Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


The Masters Cup II prize pool is now over $400 and growing! If your team is 1500+ peak rating, you should definitely sign up. Sign-up is free and even if you don't win, you're guaranteed to play 10 tournament-quality games.

Details: https://legiontd2.com/community/threads/masters-cup-ii-with-prize-pool.16237/
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Masters Cup II
- Sign-ups close August 6 (bonus for signing up early)
- Every team is guaranteed to play 10 games
- Contribute to the prize pool for free by entering coupon code ltd2 or clicking event sponsor links. AutoAttack Games will 1:1 match all contributions, up to $200.



To sign up:
  1. You and your teammate type /join <team name> (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  2. One of you types /signup while in the private lobby.
See the Masters Cup II thread for full details.

Game Fixes

Stability
- Possible fixes and debug information for quit freeze bug

Game Balance

Mastermind buffs and some more Mech nerfs

Mastermind
- Now guaranteed at least one tier 6 fighter
- Now guaranteed at least one T2-T6 Natural/Fortified tank or off-tank
-- Angler, Gateguard, Mudman, Grarl, Antler, Banana Bunk
- Bonus starting income: 2 -> 3


New Mechanic: Mulligan
- Can now mulligan (discard) your rolls twice before wave 1 for 10 new rolls
-- The first mulligan costs 1 income
-- The second mulligan costs 2 income

Tier 2

Angler
- Junior Fisherman: 3 aptitude per killing blow -> 2 aptitude per killing blow (still +1 when a nearby enemy dies)
- Maximum aptitude: 100 -> 75

g
Bounty Hunter
- Commercial Fisherman: 3 aptitude per killing blow -> 2 aptitude per killing blow (still +1 when a nearby enemy dies)
- Maximum aptitude: 200 -> 150


Kingpin
- Elite Fisherman: 1 damage per 2 aptitude -> 1 damage per 1.5 aptitude (total damage unchanged at maximum aptitude)

More viable to start Angler or to go for a second Kingpin mid-late game


Zeus
- Damage: 18 -> 19


Pyro
- Upgrade cost: 155 -> 160

Tier 3


Tempest
- Attack speed: 1.316 -> 1.35


Leviathan
- Health: 2800 -> 2700
- Damage: 55 -> 50

Leviathan is still too strong by itself for being an aura fighter

Tier 6


Doomsday Machine
- Health: 5300 -> 5250
- Damage: 750 -> 740
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Masters Cup II Sign-up Open!



- $ prize pool
- Free sign-up
- No limit on number of teams. Any team with an average peak rating in season 2 of 1500 automatically qualifies.
- Every team is guaranteed to play 10 games

To sign up:
  1. You and your teammate type /join <team name> (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  2. One of you types /signup while in the private lobby.
See the Masters Cup II thread for full details.

Contribute to the prize pool or free by entering coupon code ltd2 or clicking event sponsor links. AutoAttack Games will 1:1 match all contributions, up to $200. In other words, if the community contributes $150, we'll add another $150.

NEW! Mercenary



Siege Ram
- Cost: 320 mythium
- Income: 96
- Movement type: Ground
- Health: 5500 (Fortified)
- Damage: 280 (Pierce)
- Attack speed: 0.77
- Range: Melee

A fairly simple mercenary with the purpose of being an expensive Fortified tank. It's basically a big boy Dino. The next mercenary is an Impact damage dealer.

Custom Games

Tournament Settings
- Added a few custom game settings that will help with tournaments.
-- Toggle on/off whether spectators can use [All] chat
-- Toggle on/off whether Mastermind players have one reroll. (Type -reroll before wave 1 to get 10 random rolls)

New Text Commands
- Type “-coinflip” to pick “West” or “East” with 50% probability
- Type “-roll” to roll a number between 1 and 100

Game Fixes

Crashes
- Added additional debug information for the no-error AAG loading screen freeze bug
- Potentially fixed a rare issue on slower hard drives where the loading screen wouldn't start properly (switched FinishSubtask ordering to come after verifying integrity of map file)

Server Stability
- Added additional debug information and failsafes around target acquisition and attack-move continuation. Hopefully this helps debug a rare bug where the game server crashing silently on later waves (19 and 20 especially).
- Fixed a bug with a failsafe that activated when a fighter was in an unplayable area of the map, which caused server instability (such as tons of imps spawning)

Unit Routing
- Fixed a bug where units (usually summoned units) would be stuck in lane, looping between the bottom of the lane and the cave. They should now warp to the catch area if the player either leaked or cleared.

