2026-09-18 - MOBA Playbook Rules
MOBA Playbook Rules
Every slider and choice in the MOBA playbook is now one of three kinds. A rule is followed for the whole match. A preference changes what your players favor without forbidding anything. A threshold is a quantity, like how much health counts as low.
Eleven sliders are now rules at one end of their range, and so are three options of the Fight rule choice. Everything between the two ends of a slider still tunes gradually, the same way it did before this patch.
The rules are live now. They run on the match server, so every match played from today follows them, with nothing to download. The new pills, the rule lines, and the reworded labels come with the next app update, 1.2.2. Until you have it, the app still shows the old labels and percentages, but the sliders already behave as described below.
🚫 Never: seven sliders, far left
| Slider | Far-left label | What your players do |
|---|---|---|
| Survival instinct | Fights to the death | They will not retreat, Blink out, or heal and run while an enemy hero is in reach or has just traded damage. They still reset once nobody is near. |
| Retreat fighting | Flee without fighting | They will not attack while retreating, even with a chaser in range. |
| Duel disengage | Fight through losing duels | They will not leave a 1v1 because they are losing it. Survival instinct still decides low-health escapes. |
| Counter-gank | Do not shadow lanes | The jungler will not gank a lane where the enemy jungler is expected to be waiting. |
| Recall interrupts | Ignore enemy recalls | A recalling enemy is attacked only for the usual kill value, never to interrupt the recall. |
| Invade camps | Never invade enemy camps | The jungler will not enter enemy camps, not even during the first gank window. |
| Support roaming | Keep support in lane | The support will not roam to other lanes. Grouping, sieges, and objectives still move them. |
✅ Always: four sliders, far right
| Slider | Far-right label | What your players do |
|---|---|---|
| Camp spells | Save spells from camps | They never use an ability on a camp monster. The loadout and basic attacks still work. Dragon, Ram, and Boss are objectives, not camps, so abilities are still used there. |
| Waveclear spells | Save spells from waves | They never use an ability on a minion wave. The loadout and basic attacks still work. |
| Lane coverage | Keep lanes covered | The team never picks a plan that leaves a lane empty while a plan covering every lane is available. When there is no such plan, the team plays the best one it has. |
| Last-hit discipline | Secure last hits first | While farming a lane, they take an available last hit before anything else, even before a killable enemy hero. |
⚔️ Fight rule
Three options of the Fight rule choice are now rules:
- Objective only: your players never start a fight or a chase away from a live objective.
- Numbers advantage: your players never start a fight without more bodies in it than the enemy.
- Counter-engage: your players never start a fight. They fight back once an ally has been hit.
Fights the enemy starts and planned sieges are not affected by any of the three. On sight is still a preference.
🎯 Duel selectiveness
At Fight only winning duels, a player now needs a duel that is actually in their favor. A small losing margin used to be accepted there.
Moving this slider left also makes players who pass by a fight more careful about joining it. That part was backwards before this patch.
🎚️ Reading the sliders
From app update 1.2.2:
- The pill reads Never when a slider sits on a far-left rule and Always when it sits on a far-right rule. A line under the slider says exactly what the rule forbids while it is set.
- Every other slider reads Min or Max at its ends instead of -100% or +100%. A preference at Min still happens, only less often.
- Picking Objective only, Numbers advantage, or Counter-engage shows the rule under the option.
✏️ Reworded labels
App update 1.2.2 rewords twenty labels so a preference reads like a preference and a rule reads like a rule. The sliders behave the same unless they are listed above.
| Slider | Was | Now |
|---|---|---|
| Invade camps | Avoid enemy camps | Never invade enemy camps |
| Invade camps | Invade enemy camps | Invade enemy camps more |
| Counter-gank | Shadow lanes for counter-ganks | Shadow lanes more |
| Recall interrupts | Interrupt enemy recalls | Interrupt recalls more |
| Retreat fighting | Kite while retreating | Kite more while retreating |
| Leave camp for objective | Finish camp before rotating | Prefer finishing the camp |
| Leave camp for objective | Drop camp for objective | Prefer the objective over the camp |
| Objective roams | Stay on lane work | Favor lane work |
| Objective roams | Move for objective setup | Favor objective setup roams |
| Crab priority | Ignore crab windows | Deprioritize crab windows |
| Crab priority | Prioritize crab windows | Favor crab windows |
| Overdue camps | Ignore overdue camps | Let overdue camps wait |
| Plate timing | Ignore plate timer | Plate timer matters less |
| Plate timing | Push before plates fall | Push harder before plates fall |
| Inhibitor defense | Hold the high ground | Defend the high ground harder |
| Base-side waves | Catch base-side waves | Favor catching base-side waves |
| Zoned lane hold | Hold lane while zoned | Hold the lane longer while zoned |
| Lane farming | Prioritize lane farm | Favor lane farm |
| Defensive tools | Save defensive tools | Save defensive tools longer |
| Objective spells | Save spells around objectives | Hold spells longer around objectives |
Everything here is translated in all 15 app languages.
As always, feedback’s welcome, wherever you find me.
- Leavzou