Season 5 Begins
Season 4 has officially ended. Rewards will be distributed in the coming days, and ratings will be soft-reset. Ranked will be disabled on Friday, December 13 at 6pm PST and re-enabled on Monday, December 16 at 9am PST. During this time, we will have a Classic 4v4-only weekend. Season 5 begins as soon as patch v5.00 goes live.
v5.00 Patch Notes
NEW! Shrine Tier 6
Soul Gate
- Cost: 260 gold
- Health: 2000 (Immaterial)
- Damage: n/a
Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 20% max hp (can kill itself).
Dimensional Rift
Summons a Hellion and Nightcrawler
Hellion
- Health: 750 (Natural)
- Damage: 30 (Impact)
- Attack speed: 1.67
- Range: Melee
Nightcrawler
- Health: 360 (Natural)
- Damage: 30 (Magic)
- Attack speed: 1.18
- Range: 400
Hell Gate
- Upgrade cost: 420 gold
- Health: 5000 (Immaterial)
- Damage: n/a
Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 20% max hp (can kill itself).
Dimensional Chasm
Summons an Elite Hellion and Elite Nightcrawler
**
Elite Hellion**
- Health: 1860 (Natural)
- Damage: 60 (Impact)
- Attack speed: 1.79
- Range: Melee
Elite Nightcrawler
- Health: 900 (Natural)
- Damage: 60 (Magic)
- Attack speed:1.47
- Range: 400
NEW! Shrine Legion Release
With the release of Soul Gate and Hell Gate, Shrine is now a fully playable legion. Progress on legion 8 has already begun.
A lost civilization of long-standing traditions. Out of respect for the dead, they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there appeared a crescent moon with an eerie reddish hue. At the gate, what was once a white rope warding off spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.
NEW! Profile 2.0
Playstyle Radar Chart
- Every player is assigned points in 6 classes based on their playstyle and performance (extra weight given to recent games)
Economist
- Most gold from income. It’s all about that late-game scaling.
Kingsguard
- Most king upgrades. All hail the king.
Architect
- Fewest waves leaked. Give no quarter.
Guardian
- Most leaks caught. Teamwork is OP.
Breaker
- Caused the most opponent leaks. The best defense is a good offense.
Tactician
- Most waves with no mythium sent. Keep them guessing.
Favorite Rolls & Openings
Favorite Rolls
- The 6 rolls (base fighter only) you picked most often this season
Favorite Openings
- The 6 fighters (base and upgrades) you started with most often this season
Past Season Statistics
- You can now view high-level statistics (rating, ranked win rate, etc.) from previous seasons, assuming the data was tracked then
NEW! Fighter Stats
NEW! Wave Stats
NEW! Match History
NEW! Wins Leaderboards
Ranked Wins This Season
Classic Wins This Season
Look & Feel
Play Menu
Legion Select
Victory & Defeat Banners
Audio
- New victory & defeat music
- New waiting for players & loading screen music
- New “King In Danger” theme when the whole team leaks a lot
- All Legion Spells now have unique sounds
- A variety of sound fixes and tweaks; overall the client should sound smoother now
New icons
- Booster, Stimpack, Leech, Cannibalism
2v2 Map
- Improved gate graphics
4v4 Map
- Texture update to make the map less bright/oversaturated
Legion Spells
- Improved graphics for Magician, Sorcerer, Protector, Guardian Angel
Floating Texts
- Red bonus damage text is now a bit more subdued (affects things like Berserker, Wave 18, etc.)
Matchmaking & Ratings
Placement matches
- Your first 10 ranked games in the season are now considered “placement” matches which will have 2x rating changes
Display fixes
- Fixed some cases where rating stakes were rounded incorrectly (at most resulted in 1 rating point difference)
- Fixed a case where +30/-2 matches were mistakenly being displayed as +31/-1
Quality of Life
Ready Button
- You can now click “ready” via a button instead of having to type the -ready command. You can also click the button again to toggle on/off whether you are ready or not.
- Wave 1 preparation time: 80 -> 90 seconds
Match Ties
- Tied matched (where a player failed to connect on wave 1) will cancel the match after 5 seconds instead of 15 seconds
“Abandoned Match” Fix
- Fixed some cases where the “abandoned match” message would show when requeueing after you already finished the game
In-game HUD
- Added text that shows a unit’s grid position when deploying fighters or selecting an existing fighter (in build phase only). This option can be toggled on in settings (default off).