Legion Spells
- Fixed cases where your spell choices were not displayed properly at the start of the game
- Fixed cases where your spell choices were not displayed properly when reconnecting at various points of the game

Scoreboard
- Fixed a bug on small resolution settings where the scoreboard was covered by the top bar, which prevented you from reporting players

Game Updates

Target Acquisition
- Ranged waves and mercenaries now are less likely to “snipe” damaged fighters that are far away (distance weight multiplied by 10x)

This would mostly happen on wave 11 when damaged backline fighters would be attacked before your frontline.

FairPlay Updates

Player Reporting
- Added a text command: "-report [player name]" to report a player in-game (same thing as clicking the flag on the scoreboard)

Match Canceled
- If all players are disconnected/left/afk'ed on wave 1, the -8 elo punishment is now skipped. This typically only happens if there was a major bug with the server and nobody could connect.

API Updates

Fixes
- Fixed a bug with Mercenaries Sent only showing the last mercenary sent instead of all mercenaries sent

Game Balance

Lots of small buffs and some Mech nerfs

Mastermind
- New randomization logic. You are now guaranteed:
-- At least 1 and at most 3 T1
-- At most 3 T6
-- At least 1 T1-T3 Arcane
-- At least 1 Fortified/Natural
-- At least 1 Swift/Natural
-- At least 1 Magic
-- At least 1 Pierce
-- At least 1 Impact

Spells and upgrades are taken into account when classifying fighters. The goal of this change is to reduce very weak rolls, not to always guarantee a good roll.

Tier 1


Pollywog
- Attack speed: 1.2 -> 1.22


Seraphin
- Damage: 51 -> 52


Devilfish
- Health: 1150 -> 1170


Dark Mage
- Damage: 38 -> 39
- Mind Warp: Now factors in bonus damage when picking a target to buff


Bone Crusher
- Health: 1090 -> 1100


Consort
- Paraphylaxis: Damage: 150 -> 180

Tier 2


Angler
- Range: 100 -> 150 (still considered melee)


Bounty Hunter
- Range: 100 -> 150 (still considered melee)


Kingpin
- Range: 100 -> 150 (still considered melee)

We’re experimenting with some melee units having extra reach


Fire Elemental
- Attack speed: 0.8 -> 0.78


Daphne
- Damage: 102 -> 105
- Nature’s Touch: Movement speed slow removed

Tier 3


Sea Serpent
- Health: 870 -> 800
- Damage: 55 -> 65


Deepcoiler
- Health: 2600 -> 2400
- Damage: 189 -> 227

Pushing both of these fighters to be more for flanking


Harbinger
- Health: 1800 -> 1850
- Damage: 98 -> 100


Tempest
- Anti-air Turret: Damage: 6 every 0.25 seconds -> 9 every 0.33 seconds

Stronger and less vulnerable to Safety Mole


Leviathan
- Damage: 100 -> 55
- Attack speed: 0.8 -> 1
- Bombardier (formerly called Shrapnel): Each attack hits up to 3 nearby non-flying enemies for 35 damage (cannot hit the primary target or a unit more than once) -> Shoots a nearby non-flying enemy for 100 damage every 1.5 seconds

Leviathan without Tempest is now more vulnerable against flying units

Tier 4


Ocean Templar
- Resonance: Health regeneration: 20 + 0.4% -> 25 + 0.4%


King Claw
- Shell Shock: Damage: 75 -> 80
- Shell Shock: Movement speed slow removed


Mudman
- Harden: Damage reduction: 10% -> 15% (-15% while recovering)


Golem
- Harden: Damage reduction: 10% -> 15% (-15% while recovering)


MPS
- Health: 3350 -> 3200
- Damage: 121 -> 116

Tier 6


Doomsday Machine
- Damage: 760 -> 750

Mercenaries


Dragon Turtle
- Damage: 38 -> 39


Hermit
- Range: 400 -> 550

Now a more viable send on wave 11


Dino
- Health: 1240 -> 1200
- Damage: 63 -> 66

Dino’s tankiness causes too much battle RNG when it’s used early game


Drake
- Range: 250 -> 400

Less likely to get randomly sniped


Pack Leader
- Damage: 82 -> 85


Mimic
- Health: 2040 -> 2150
- Damage: 131 -> 125


Four Eyes
- Range: 250 -> 400
- Attack speed: 1.22 -> 1.18

Less likely to get randomly sniped

Waves


(20) Maccabeus
- Damage: 750 -> 700
- Immolate: Splash: 8% (5% to flying) -> 10% (6% to flying)

