Announcements
- Our 3rd team member just officially started. Our plan is to release the first unit from the 5th legion in March.
Patch is live!
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 3:2, or all mythium into gold at a rate of 2:3 (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
+80 gold
Heals the king by 20% 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
+40 gold
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
