -> 8200
- Giant Quadrapus: Damage: 500 -> 520
- Quadrapus: Health: 1900 -> 2050
- Quadrapus: Damage: 125 -> 130

(16) Cardinals
- Health: 1500 -> 1600
- Damage: 100 -> 105

(17) Metal Dragons
- Health: 2800 -> 290
- Damage: 145 -> 155

(18) Dire Toads
- Health: 3000 -> 3100

(19) Wale Chiefs
- Health: 4400 -> 4500
15 comments Read more

February 12

v1.75 Patch Notes

Announcements

25% Off Sale
- Now's a great chance to introduce the game to a friend

Up next: Powerups (in-game enhancements)
- Big gameplay feature coming likely this week

New Feature: Matchmaking 3.0
(A solo player counts as a party of 1)
- Matches are found faster for all parties <1800 rating (99+% of players)
- 1100-1299 parties cannot match with parties rated 500 less than your party
- 1300-1999 cannot match with parties rated 400 less than your party
- 2000+ parties cannot match with parties rated 1600 or lower
- At any time, 1600+ parties may override this and further accelerate matchmaking speed by clicking “Find me any match as soon as possible” (this option is available to the highest rated player in the party)
-- If you select this option, you should expect shorter queues
-- If you do not select this option, you should expect fairer games



Game Updates

Pathing & Targeting
- Mercenaries and creatures are now less likely to get stuck

Unit Icons
- Now properly ordered by cost

Mastermind
- Fixed a bug where Mastermind would sometimes fail to give a T4/T5

Bots
- Now smarter/more aggressive about pushing workers after wave 10
- Fixed a bug where bots wouldn't hire mercenaries in time if you sent right before the round ended

Game Balance

+
Guide: How to beat Brutes on wave 6:
- When your attacker saves mythium, stop pushing workers
- Send mercenaries on wave 5 to get income gold
- Spend all of your gold on fighters, including the last bit of gold on T1s
- Hard counters: Bone Warrior, Fire Archer, Bazooka, Zeus, Windhawk, Violet, Butcher, and Gateguard
- Soft counters: Proton, Rogue Wave + Fire Elemental (must have both), Buzz, Antler, Tempest, Wileshroom, Canopie, Dark Mage

Dual Building
- Haste: Attack speed: 15% -> 14%

Leak Bounty
- Gold to leaker reduced, especially late game (50% scaling to 7% -> to 0%)
- Gold to opposing team increased, especially late game (45% scaling to 88% -> to 95%)

This encourages non-lethal undercutting (sending one wave before the opposing team’s send)

King
- Now smarter about prioritizing bosses
- Now has 50% more health and health regeneration in 1v1 games
- Now has 12.5% more health and health regeneration in 2v2 games

Element

Rogue Wave
- Health: 1120 -> 1100

Fire Elemental
- Damage: 64 -> 63

Violet
- Health: 2100 -> 2050

Mudman
- Attack speed (attacks per second): 0.7 -> 0.72

Golem
- Attack speed (attacks per second): 0.7 -> 0.72

Disciple
- Attack speed (attacks per second): 1.03 -> 1.01

Fenix
- Health: 3500 -> 3460

Forsaken

Fire Archer
- Attack speed (attacks per second): 0.95 -> 0.93

Bone Crusher
- Health: 1030 -> 1020

Green Devil
- Damage: 41 -> 42

Head Chef
- Skull Stew: Heal: 300 + 10% over 3 seconds -> 300 + 10% over 2 seconds
- Necromancy: Range: 700 -> 800

Nightmare
- Health: 1200 -> 1250

Doppelganger
- Health: 2500 -> 2600

Hades
- Damage: 150 -> 155
- Necromancy: Range: 700 -> 800

Grove

Honeyflower
- Health: 1300 -> 1400
- Fragrance: Damage per second: 10 + 0.4% -> 10 + 0.2%

Deathcap
- Health: 3750 -> 4000
- Noxious Scent: Damage per second: 35 + 0.6% -> 35 + 0.4%

Banana Bunk
- Health: 2700 -> 2760

Banana Haven
- Damage: 59x3 -> 58x3

Mech

Pyro
- Health: 2450 -> 2400

The nerf is intentionally conservative because the buff to wave 10 is also an indirect nerf to Pyro

