2026-08-24 - MOBA Roster Rebalance
MOBA Roster Rebalance
The 2D engine’s hero balance had drifted far enough that a few draft picks were deciding too many matches before tactics had room to matter.
Starting sides were still close to even, but individual heroes were nowhere near it. Engineer was winning more than four out of five mid-lane matches, and Sniper was above seven out of ten in the bot lane. At the other end, Vixen was winning roughly three out of ten mid-lane matches, while Chronos and Mantra were below one in four.
This update recalibrates 51 of the 72 currently available heroes. It keeps their roles, ranges, controls, cooldowns, and general identities intact while bringing their core numbers closer together.
⚖️ What changed
- Durability: Health and health growth were adjusted for every affected hero.
- Basic attacks: Base attack damage moved with each hero’s overall adjustment.
- Abilities: Direct damage, damage over time, persistent-area damage, healing, and shields were adjusted where they appear in a hero’s kit.
- Deployed units: Their health and damage now stay in proportion with the hero who creates them.
Movement, attack speed, control duration, ability range, resource costs, cooldowns, roles, and item stats are unchanged in this patch.
📖 Reading the numbers
Ability values are written as base value plus the amount gained per hero level. For example, 70 + 25 per level to 80 + 30 per level means both the starting value and its level growth changed. Values not listed for a hero are unchanged.
📈 Buffs
Automata
Why: Automata won 35.5% of recent mid-lane matches, leaving her well below the expected range.
Changes: Health 600 to 694; health growth 104 to 120 per level; attack damage 56 to 75; Q damage 60 + 35 per level to 80 + 47 per level; W shielding 50 + 30 per level to 66 + 40 per level; E damage 70 + 35 per level to 92 + 47 per level; R damage 200 + 100 per level to 265 + 133 per level.
Blight
Why: Blight won 44.3% of bot-lane matches, just below the expected range.
Changes: Health 585 to 630; health growth 102 to 110 per level; attack damage 55 to 63; Q damage 75 + 30 per level to 86 + 35 per level; W damage per tick 18 + 7 per level to 21 + 8 per level; W damage 70 + 30 per level to 81 + 35 per level; E damage 65 + 25 per level to 75 + 28 per level; R damage 240 + 130 per level to 278 + 151 per level.
Brewer
Why: Brewer won 37.5% in top, 37.8% in mid, and 42.6% in jungle. Every regular role needed help.
Changes: Health 645 to 699; health growth 110 to 119 per level; attack damage 65 to 76; Q damage 75 + 30 per level to 87 + 35 per level; W damage 55 + 25 per level to 64 + 29 per level; W shielding 55 + 20 per level to 64 + 23 per level; E damage 85 + 35 per level to 100 + 41 per level; R damage 210 + 110 per level to 246 + 128 per level.
Charmer
Why: Charmer won 42.5% of support matches, below the expected range.
Changes: Health 650 to 675; health growth 110 to 114 per level; attack damage 62 to 67; Q damage 70 + 30 per level to 75 + 32 per level; W shielding 90 + 35 per level to 97 + 38 per level; E damage per tick 16 + 6 per level to 17 + 6 per level; E damage 55 + 25 per level to 59 + 27 per level; R damage 180 + 90 per level to 194 + 97 per level.
Chronos
Why: Chronos won 24.1% in mid and 34.8% in support, among the weakest combined results in the roster.
Changes: Health 570 to 691; health growth 98 to 119 per level; attack damage 52 to 75; Q damage 65 + 25 per level to 94 + 36 per level; W shielding 80 + 30 per level to 116 + 43 per level; E healing 75 + 25 per level to 108 + 36 per level; E shielding 45 + 20 per level to 66 + 28 per level; R healing 180 + 90 per level to 261 + 130 per level.
Dagger
Why: Dagger won 44.7% of mid-lane matches, narrowly below the expected range, so the increase is deliberately small.
Changes: Health 595 to 611; health growth 108 to 111 per level; attack damage 64 to 67; Q damage 70 + 30 per level to 74 + 32 per level; E damage 80 + 35 per level to 84 + 37 per level; R damage 190 + 100 per level to 200 + 105 per level.
Dervish
Why: Dervish won 43.7% in top and 42.3% in jungle, leaving both roles below the expected range.
Changes: Health 635 to 658; health growth 108 to 112 per level; attack damage 64 to 69; Q damage 70 + 30 per level to 75 + 32 per level; W damage 55 + 25 per level to 59 + 27 per level; W shielding 55 + 25 per level to 59 + 27 per level; E damage 80 + 30 per level to 86 + 32 per level; R damage 210 + 110 per level to 225 + 118 per level; R shielding 80 + 40 per level to 86 + 43 per level.
Dredge
Why: Dredge was close to even in support at 45.1%, but fell to 40.1% in jungle. A moderate increase supports the weaker role without changing his control tools.
