NEW! Nomad Tier 4
Desert Pilgrim
- Cost: 135 gold + 1 supply
- Upgrades to: Lost Chieftain
- Movement type: Ground
- Health: 900 (Fortified)
- Damage: 60 (Magic)
- Attack speed: 0.9
- Range: 350
- Mana: 10
Ability: Chain Heal
Heals up to 4 nearby allies for 140 health. Mana cost: 10
via Sketchfab
Lost Chieftain
- Upgrade Cost: 255 gold + 1 supply
- Movement type: Ground
- Health: 2500 (Fortified)
- Damage: 170 (Magic)
- Attack speed: 0.9
- Range: 350
- Mana: 14
Ability: Gaia Shield
Increases the max health of a nearby ally by 800, maintaining current percent health. Mana cost: 14
via Sketchfab
NEW! Legion Spell

Lizard Army
- Summons Lizards to attack your lane opponent (no income)
- 1 Lizard on wave 11, 2 on wave 12, and 3 on wave 13
Game Improvements
FairPlay
- Fixed an edge case where a player might have gotten double-suspended for a single offense
Translations
- Updated
Game Balance
Tier 1

Buzz

- Attack speed: 1.16 -> 1.2

Consort

- Attack speed: 1.12 -> 1.15
Tier 3

Sea Serpent

- Damage: 74 -> 75
No longer leaves wave 1 with 1 health

Gateguard

- Chaos Hound now spawns further back

Harbinger

- Cerberus now spawns further back
This change allows Chaos Hound/Cerberus to live longer, which also means the wave won’t quickly refocus and target your Gateguard/Harbinger.

Warg

- Attack speed: 0.819 -> 0.84
Tier 4

Butcher


- Attack range: 300 -> 200

Head Chef


- Attack range: 300 -> 200
Shorter range allows Butcher and Head Chef to tank better for DPS units

Honeyflower


- Health: 1150 -> 1180
- 10 + 0.2% (0.1% to bosses) -> 10 + 0.1% (0.05% to bosses)
Reverting the health nerf from last patch in favor of a % damage nerf

Deathcap

- Damage: 30 + 0.4% (0.2% to bosses) -> 30 + 0.3% (0.15% to bosses)

APS


- Attack range: 250 -> 200

MPS


- Attack range: 250 -> 200
Shorter range allows APS and MPS to tank better for DPS units
Tier 5

Nightmare

- Attack range: 150 -> 100

Doppelganger

- Attack range: 150 -> 100
Reverting this change, which made Nightmare and Doppelganger act too much like ranged units

Whitemane

- Damage: 180 -> 175
Tier 6

Eggsack


- Health: 2000 -> 2200
- Azurite Shell: Reflect damage: 10 + 5% -> 10
- When you build an Eggack in front, your fighters now aggro a bit later, which allows you to more easily use melee DPS with Eggsack. We recommend testing things in a custom game.
The following changes are postponed (planned for later):
- If your Eggsack dies, it now immediately spawns a premature Hydra during the wave
- Premature penalty: 15% per stack -> 40% per stack
- Stacking: Multiplicative -> Additive (40% for 1 stack, 80% for 2 stacks)

Hydra

- Health: 2850 -> 3000
- Damage: 174 -> 138
- Hydraling: Health: 950 -> 1000
- Hydraling: Damage: 58 -> 46
Goals:
- Make Eggsack less roll-dependent
- Make Eggsack more accessible mid-late game
- Reduce reward of a fully powered Hydra
- Shift Hydra into more of a tank

Banana Haven


- Health: 6000 -> 6250
- Thorns: Damage reflect: 45 + 15% -> 40 + 15%
Mercenaries

Witch

- Mana: 15 -> 24
- Necromancy: Mana gain per unit death: 1 -> 2
- Summon Froggo: Mana cost: 15 -> 24
Keep in mind that base mana regeneration is still 1 for all units with mana
Waves

Killer Slug (14)

- Attack speed: 0.781 -> 0.769

Quadrapus (15)

- Health: 2200 -> 2250
- Giant Quadrapus: 8800 -> 9000

Cardinal (16)

- Attack speed: 0.95 -> 0.93

Metal Dragon (17)

- Health: 3100 -> 3150

Maccabeus (20)

- Damage: 170 -> 165