Mercenaries
- Movement speeds are now all 350 instead of varying between 314-328

Hermit
- Health: 720 -> 700
- Healing Aura: Range: 600 -> 800

Safety Mole
- Health: 1290 -> 1200
- Damage: 65 -> 61
- Safety Aura: Range: 400 -> 800

Pack Leader
- Health: 1720 -> 1740
- Damage: 80 -> 85
- Leadership Aura: Damage amplification: 10 (20 for bosses) -> 8 (20 for bosses)
- Leadership Aura: Range: 400 -> 800

Aura mercenaries are slightly weaker but are no longer countered by wave splitting

Waves
- Movement speeds are now all 350 instead of varying between 285-342
- Waves 8+ buffed by 1-5%

Stronger waves discourages worker spam in low Elo games and makes long saves in high Elo riskier. Some waves in high Elo may actually become easier due to shorter saves.

(8) Kobra
- Damage: 29 -> 30

(9) Carapaces
- Damage: 44 -> 45

(10) Grandaddy
- Attack speed (attacks per second): 2.08 -> 2.27
- Gold to leaker: 100 -> 90

(11) Quill Shooters
- Damage: 66 -> 68

(12) Mantises
- Damage: 80 -> 83

(13) Drill Golems
- Damage 170 -> 180

(14) Killer Slugs
- Damage: 107 -> 113

(15) Quadrapuses
- Giant Quadrapus: 480 -> 500
- Quadrapus: Damage: 120 -> 125

(16) Cardinal
- Health: 1430 -> 1500
- Damage: 95 -> 100

(17) Metal Dragons
- DPS: 139 -> 145
- Damage: 140 -> 145
- Attack speed (attacks per seconds): 0.99 -> 1

(18) Dire Toads
- Attack speed (attacks per seconds): 1 -> 1.03

(19) Wale Chiefs
- Damage 290 -> 300

(20) Maccabeus
- Attack speed: 2.22 -> 2.33

(21) Legion Lords
- Legion King: Damage: 225 -> 250
- Legion Lord: Damage: 1350 -> 1500

Matchmaking Updates

Casual Queue
- Now waits a little longer before adding bots

Client Updates

Minimap
- Improved texture resolution

Bots
- Fixed a bug where bots would show loading timers

Mythium Received Message
- Your mythium received is now colored orange

Scoreboard
- You can now left-click players’ towers to pan the camera to their lane
- Fixed a bug where player name dropdown menus weren’t showing up when a player’s name was clicked

Ping Wheel
- Fixed a bug where you couldn’t ping “Send Now” after Wave 21 started

Party Members
- Fixed a bug where members would sometimes be displayed in the wrong order in the client

Post-game Stats
- Fixed a bug where gold advantage was colored green if you were always behind
6 comments Read more
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About This Game

OVERVIEW

  • 4v4 competitive strategy game
  • Global Servers: Compete against players from around the world
  • 50 unique fighters, 4 playable legions, and Mastermind mode (more to come)
  • Matchmaking, reconnecting, anti-leaver/AFK/griefer detection, leaderboards, achievements, player profiles, and stat-tracking
  • Balanced for competitive play with weekly balance patches
  • Frequent content and feature updates

GAMEPLAY

It's like a tower defense, but instead of building towers, you deploy dynamic fighters that come to life and move, attack, and cast spells automatically. Defend your lane against waves of enemies and hire mercenaries to attack your opponents. To win, you must defeat the opposing team's king before they defeat yours. From start to finish, a match lasts around 25 minutes.

HISTORY

Legion TD 2 is the standalone sequel to the hugely popular Warcraft III mod, Legion TD, which inspired StarCraft II’s Squadron TD and Dota 2’s Legion TD: Reborn. Legion TD 2 is made by the same team that created the original mod.

THE TEAM

Legion TD 2 is made by an indie team of 2 best friends: Brent 'Lisk' Batas and Julian 'Jules' Gari. Lisk and Jules have been best friends for over 20 years and have been playing and designing games together since they were kids.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7
    • Processor: Dual core from Intel or AMD at 2.8 GHz.
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 8600/9600GT, ATI/AMD Radeon HD2600/3600
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible
    Minimum:
    • OS: OS X Mavericks 10.9
    • Processor: Dual core from Intel
    • Memory: 4 GB RAM
    • Graphics: nVidia 320M or higher, or Radeon HD 2400 or higher, or Intel HD 3000 or higher
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
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