A bit stronger against mass units and summoners
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


NEW! Atlantean Fighters



Angler (T2)
- Cost: 40 gold + 1 supply
- Movement type: Ground
- Health: 420 (Fortified)
- Damage: 22 (Pierce)
- Attack speed: 0.9
- Range: Melee
- Ability: Junior Fisherman: Gains +1 aptitude when a nearby enemy dies, +5 aptitude for landing the killing blow. Maximum aptitude: 150



Bounty Hunter (T2U)
- Upgrades from: Angler
- Upgrade cost: 125 gold + 1 supply
- Movement type: Ground
- Health: 1600 (Fortified)
- Damage: 82 (Pierce)
- Attack speed: 0.9
- Range: Melee
- Ability: Commercial Fisherman: Gains +1 aptitude when a nearby enemy dies, +5 aptitude for landing the killing blow. Maximum aptitude: 300



Kingpin (T2UU)
- Upgrades from: Bounty Hunter
- Upgrade cost: 250 gold + 1 supply
- Movement type: Ground
- Health: 3800 (Fortified)
- Damage: 240 (Pierce)
- Attack speed: 0.71
- Range: Melee
- Ability: Elite Fisherman: Gains +1 damage per 3 aptitude but no longer gains aptitude
- Ability: Big Game Hunter: When dealing the killing blow, heals for 25% of the target’s max health

Game Fixes & Updates

Stability
- Fixed some errors in attack-move code that could cause various unpredictable issues

Dark Mage
- Doubled mana, mana regen, and Mind Warp’s mana cost. This makes it regen 1 mana per second, which is consistent with all other units. No effect on balance.

Interface Fixes & Updates

Tutorial
- Fixed a bug where you'd be unable to deploy fighters in your next game if you quit the game when a Continue popup was shown

View Profile
- Fixed a bug where viewing multiple profiles via Global Chat would cause the menu back button to break

Scoreboard
- Rolls are now bigger

Chat Icons
- Unit icons (typed by chatting things like :SafetyMole: are now the same size as emojis)

Wave Timer
- Now plays a wind gust noise when there are 6 seconds remaining

Matchmaking Updates

Find me a match as soon as possible ("the button")
- Fixed a bug where hitting the button didn't properly expand the rating tolerance for >2000 rated players. Very high-rated players should now be able to find games during off-hours by hitting the button. Thank you to DaddyDucky for helping us find and fix this bug.

Leaver Protection
- Fixed a bug where winning with a leaver (bot) on your team wouldn’t reward full elo for winning. (It is only supposed to be halved when you lose)
- Added helper text to explain your rating loss was halved if you lost with a leaver on your team

Game Balance

Tier 1


Peewee
- Booster: Attack speed bonus: 100% -> 90%

Tier 2


Fire Elemental
- Health: 1200 -> 1150
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Announcements

Steam Feature
- Big news! Legion TD 2 will be featured on the front page of Steam for 24 hours, starting July 2 at 10am PST (7pm CEST). We're anticipating an influx of new players, so this patch has some bug fixes and improvements to the tutorial to make sure new players have a good experience.

New unit progress:
  • Mercenary 17: Completed, needs mercenary UI refactor
  • Mercenary 18: Being modeled
  • Atlantean T2: Completed, needs implementation
  • Atlantean T2U: Completed, needs implementation
  • Atlantean T2U2: Completed, needs implementation
  • Atlantean T5: Ready for animation
  • Atlantean T5U: Ready for modeling
  • Atlantean T6: Ready for modeling
  • Atlantean T6U: Being modeled
  • Legion 6 T1: Being modeled
  • Legion 6 T1U: Being modeled
  • Legion 6 T2-T6: Ready for modeling
Next units will be out next week!

Client Updates

Terms of Service
- Updated our Terms of Service in accordance with GDPR. All players are required to accept these terms of service before playing. Any time we update these terms, you will need to accept them again.

Game Updates

Pathing & Targeting
- Improved several cases where ranged units would attack targets far away instead of close ones, when both were at full life. (NearbyTargets now re-searches upon continuing to attack-move destination. May have performance impact.)

In some cases, your backline was focused before your frontline on ranged waves, especially on wave 11. This should no longer happen.

