Bot & Balance Patch — Sep 3, 2026

FastMoBa · published · build 25102325

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!