- Added a loading spinner in the middle of the screen if you are lagging badly (out of sync with server)
- Lifebar styles are now unified (yours = green, enemy creatures = red, everything else = player colored)
- Mercenaries now show base unit tooltip (so players can understand, for example, that Dragon Turtle is more about its arcane tankiness than its magic dps)
- Fixed a case where the HUD would ping things instead of clicking them (AltHeld is now reset every couple seconds)
- A variety of other fixes & tweaks
Stability
- Fixed a case where a client would be continually lagging, but never catch up with the server (disabled full sync throttle)
- Fixed a case where initialization would be bugged under certain latency conditions (ForceSyncAllTime was called before game started)
Custom Games
- Added a new custom game mode: “Mastermind” which just forces everyone to play Mastermind. Useful for tournament games!
Tournaments
- /signup command now supports signing up as a solo player
Official Game Guide
- You can now access the official game guide from a link in the client
Build Testing
- All -save/-load builds are now contained in player logs (previously was only the final wave’s builds). This means after any game, you can reload any player’s build from any wave for testing things like: would that build have leaked to brutes instead of fiends? would I have held if I put the bunk further forward? etc.
Tutorial
- Fixed a bug where gray borders/graphical artifacts would appear on the arrow graphic
**
Translations**
- Updated! Visit LegionTD2.com/translate if you’d like to help with translations. Any fixes or additions you make will show up in-game the following patch.
Gameplay Fixes
Pathing
- Fixed a rare case where units from one lane would wander into another lane
Angler, Bounty Hunter, Kingpin
- Fixed a rare bug where Angler, Bounty Hunter, or Kingpin would jump to full mana (added a failsafe check after upgrading them)
Gaia Shield
- Lost Chieftain now smarter about buffing Azeria (whose ability heals it based on max hp) with Gaia Shield
Reviving units
- Units that revive (Guardian Angel, Eternal Wanderer, Samurai Soul) are now aggroed later when breaking ties
Attack speed fix
- Fixed a long-standing bug with units attacking faster or slower than their attack speed indicated. As a result, a lot of units have had their attack speeds tweaked so that their power remains the same.
Takeover bots
- Fixed a bug where bots that take over for a disconnected player that was dual-building wouldn’t train workers or send mercenaries when dual building. They still won’t build (this is hard to implement), but at least they aren’t useless now.
Game Balance
No-build Strategy 
(also known as “cross” or “suicide”)
This strategy involves one player only training workers, while the other player(s) build to cover. While it’s an interesting strategy, it’s too strong for how frustrating and chaotic it is. Our goal with this nerf is not to destroy the strategy, but rather to build a lever to nerf or buff it as needed.
Leaking 100% now grants additional gold to the opposing team. This amount is equal to 0.25 x BountyLeaked x WaveFactor, where WaveFactor scales from 0.35 on wave 1 to 1.5 on wave 20. For example, leaking 100% of wave 4 grants 12 bonus gold to the opposing team.
Legion Spells
There’s been a power creep for legion spells over the past year, so we’re nerfing the strongest ones:
Giant Snail
- Health: 560 -> 540
- Damage: 24 -> 23
Guardian Angel
- Maximum health: 2500 -> 2400
- Now revives after 2 seconds instead of immediately
Protector
- Protection Aura: 2 damage reduction + 8 regeneration -> 2 damage reduction + 7 regeneration
Vampire
- Vampirism Aura: Spell Vamp: Now 80% as effective with area of effect spells
Area of effect, in this context, is defined as any spell that hits an uncapped number of units
- Banana Bunk’s Barbs
- Banana Haven’s Thorns
- Honeyflower’s Fragrance
- Deathcap’s Noxious Scent
- Pyro’s Pyromancy
- Millennium’s Explosive Shells
- Doomsday Machine’s Detonation
- King Claw’s Shell Shock
- Great Boar’s Stampede
- Red Eyes’ Thunderous Charge
- Yozora’s Wintry Touch
- Arctaire’s Frozen Veil
Market
- Removed from the game
With the introduction of so many more interesting spells, Market feels lackluster. Expect some new legion spells in early season 5.
King
Immolation
- Buffed slightly on early-mid game waves
Fighters
Looter
- Health: 90 -> 80
Ranger
- Damage: 38 -> 25
- Attack speed: 0.71 -> 1.1
- Accuracy: 20% bonus damage to bosses -> 5 bonus pure damage to bosses
Daphne
- Health: 1130 -> 1050
- Precision: 30% bonus damage to bosses -> 15 bonus damage to bosses
- New ability: Mark Target: Amplifies all damage dealt by 1 (0.25 to bosses), stacking up to 10 times
Another season, another Ranger and Daphne rework. Stronger against waves 5, 15, and 20. Daphne now synergizes with many units and fast attackers.
