New fighters: Radiant Halo & Arc of Justice
Radiant Halo
- Gold cost: 200
- Attack type: Pure
- Defense type: Fortified
- Health: 1200
- Damage: 45
- Attack speed: 1.11
- Attack range: 650
Particle Wave
Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target
Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds
Arc of Justice
- Upgrade cost: 345
- Attack type: Pure
- Defense type: Fortified
- Health: 3250
- Damage: 122
- Attack speed: 1.11
- Attack range: 650
Purification Beam**
Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target
Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds
New skin: Cryo Fenix
Game Improvements
Pathing & Targeting
- Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video)
- Fixed some cases of ranged units running too far forward instead of keeping their distance
Dark Mage
- Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit
Account Progression
- Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!
Quality of Life
- HUD: Added some convenient calculations to the Gold mouseover tooltip
- Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)
Other Fixes & Improvements
- Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn’t load the results
- Loading Screen: Updated various tips
- Postgame Graphs: Fixed a variety of bugs where certain graphs weren’t lined up properly or had zero-values when they shouldn’t have
- Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn’t load the correct popup again
- Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone
- Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn’t have been shown until the next wave
- Mastermind Lock-In: Improved game message to show which fighter you locked-in
- Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn’t work
- Reconnecting: Fixed some bugs with wave timer & Legion Spells
- Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line
- Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l’Apocalypse)
- VFX: Fixed a bug where some VFX would fly across the screen
- VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker
Game Balance
Shutdowns
- Shutdown bounties reduced by 30%, but players now go on fire faster
- Shutdown bounties are now in increments of 25 gold instead of 50
- Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire
- In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold
By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty
Mastermind
- Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense
Hybrid
- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179
Legion Spells
Investment
- Income: +34 >> +36
Loan
- Income: -34 >> -36
Sorcerer
- Sorcery: +17% ability damage aura >> +50% ability damage to one unit
Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It’s now stronger up front, but has less upside and no longer forces your entire build to revolve around it
Fighters
Green Devil
- Damage: 48 >> 47
No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.
Canopie
- Health: 4500 >> 4600
Leviathan
- Damage: 65 >> 68
Elite Archer
- Attack speed: 0.97 >> 0.99
Trinity Archer
- Attack speed: 0.97 >> 0.99
Desert Pilgrim
- Chain Heal: 115 >> 120
Lost Chieftain
- Damage: 185 >> 195
Whitemane
- Health: 4300 >> 4600
- Damage: 180 >> 181
- Council: Damage reduction 5 + 15% (25% for Antlers) >> 5 + 10% (25% for Antlers)
Slightly buffed on its own and with Antler. Otherwise, nerfed.
King Claw
- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%
Hydra
- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%
Encouraging players to protect their Eggsacks
Millennium
- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40
Doomsday Machine
- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100
After the recent attack speed buffs, these abilities have become too strong
Hades
- Raise Imp: Removed
- New ability: Summon Thanatos
- Mana cost: 25 >> 60
- Mana regeneration: 1 >> 1.15
- Imp >> Thanatos
-- Health: 1600 >> 2030
-- DPS: 112 >> 200
-- Range: 100 >> 350
Hades was causing too much lag and, as cute as Imps were, they just didn’t feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.
Waves
(6) Rockos
- King damage on wave 6 increased by 5%
(7) Sludges
- Sludges: DPS: 27.8 >> 27.6
-- Damage: 40 >> 28
-- Attack speed: 0.69 >> 0.99
- Blobs: DPS: 6.95 >> 6.9
-- Damage: 10 >> 7
-- Attack speed: 0.69 >> 0.99
(9) Carapaces
- DPS: 34.8 >> 34.6
-- Damage: 47 >> 33
-- Attack speed: 0.74 >> 1.05
Right now, Brutes and other sends are almost always better than Pack Leader on waves 7 and 9. This change makes Pack Leader a more competitive option.
(16) Cardinals
- Attack speed: 1.2 >> 1.19
(17) Metal Dragons
- Attack speed: 1.69 >> 1.74
(18) Wale Chiefs
- Attack speed: 1.333 >> 1.316
(19) Dire Toads
- Attack speed: 2.78 >> 2.82
(20) Maccabeus
- Damage: 160 >> 170
- 4v4 only: +8% damage reduction
Returning Maccabeus to its former glory