Creep Spawning
- Improved reliability of creep spawning by spreading them slightly more to the sides (A lot of randomness happened when the ones in the middle got "stuck" and bounced around randomly)

Dark Mage
- Mind Warp is now smarter about prioritizing Berserker, Fatalizer, and Doppelganger (higher autocast score for units with ramping damage)

Legion Spells
- Fixed a bug where sometimes Legion Spells selections didn't show up in the tooltip

Bug Reporter
- No longer crashes on occasion (Disabled log uploader, so unfortunately we won't have any client logs with the report. You will need to upload them manually on the forum for us to debug any client issues)
- You can override this setting in Interface Options: Enable Client Log Reporting (Advanced) if you want to still automatically upload your logs when you type -bug.

Custom Games
- Fixed a cosmetic bug where it would say X/16 slots remaining instead of X/12

New Player Experience

Tutorial
- A variety of fixes & improvements on various missions

Lobby Menus
- Main menu now shows "Tutorial" instead of "Play" for level 1 accounts. (Level 1 accounts can still be invited to parties or custom games)
- Chat windows (Global Chat, Team Chat, etc.) are now not automatically opened by default (You can click the gear icon to change this setting)

Recommendations
- No longer recommends training workers if you can't afford them yet

Deploying Fighters
- Now plays a sound if you are trying to deploy a fighter at a blocked square

Tooltips
- Auras now say (Aura) in their tooltip (Some players didn't realize that Leech was an aura when completing the aura tutorial)
- Leech and Cannibalism tooltips now explicity state that they also provide spell vamp

Attack & Defense Types Chart
- Added a "?" button which you can hover over to see an additional explanation

Matchmaking
- Now shows text that explains if you're an experienced player and you duo with a new player, your rating change is halved. The goal is to allow players to duo with their friends to introduce them to the game without feeling so bad about their rating.

Chat

Emojis
- Added some emojis, such as :smiley:
- Full list:
100 angry astonished beer cry flame frowning grimacing heart heart_eyes joy laughing open_mouth smile smiley smirk stuck_out_tongue sunglasses sweat_smile wink pray thinking
- Some shortcuts:
<3 :) ;) :( :'( :P :D
Game Balance

Goals are to encourage a wider variety of openings and to nerf Mech, which is still too dominant. We like to be iterative with our changes (rather than over-nerfing or over-buffing) because we patch so frequently.

Legion Spells


Villain
- Villain debuff is now applied to bounce targets for Aqua Spirit, Rogue Wave, and Fire Elemental

Fighters

Tier 1


Pollywog
- Attack speed: 1.15 -> 1.2

Super cute, but still too weak


Peewee
- Booster: Attack speed bonus: 110% -> 100%

Tier 2


Fire Elemental
- Health: 1230 -> 1200
- Damage: 46 -> 45

Tier 3


Harbinger
- Crushing Blow: Stun percent: 20% -> 25%

A forgotten passive is now more relevant

Tier 4


King Claw
- Shell Shock: Damage: 80 -> 75


Ocean Templar
- Resonance: Regeneration: 20 + 0.3% max health -> 20 + 0.4% max health


Honeyflower
- Health: 1140 -> 1100


Leviathan
- Damage: 105 -> 100

Tier 5


Starcaller
- Asteroid: Damage: 600 -> 600 + 0.5% max health


Berserker
- Attack speed: 1.56 -> 1.52


Fatalizer
- Attack speed: 1.56 -> 1.52

Waves


(20) Maccabeus
- Damage: 800 -> 750
- Immolate: Splash: 5% (3% to flying) -> 8% (5% to flying)

A bit stronger against mass units and summoners
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Small patch with one major feature and some bug fixes/general improvements.

NEW! Leaver Protection

- A leaver is defined as being gone for 3+ waves or AFK for 3 minutes, and also not being connected at the end of the game
- If your team has a leaver, and your team loses, you will now lose half rating instead of the full amount
- Leavers now always lose rating, even if their team wins
- The above changes only affect solo players, not duos

Our goal is to protect you from losing rating due to having a leaver, without (1) encouraging players to leave, (2) allowing for abuse, or (3) being overly punishing to players who disconnect.