Changes: Health 680 to 723; health growth 110 to 117 per level; attack damage 60 to 67; Q damage 80 + 35 per level to 91 + 40 per level; W shielding 70 + 30 per level to 79 + 34 per level; E damage 65 + 30 per level to 74 + 34 per level; R damage 180 + 90 per level to 203 + 101 per level.
Driller
Why: Driller won 38.2% of top-lane matches and needed a broad improvement to both durability and output.
Changes: Health 650 to 748; health growth 110 to 127 per level; attack damage 62 to 81; Q damage 80 + 30 per level to 105 + 39 per level; Q healing 35 + 15 per level to 45 + 20 per level; W shielding 85 + 35 per level to 112 + 45 per level; E damage 70 + 30 per level to 92 + 39 per level; R damage 240 + 130 per level to 315 + 171 per level.
Equinox
Why: Equinox sat at the lower edge of the expected jungle range at 45.1%, so only a small increase was needed.
Changes: Health 600 to 624; health growth 103 to 107 per level; attack damage 59 to 64; Q damage 70 + 25 per level to 76 + 27 per level; W damage 55 + 25 per level to 59 + 27 per level; E damage 65 + 25 per level to 70 + 27 per level; R damage 260 + 140 per level to 281 + 151 per level.
Gambler
Why: Gambler won 29.0% in mid and 36.7% in support, making both roles consistently weak.
Changes: Health 585 to 640; health growth 102 to 112 per level; attack damage 54 to 64; Q damage 70 + 30 per level to 83 + 36 per level; W damage 60 + 25 per level to 71 + 30 per level; E damage 50 + 25 per level to 59 + 30 per level; R damage 100 + 50 per level to 119 + 59 per level.
Harvester
Why: Harvester won 44.0% of support matches, slightly below the expected range.
Changes: Health 580 to 597; health growth 105 to 108 per level; attack damage 55 to 58; Q damage 80 + 40 per level to 85 + 42 per level; W shielding 60 + 30 per level to 64 + 32 per level; E damage 70 + 35 per level to 74 + 37 per level; R damage 150 + 100 per level to 159 + 106 per level.
Havoc
Why: Havoc won 41.4% of bot-lane matches and lacked enough damage to convert her scaling into wins.
Changes: Health 600 to 659; health growth 103 to 113 per level; attack damage 60 to 73; Q damage 70 + 25 per level to 84 + 30 per level; W damage 55 + 25 per level to 66 + 30 per level; E damage 65 + 25 per level to 78 + 30 per level; R damage 260 + 140 per level to 312 + 168 per level.
Hellblade
Why: Hellblade won 38.6% of top-lane matches, so both his staying power and damage needed a substantial increase.
Changes: Health 650 to 744; health growth 114 to 130 per level; attack damage 60 to 78; Q damage 80 + 35 per level to 105 + 45 per level; E damage 60 + 30 per level to 78 + 40 per level; R damage 220 + 110 per level to 287 + 143 per level.
Illusionist
Why: Illusionist won 31.1% of mid-lane matches, one of the lowest results in the roster.
Changes: Health 565 to 658; health growth 100 to 117 per level; attack damage 54 to 73; Q damage 70 + 30 per level to 94 + 41 per level; E damage 80 + 35 per level to 108 + 47 per level; R damage 190 + 100 per level to 255 + 134 per level.
Juggler
Why: Juggler won 37.5% of bot-lane matches and needed one of the larger carry buffs in the patch.
Changes: Health 675 to 788; health growth 104 to 121 per level; attack damage 62 to 84; Q damage 45 + 20 per level to 61 + 28 per level; W damage 55 + 20 per level to 74 + 28 per level; E damage 75 + 30 per level to 101 + 41 per level; R damage 175 + 100 per level to 237 + 135 per level.
Kunai
Why: Kunai won 37.9% of mid-lane matches and was losing too much power across her full kit.
Changes: Health 575 to 614; health growth 119 to 127 per level; attack damage 62 to 70; Q damage 70 + 25 per level to 79 + 28 per level; W damage 60 + 30 per level to 68 + 34 per level; E damage 80 + 35 per level to 91 + 40 per level; R damage 120 + 70 per level to 136 + 79 per level.
Mantra
Why: Mantra won 24.8% in mid and 36.0% in support. Her damage and protective output were both too low.
Changes: Health 570 to 671; health growth 98 to 116 per level; attack damage 52 to 70; Q damage 65 + 25 per level to 89 + 34 per level; W shielding 80 + 30 per level to 110 + 41 per level; E healing 75 + 25 per level to 103 + 34 per level; E shielding 45 + 20 per level to 62 + 28 per level; R healing 180 + 90 per level to 246 + 123 per level.
Monk
Why: Monk won 44.7% of jungle matches, narrowly below the expected range, so his increase is small.
