The Big Item System Update — Aug 26, 2026
An all-new item shop, smarter bots with real team strategies, real comebacks, and smoother performance — our biggest update yet!
A Brand-New Item System
- 56 all-new items across 9 categories: damage, crit, magic, tank, boots, utility and more
- New combat stats: Ability Power, Armor, Magic Resist, Penetration, Crit, Spell Vamp, Tenacity — plus Physical / Magic / True damage types. Mages now scale with AP across 9 retuned skills
- 36 completed items with game-changing passives: burst down healthy targets with Titan Breaker, execute low-HP enemies with Executioner's Edge, cap burst damage with Guardian Armor, heal on takedowns with Blood Reaper, slow everything with Frost Tome...
- Smart Shop: personalized recommendations that tell you why ("Counters 2 enemy tanks"), with Core / Counter / Synergy / Defensive tabs, a build-path graph, and a Simple view for newcomers
- Auto-combine: components you own count toward the finished item — you only pay the difference
Death Is (A Little) Cheaper Now
Item drop rework: completed items almost never drop on death, and you'll lose at most about one item per death. Your build survives.
Smarter Bots
- They finish games: coordinated group pushes through open lanes, and fed carries walk into range and attack the base to end it — no more farming jungle with the win on the table, and endings come about a minute faster
- No more AFK heroes, freezing mid-fight, or bush-camping for minutes
- They retreat from lost fights, step out of tower fire, and let minions tank tower shots
- Junglers chain camps, land killing blows, and stop feeding monsters
- Teams defend their base together and only contest Dragon / Herald / Epic when the numbers say "win"
- Bots build correctly: AP mages buy magic items, everyone completes tier-3 items, and shopping is instant — no more pausing mid-push to browse
- Winning duelists stay and finish the fight instead of fleeing just because they're low on HP
- Strong defenders fight back while weak ones hold the line and poke from safety — and low-level heroes stop tanking tower shots
- Smoother movement: bots detour around Dragon / Epic pits, sidestep minion clumps, recover from jams in seconds, and recall immediately when critically low
- Faster closeouts: when winning big, the whole team pushes as one — with a designated tank soaking the base towers — so games end in ~8–12 minutes instead of dragging past 20
- Split-pushers switch lanes when the lane they're pushing gets defended, instead of boomeranging back into the same trap
- Bots stop suicide-trading losing lane matchups and respect enemy towers during hero fights; they also escape minion-crowd wedges instead of bleeding out stuck in place
- Retreat fixes: bots spot danger while recalling, get rescued faster when critically low, and detour around monster pits on their way back
- Bots never dive through two towers for a kill, commit to finishing the game when they can win the race, and stop staring at enemies without attacking
- Defenders skip towers that are still shielded, weak bots farm instead of fighting 2-v-1, and futile fountain defenses are abandoned
Every Team Has a Plan Now
- Enemy teams roll a team strategy each match — Poke, Dive, Protect the ADC, Wombo Combo, Pick, Anti-Tank, Anti-Burst, Split Push, Siege, or Front-to-Back. Their skill picks, skill leveling, and item builds all follow the plan
- Your team adapts to you: your side's playstyle is built around the hero and skills YOU pick
- Split-push comebacks: when losing badly, the team's strongest bot pressures a side lane alone to drag defenders away while the rest of the team pushes elsewhere — and keeps it up until the gap closes
- Smart lane swaps: when a bot is stuck in an unwinnable lane matchup, a stronger teammate swaps lanes with it — the tough lane gets someone who can win it, and the outmatched bot farms a safer lane instead of feeding all game
Better Balance & Real Comebacks
- Anti-snowball: outer towers ~2.5× tougher, and losing teams earn up to 1.4× catch-up XP and gold
- Kill, tower & minion XP is now shared with the whole team — no more level-starved supports
- Epic monsters reworked: Dragon / Herald / Epic HP and damage cut by more than half — objectives are winnable team fights now
- Killed by a monster? The last enemy player who damaged you still gets the kill credit
Comeback Skills & Shutdown Bounties
Eight new skills give the losing team tools to fight back — hard CC, wave clear, and anti-fed damage:
- Deep Freeze — hard stun for up to 3.5 seconds
- Gravity Well — a zone that pulls enemies into its center
- Flame Nova — area burst with bonus damage against minions
- Giant Slayer — bonus true damage against higher-level / fed enemies
- Last Stand — shield + damage buff, castable only below 35% HP
- Soul Harvester — permanent stacking buff for every kill
- Titan's Awakening — grows stronger at level milestones
- Flame Wall — a burning wall that melts minion waves
Plus a shutdown bounty: killing a fed enemy pays extra gold — 1.5× for a 3+ kill streak, 2× for a 5+ streak. Cut the fed carry down and fund your comeback.
Cleaner UI, Faster Game
- Scoreboard: role-sorted (TOP/JG/MID/AD/SUP) with creep score, per-player & team gold, and live combat stats
- Player status panel now shows skill icons with level badges at a glance
- New playstyle filter on the skill-select screen; shop "Builds into" quick navigation; fixed minimap blips
- Fixed the early-game FPS regression; matches now end decisively (~13 min average — no more 25-minute stalls)
- Item names, passives, and the entire shop now fully localized in all 11 languages
Bug Fixes
- BigBig berserk: re-casting during the weak window no longer permanently locks you at 0.5× speed & damage
- The game timer no longer counts down while the game is paused
- Both teams now always run full coordination — enemy teams could previously end up leaderless
- Tidal Wave no longer knockback-rescues fleeing enemies mid-chase
Found a bug? Report it in the community hub — it helps us fix things fast. See you on the battlefield!