Zeus
- Attack speed: 2.56 -> 2.5
Infiltrator
- Shuriken: Bonus damage: 35 -> 33
Orchid
- Shuriken Cyclone: Bonus damage: 35 -> 33
Gateguard
- Chaos Hound: Attack type: Pierce -> Impact
- Chaos Hound: Defense type: Natural -> Fortified
Harbinger
- Cerberus: Attack type: Pierce -> Impact
- Cerberus: Defense type: Natural -> Fortified
Simplifying typing, filling a shortage of impact units, and decreasing the overabundance of pierce units
Eternal Wanderer
- Damage: 36 -> 38
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time
Samurai Soul
- Damage: 112 -> 118
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time
Leviathan
- Aerial Command: Does not stack -> Now stacks up to 2 times
Butcher
- Health: 1350 -> 1400
- Attack speed: 0.87 -> 0.95
- Leech: 5 life on-hit + 16% life steal and spell-vamp -> 20% life steal and spell-vamp
- Leech: Spell vamp: Now 80% as effective with area of effect spells
Head Chef
- Damage: 97 -> 105
- Attack speed: 0.87 -> 0.95
- Cannibalism: 10 life on-hit + 24% life steal and spell-vamp -> 30% life steal and spell-vamp
- Cannibalism: Spell vamp: Now 80% as effective with area of effect spells
Butcher and Head Chef are too strong early game and too strong with area of effect units like Banana Haven. We’re shifting power to synergy with single-target DPS units like Doppelganger, Kingpin, and Fenix, which is what Butcher was intended to be strong with.
APS
- Attack speed: 0.95 -> 0.91
MPS
- Attack speed: 0.95 -> 0.91
Grarl
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Increasing the flexibility of an interesting ability and potentially opening up Grarl into Banana Bunk, Millennium, Lord of Death, Eggsack, Fire Lord, Orchid, or Alpha Male on wave 3
Ocean Templar
- Health: 1700 -> 1900
- Damage: 155 -> 160
- Resonance: 25 + 4% missing health -> 4% missing health
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Kingclaw
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Priestess of the Abyss
- Attack speed: 0.94 -> 0.96
Azeria
- Invigorate: Mana cost: 13 -> 12
Berserker
- Damage: 29 -> 33
- Attack speed: 1.33 -> 1.27
Now 3-shots wave 3 which makes Berserker a more viable opening
Disciple
-- Mana Burst: Mana Cost: 9 -> 7
-- Now starts with 0 mana
Starcaller
-- Asteroid: Mana Cost: 9 -> 7
-- Now starts with 0 mana
Reducing frustration around multiple Disciples/Starcallers overkilling a unit at the start of the fight
Lord of Death
- Defense type: Swift -> Arcane
- Conjure Dragon: Mana cost: 30 -> 29
- Undead Dragon: Health: 700 -> 800
Hades
- Defense type: Swift -> Arcane
- Imp: Health: 1300 -> 1400
- Imp: Attack type: Pierce -> Magic
Simplifying typing, filling a shortage of arcane units, and decreasing the overabundance of pierce units
Fire Lord
- Health: 1650 -> 1800
- Attack range: 400 -> 200
Fenix
- Health: 3800 -> 4000
- Attack range: 400 -> 200
Making these units easier to split tank with
Great Boar
- Stampede: Damage increased by 8%
Red Eyes
- Stampede: Damage increased by 6%
Millennium
- Explosive Shells: Damage no longer reduced against flying units
- Fixed a bug where Explosive Shells could not hit more than 20 units at once (no longer has a maximum)
Doomsday Machine
- Detonation: Damage no longer reduced against flying units
- Fixed a bug where Detonation could not hit more than 20 units at once (no longer has a maximum)
This makes Millennium to a more viable opening and solidifies Doomsday Machine as a powerhouse on wave 17
Mercenaries
Mimic
- Health: 2250 -> 2200
Centaur
- Mythium cost: 320 -> 280
- Health: 4500 -> 5000
- Damage: 210 -> 220
- Cleave: Removed
- Spawn position: Middle -> Front
- Income and bounty: 80 -> 70
Centaur’s identity as the anti-spam mercenary was overshadowed by the introduction of Witch. We’re shifting it to become a natural tank, which is currently lacking.
Waves
(2) Wales
- Attack speed: 0.87 -> 0.89
(11) Quill Shooters
- Attack speed: 0.76 -> 0.78