Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
FastMoBaNewsBot & Balance Patch — Sep 3, 2026
Game update

Bot & Balance Patch — Sep 3, 2026

FastMoBa · published 3 Sep 2026, 13:10 UTC · build 25102325

All newsPlayers around this dateRead on Steam

Bot & Balance Patch — Sep 3, 2026


Pre-match builds, reworked shields, real objectives, and bots that play like players.

Pre-Match Attribute Allocation

  • New step before skill select: spend 10 points across 9 attributes (HP, AD, AP, Armor, Magic Resist, Shield, Attack Speed, Move Speed, Attack Range) — max 5 per stat

  • Points boost your starting stats and amplify per-level growth, so builds scale into late game

  • Attack Range slides both ways: stack it up to +5 for long range, or trade it down to full melee (1.0) and refund the points into other stats

  • Sliders with auto-drain, Pick Random and Reset options; your build is saved

  • Bots allocate too, based on their role and playstyle — enemy heroes now vary in bulk and damage

New Item Passive: Hunter

  • Every tier-1 starter item now grants +2 damage against minions and monsters (works for ability damage too, doesn't stack with a second starter)

  • Long Sword damage reduced 3 → 2 to compensate

Shields Reworked

  • Shield and FullShield now absorb a fixed pool of damage and shatter when it runs out — no more full immunity for the whole duration

  • Damage beyond the pool carries through on the breaking hit

Attack Range Builds & Roles

  • Range is a build choice: melee heroes trade range for 2 extra stat points, ranged heroes pay with stat points — every build sums to the same 10

  • Bots build range to fit their role and kit: AD carries shoot from marksman range, tanks dive in as melee, artillery mages go long, and short-kit brawlers fight up close

Ranged Combat & Kiting

  • Ranged heroes hold their advantage: they stop to shoot at the edge of their range instead of walking point-blank

  • When a melee enemy closes in, ranged heroes back off while shooting (attack-move kiting) instead of trading hits

Bots Last-Hit Minions

  • Bots now hold fire on dying minions and release the killing blow at the last moment — no more allied minions stealing their gold

  • Safety valves: they attack normally when hurt, in danger, or if a hold would stall (2s max)

Objectives & Monsters

  • Dragon, Herald and Epic now award real gold (150/200/300), shared with nearby allies

  • Bots properly commit to objectives — they gather, arrive, attack the camp and stay in the fight, instead of farming inside the dragon's aggro circle

  • Dragon is killable again: 550 HP / 15 damage (was 800 / 22), and monster growth over long matches is hard-capped

  • Monsters stop regenerating while under attack (healing resumes 5s after the last hit)

  • Bots switch fire onto camps that chew them, and don't start fresh camp fights below 35% HP

Real Economy, Faster Matches

  • Higher passive income, minion kills pay more (5→7 gold), and the death tax is halved (20%→10%)

  • Bots save gold for tier-3 items instead of endlessly rebuying cheap basics — tier-3 builds are finally reachable, and fed heroes melt towers

  • Stalemates broken: after 10 minutes both teams group and race for the win; matches target 8–12 minutes

Smarter Pushers & Tower Sieges

  • Strong heroes push solo: clear the wave, then hit the tower and base — no waiting for allies

  • Pushers keep siege-latching down to 35% HP instead of flip-flopping into fights with defenders

  • Bots that break into the enemy base keep pushing instead of walking home

  • Healthy pushers intentionally tank towers on lifesteal — no more hit-and-run shuffling at range edge

  • Everyone else: solo bots stop tanking towers after a few hits, and level 1–2 heroes with no wave no longer soak tower fire

Tower-Turtle Farming

  • Losing the lane duel? Bots farm safely under their own tower instead of re-feeding

  • Bots pinned under enemy tower fire farm the wave instead of standing and soaking

Lane Matchup Awareness

  • Bots know their lane matchup from the start: facing a stronger lane opponent, they hold at their own front tower and farm waves safely instead of dueling at center and feeding

  • They advance as soon as the threat dies, rotates off the lane, or they've out-scaled it

Major Bot-Brain Fixes

  • No more bots freezing for minutes under enemy tower fire while latched onto a minion

  • Bots firing at minions or camps no longer trigger stuck detection — no more teleport rescues mid-farm, and successful unstucks hand straight back to normal AI

  • Faster rescue from stuck-steering loops; base-defense no longer flip-flops heroes in and out

  • Bots in genuine danger recall earlier (50% HP) instead of dying mid-lane

  • Fixed bots freezing inside minion waves — standing motionless with gold frozen; they now switch to a nearer minion and walk up to farm

  • Fixed endgame sieges stalling: bots stuck just outside tower range casting only skills now walk into range and finish towers, so matches close out instead of deadlocking

Smoother Movement

  • Bots resuming a lane walk join their minion wave instead of marching back to their base corner or stale waypoints

Base Defense

  • Defenders under base assault walk into the besiegers and clear the attacking wave instead of idling at the entrance


Found a bug? Report it in the community hub. See you on the battlefield!

More from FastMoBa

Other announcements

All news
Game update14 Sep 2026Match Settings & Smarter BotsMatch Settings & Smarter Bots — Sep 13, 2026 New match options, a balance pass on hero growth and towers, and a rebuilt bot brain. New Match Settings · Set your own max lives before a match (0 = unlimited) and optionally cap bot lives separately — bots are unlimited by default, so nothing changes unless you touch it · New toggle: drop items on death — turn it off for everyone with one click · B…Game update7 Sep 2026Bot & Balance Patch — Sep 7, 2026Bot & Balance Patch — Sep 7, 2026 Per-loadout combos, smart target selection, a leveling & AD/AP overhaul, and towers with a spine. Per-Loadout Skill Combos · Every bot skill loadout now has its own designed combo — a real cast sequence with tuned delays (CC/utility setup → main damage → finisher; defense builds shield first, ults lead with follow-up timing) · Before, only ~1 in 4 desktop loado…Game update28 Aug 2026Bot Hotfix Patch — Aug 28, 2026Bot Hotfix Patch — Aug 28, 2026 A small follow-up patch: team stats at match end, and smarter bot junglers. Team Overview at Match Result · The end-of-match screen now shows a full per-team summary — every player's stats at a glance Smarter Junglers · Bots no longer walk to camps that were just cleared — no more wasted treks across the map · Junglers now farm their own half of the map (camp own…