I don't really have much to say in the introduction here . During and after I made a post with my ideas for Legion-Specific Mercenaries I had a few ideas for Legion Spells that could be cool to play with. And that's it, really. I hope you enjoy reading this post! Militia (Reworked) Spoiler When the removal of Militia was announced, I talked a bit about a rework of the spell on the Discord and then Lisk told me that my idea was sort of what he imagined with Militia, but that it was hard to implement. So just maybe we'll see something like this in the future. Militia -4 Workers. Gain 4 Recruits that you can place down. (Note: You'll still get the Mythium back for that wave which you usually should've earned if you didn't use Militia, but it doesn't say this in the tooltip.) (Note: Like all other Legion Spells, you need to place down the units that wave or they get sold for 30 gold.) When you select Militia, a window pops up similair to Transmute used to do. Here you see two icons: A Worker Icon and an icon with a number on it. The icon with the number is purely cosmetic and clicking it does nothing. It shows how many workers you can still place down. So when you select Militia, the number is 4. When you place down a Worker tower, the number is 3, etc. Note that the Towers are called Recruits, not Workers. Spoiler Recruit Pierce / Fortified 0 Gold, 30 Gold Refund. Consumes 1 Recruit Token. Tanky Melee fighter Health 960 ATK. Power 19 ATK. Speed 1.0 Movement 275 (Ground) Range 100 (Melee) (Note: Recruits should be worth ~70 gold. This is because you get 200 Gold from the refund, and 80 gold from the bonus gold you gain. When you spread this over 4 units, that's 70 gold per unit.) (Note: Recruits should be good at Wave 11 and 12, so that's why I went for the Fortified defense and the Pierce attack. (Yes, I know Pierce is bad on 11 but giving Recruits Magic damage would be weird )) Transmute (Reworked) Spoiler This is basically a total rework of Transmute, so that's also why it is getting a totally different name. Abomination Choose to spend all your Mythium to send an Abomination each round. There will be a small pop-up window like what the old Transmute would do. Each round, you can send Abominations: monsters that can deal and take a fair amount of damage. Abominations work kind of the same as regular mercenaries. However, they consume all your current mythium when you recruit one. You'll still get gold income and that income is based on how much you spent on the abomination. Also, Abominations have the same cooldown a Snail or a Fiend has, so if you want to sent multiple then you will need to send them early. Spoiler Abomination Pure / Arcane m Mythium, i Income (Note: i == 0,25 × m, rounded down. So if you spend 20 Mythium, you would get 0,25 × 20 == 5 Income. And if you would spend 45 Mythium, you would get 0,25 × 45 == 11,25, rounded down to 11 Income.) All-round Mercenary. Health 18 × m ATK. Power m / 6, rounded down. Minimum is 1. ATK. Speed 4 Movement 275 (Ground) Range 100 (Melee) (Note: So at 45 Mythium, this mercenary would have (18 × 45 ==) 810 Health. It's ATK. Power would be (45 / 6 ==) 7,5, which would be rounded down to 7. It's DPS would be (7 × 4 ==) 28 DPS, which is the same as Fiend which is 5 mythium cheaper.) If you compare it's Health with other creeps, then you can see it's a really efficient tank. However, since it has Arcane armor it takes alot of damage from Pierce and Impact. So it is only good for tanking against compositions that have alot of Magic Damage. The same goes for DPS. It has 4 DPS less than a fiend and 3 DPS less than a Drake. So it might not deal the best damage to the towers, but it's still decent. But isn't this ability confusing for new players? Slightly, but not really. When they hover over the mercenary in the pop-up window, they can see that the cost, attack and health is constantly increasing. I think they will quickly realize that the unit's cost is the same as how much mythium you have, and that the amount of Health and Attack damage the unit has is based on the Mythium that you spend. Rampage Spoiler It can be compared to Villain. Rampage Choose a tower. For each 5% health missing, it gains +1 Attack Damage, +0.5% Attack Speed and +0.5% Lifesteal. Not much to say about it. at 90% missing HP, you are looking at +18 AD, +9% Attack Speed and +9% Lifesteal. But again, your unit is at 90% HP, so it will probably just die. It might need some tweaking, but you get the general idea. Guardian Spoiler It's a mini-guard for the king! Guardian Summon a mercenary that protects your king until the mercenary dies. (Note: As soon as you select this spell, it will be summoned in front of the king. And yes, you can have multiple Guardians.) Spoiler Guardian Pure / Immaterial No cost. No reward. Tanky mercenary that protects the king. Health 500 + 8% of the Kings Maximum HP, rounded down. ATK. Power 50 + 2% of the Kings Maximum ATK. Power, rounded down. ATK. Speed 1 Movement 275 (Ground) Range 100 (Melee) Ability: Kings Blessing Restores 4% of this units Maximum HP at the end of each round. It's good against small leaks. And if it survives, it can regenerate a fair amount of health. It contests Savior, but Savior gives +90 Gold and Guardian does not. Raise Dead Spoiler This might look familiar... Yeah, some of you might recognize this from my Legion-Specific Mercenaries post. I actually wanted this to be a Legion spell in the first place but then I decided to make it an special mercenary for Forsaken. Again, this is quite a strong effect since it summons a Skeleton from anything in your lane that dies so it might need a bit of tweaking. But it's a cool spell overall, so that's why I thought I would still include it in here. Raise Dead Whenever a tower or mercenary dies, summon a Skeleton in its place. (Note: Skeletons don't get summoned when another skeleton dies.) Spoiler Skeleton Impact / Swift No Cost, No Reward. Health 85 ATK. Power 10 ATK. Speed 1 Movement 275 (Ground) Range 100 (Melee) Ability: Skeletal Degeneration Degenerates 4% maximum health per second. These were all the spells I had in mind for a while now. I had the idea for Raise Dead and Rampage for a while now but I thought it wasn't worth it to make a new topic for those two spells. But after Militia and Transmute got removed, I had a bunch of new ideas for Legion Spells and these are just a few of them. I hope you enjoyed reading through this post and I hope I gave Lisk, Jules and Curing a few ideas for new Legion Towers, Monsters and Mercenaries .