Game Fixes

4v4 Map
- Fixed a bug where units routed incorrectly in the 4v4 map (it was using the 2v2 floorplan by mistake)

Mastermind
- Fixed a bug where Pollywog was accidentally disabled

Controls Options
- Fixed a bug where changing camera pan keys didn't save

Game Updates

Bots
- Now a bit smarter about not massing T1s

Interface Updates

Scoreboard
- Now shows initial Mastermind selection (the 10 rolls you choose from)

New Player Ratings
- Now shows helper text to explain what is happening

AFK Players
- Now shows (AFK) next to a player’s name if that player is AFK

Matchmaking Updates

Matchmaking
- Faster queue times for players under 1000 rating
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


New unit progress: Two new mercenaries, the rest of Atlantean, and the first fighter from Legion 6, are all currently being worked on. Curing is doing all concept art, and she is supported by 4 modelers and 3 animators.

The Masters Cup, our first official tournament, just concluded. If you missed it, check out the results.

1st: cool cats (Akitos and Kingdanzz)
2nd: team (Archaikum and robie)
3rd: Husaria (KaC and koszatek)

Prediction winner: LForward

VODS:

Thank you to everyone who participated and tuned in on Twitch. In-game badges, designed and illustrated by Curing, will go out this patch.



Game Fixes

Matchmaking
- Fixed a bug where a player would get stuck in the lobby if he typed a chat message right when the match was found (sending a message from a non-existent player caused an unhandled error)

Leaver Bots
- Fixed a bug where they sometimes wouldn't build due to being blocked by another tower

Reconnecting
- Fixed a bug where the client would show the reconnect popup after a game has already finished (added some client-side caching for finished games)

Supply
- Fixed a rare bug where supply was miscalculated (added a failsafe to ensure supply is 0 for fighters in unit-form)

AFK
- Fixed a bug where a player would be marked as AFK if they didn't select a legion in time, instead of waiting until wave 1 started

Legion Select
- Fixed a bug where opening the options menu while in legion select would cause you to get stuck in options

Scoreboard
- Fixed a bug where downgrading a tower wouldn't update its icon

Wave 21
- Fixed a bug where % leaked messages were showing NaN (it now uses % hp rather than % bounty, if no bounty is supplied)

Mana Bars
- Fixed a cosmetic bug where sometimes mana bars displayed the wrong mana (best observed with Firelord seeming to not activate his mana shield)

Spectator Mode
- Fixed a bug where flags would appear twice

Gameplay Updates

Bots
- Now smarter about not rushing MPS/Head Chef too early
- Now smarter about aura placement (they prefer to place them near high value fighters)
- Now smarter about tower choices (they no longer prefer upgrades or expensive towers). For example, it will now prefer an Antler on 6 rather than a Daphne.

Leaver Bots
- Now much smarter about positioning (they now dynamically compute front-row and back-row based on your current front/back unit and their respective spawn biases)

Debugging
- New debug command "-bot" which lets you turn yourself into a bot (for debugging what a bot will do in a certain situation)

Interface Updates

Custom Games
- You can now open/close spectator slots

In-Game Scoreboard
- Now shows rolls (so you don’t have to type -rolls anymore!)

Reroll (Legion Spell)
- Now re-sorts your towers by cost (so you won't have a bone-warrior in the T6 slot)

Spectator Mode
- Now shows Income on the main view
- Now shows Gold Lost to Leaks and Gold Gained from (Enemy) Leaks

FairPlay Updates

Leavers/Griefers
- Now auto-mutes people who are suspended for being leavers/griefers

Game Balance

Mythium Gate
- Implemented "Holder's Guarantee": If a player holds, his gate will wait for the other team's enemies to reach their gate.

In a small % of games, leaking slowly was advantageous to clearing during base races because of the mechanics of the mythium gate. This is no longer true.

Fighters

Going forward, we’re presenting fighter balance changes by tier instead of by legion because most players play the game as Mastermind.

Tier 1

Devilfish
- Upgrade cost: 85 -> 80

Seraphin
- Upgrade cost: 85 -> 80
- Health: 650 -> 600

Atom
- Upgrade cost: 75 -> 70
- Damage: 31 -> 30

Dark Mage
- Damage: 37 -> 38
- Mind Warp: Now takes into account the maximum health of the target (for example, will now buff Nightmare over Whitemane, even though Whitemane has more DPS)
- Mind Warp: Now takes into account the attack type of the unit on each wave, instead of just looking at the raw DPS

