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!