Bone Crusher
- Health: 1080 -> 1090

Consort
- Health: 850 > 870
- Damage: 53 -> 54

Tier 2

Fire Elemental
- Health: 1280 -> 1230
- Damage: 47 -> 46

Ranger
- Health: 400 -> 350
- Damage: 27 -> 29

Tier 3

Harbinger
- Health: 1780 -> 1800
- Damage: 97 -> 98

Leviathan
- Damage: 106 -> 105
- Aerial Command: 4 + 10% -> 3 + 10%

Tier 4

King Claw
- Damage: 165 -> 162

Honeyflower
- Health: 1180 -> 1140

Deathcap
- Health: 3400 -> 3300

Tier 5

Doppelganger
- Health: 3400 -> 3500

Antler
- Attack speed: 0.8 -> 0.78

Whitemane
- Attack speed: 0.8 -> 0.78

Berserker
- Attack speed: 1.59 -> 1.56

Fatalizer[/b]
- Attack speed: 1.59 -> 1.56

Tier 6

Fire Lord
- Damage: 125 -> 130

Millennium
- Health: 2250 -> 2200

Doomsday Machine
- Health: 5450 -> 5300
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Our first official tournament is live! If you're curious what competitive Legion TD 2 looks like, tune in on Twitch: https://www.twitch.tv/sik_ora

The final day starts Sunday, June 24 at 10am PST (7pm CEST) and will be streamed here: https://www.twitch.tv/lforward
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Game Fixes

Stability
- Fixed a bug where you sometimes couldn't recall/undeploy a tower (StringListTimeline race condition)
- Fixed a rare bug where a fighter would spawn with missing hp (better failsafe)

Routing
- Fixed some cases where enemies would run back to the spawn (when antistucking an enemy unit, if it is in a lane, it will be routed to the end of the lane rather than the nearest waypoint)

Shaman
- Fixed a bug where a Shaman would buff mercenaries in the holding area

Tutorial: Defend Your Lane
- Fixed a bug where King panning took too long

Game Improvements

Bots
- Slightly smarter about not getting too many aura/supportive units

Game Ties
- If you train a worker or deploy a fighter on wave 1 (even if you undeploy it), the game will not be marked as a tie. This is for players who want to do a fighter-less wave 1 opening, which we don’t recommend but think should be an option.

Cosmetic Improvements

VFX
- Improved Quadrapus/Giant Quadrapus missiles

UI
- New indicators for aura units that show their exact range



Overwork
- Added a sound when done resting

Leaked Granddaddy
- Percent leaked message now takes into account % hp

Client Improvements

Screenshots
- Pressing PrintScreen will now save a screenshot to your desktop

Game Balance

Final balance patch before the Masters Cup on Saturday/Sunday. The goal is to make sure we see a variety of openings and strategies. We’re also tuning back some of the stronger legions and buffing Atlantean fighters, which is a buff to Mastermind.

On-Hit Behaviors
- OnHit behaviors are now applied even if the unit was already dead
- Some examples: Aqua Spirit's bounce attack will now bounce even if the target was already dead. Same goes for Pyro splash.
- This change does not affect Millennium and Doomsday's Explosive Shells abilities


Atlantean

Pollywog
- Attack speed: 1.12 -> 1.15

Devilfish
- Health: 1130 -> 1150

Seraphin
- Damage: 49 -> 51

We missed the mark on Pollywog, Devilfish, and Seraphin’s balance. These changes should make them more viable.

Ocean Templar
- Damage: 155 -> 158


Element

Atom
- Damage: 30 -> 31

Fire Elemental
- Health: 1330 -> 1280

The last nerf was effective, but Fire Elemental still remains the strongest opening in the game. We’re hitting the health again specifically to nerf it as an opening (when health matters more) without affecting its mid-late game viability as DPS

Windhawk
- Damage: 44 -> 46


Forsaken

Harbinger
- Health: 1760 -> 1780
- Damage: 96 -> 97

Doppelganger
- Health: 3300 -> 3400


Grove

Honeyflower
- Health: 1200 -> 1180

Deathcap
- Health: 3450 -> 3400

Honeyflower and Deathcap are still incredibly dominant


Mech

Bazooka
- Damage: 29 -> 30

Leviathan
- Damage: 105 -> 106
- Aerial Command: Damage bonus: 5 + 10% -> 4 + 10%

Slightly nerfing the Leviathan + Boosted Peewee combo

Waves

(16) Cardinals
- Damage: 103 -> 106
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


If you and a friend have an average peak rating this season of 1600+, you are eligible to sign up for the Masters Cup, Legion TD 2's first official tournament. All participants will receive an exclusive badge in their profile that can also be used as an avatar.

Signing up early gives you a +50 rating seed bonus. Early sign-up closes on Monday, June 18 at 3pm PST (11pm CET).

See the tournament thread for full details.
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