Changes: Health 645 to 662; health growth 110 to 113 per level; attack damage 65 to 69; Q damage 75 + 30 per level to 79 + 32 per level; W damage 55 + 25 per level to 58 + 26 per level; W healing 45 + 15 per level to 47 + 16 per level; E damage 75 + 30 per level to 79 + 32 per level; R damage 200 + 100 per level to 211 + 105 per level.
Monolith
Why: Monolith won 43.1% in jungle, while top and support sat near the lower edge of the expected range. The small increase helps jungle without changing his control.
Changes: Health 680 to 703; health growth 110 to 114 per level; attack damage 60 to 64; Q damage 70 + 30 per level to 75 + 33 per level; W shielding 90 + 35 per level to 97 + 38 per level; E damage per tick 16 + 6 per level to 17 + 6 per level; E damage 55 + 25 per level to 59 + 26 per level; R damage 180 + 90 per level to 192 + 97 per level.
Pembroke
Why: Pembroke won 37.5% in bot and 40.5% in mid, leaving both ranged roles below the expected range.
Changes: Health 585 to 637; health growth 102 to 111 per level; attack damage 54 to 64; Q damage 75 + 30 per level to 88 + 36 per level; W damage 60 + 25 per level to 70 + 29 per level; E damage 65 + 25 per level to 77 + 29 per level; R damage 240 + 130 per level to 284 + 153 per level.
Pixie
Why: Pixie won 34.4% in support and 27.9% in top. Both her survivability and supportive output needed major help.
Changes: Health 570 to 669; health growth 98 to 114 per level; attack damage 52 to 72; Q damage 65 + 25 per level to 89 + 34 per level; W shielding 80 + 30 per level to 110 + 41 per level; E healing 75 + 25 per level to 102 + 34 per level; E shielding 45 + 20 per level to 61 + 28 per level; R healing 180 + 90 per level to 245 + 123 per level.
Protector
Why: Protector won 39.8% of support matches. His healing and shielding were not compensating for his lower damage profile.
Changes: Health 600 to 632; health growth 110 to 116 per level; attack damage 55 to 61; W healing 80 + 20 per level to 89 + 22 per level; E healing 25 + 10 per level to 28 + 11 per level; E shielding 80 + 35 per level to 89 + 39 per level; R damage 150 + 75 per level to 166 + 83 per level.
Purifier
Why: Purifier won 39.3% of bot-lane matches and needed more damage throughout the match.
Changes: Health 600 to 646; health growth 103 to 111 per level; attack damage 59 to 69; Q damage 70 + 25 per level to 81 + 29 per level; E damage 65 + 25 per level to 75 + 29 per level; R damage 260 + 140 per level to 301 + 162 per level.
Riptide
Why: Riptide won 33.4% in mid and 34.0% in top, making both roles consistently weak.
Changes: Health 595 to 650; health growth 108 to 118 per level; attack damage 64 to 76; Q damage 70 + 30 per level to 83 + 36 per level; E damage 80 + 35 per level to 95 + 41 per level; R damage 190 + 100 per level to 225 + 118 per level.
Seeker
Why: Seeker won 39.8% in bot but 46.3% in mid. His regular kit needed help for bot, while his long-range R gained too much from solo-lane levels, so its level growth is reduced instead of increased.
Changes: Health 600 to 625; health growth 103 to 107 per level; attack damage 59 to 64; Q damage 70 + 25 per level to 76 + 27 per level; E damage 65 + 25 per level to 70 + 27 per level; R damage 260 + 120 per level to 282 + 85 per level.
Sludge
Why: Sludge won 43.3% of bot-lane matches, below the expected range.
Changes: Health 600 to 620; health growth 103 to 106 per level; attack damage 60 to 64; Q damage 70 + 25 per level to 75 + 27 per level; W damage 55 + 25 per level to 59 + 27 per level; E damage 65 + 25 per level to 69 + 27 per level; R damage 260 + 140 per level to 277 + 149 per level.
Smith
Why: Smith won 36.7% of top-lane matches and needed stronger frontline durability alongside more threat.
Changes: Health 660 to 738; health growth 109 to 122 per level; attack damage 69 to 86; Q damage 70 + 30 per level to 87 + 37 per level; W damage 80 + 35 per level to 99 + 44 per level; E damage 80 + 45 per level to 99 + 55 per level; R damage 125 + 75 per level to 156 + 94 per level.
Spark
Why: Spark won 39.9% of bot-lane matches and needed a broad damage increase.
Changes: Health 600 to 655; health growth 103 to 113 per level; attack damage 59 to 70; Q damage 70 + 25 per level to 84 + 30 per level; E damage 65 + 25 per level to 77 + 30 per level; R damage 260 + 140 per level to 309 + 166 per level.
Symbiote
Why: Symbiote won 38.7% in bot and 44.2% in mid. Her regular kit needed help, but her long-range R gained too much from solo-lane levels, so its level growth is reduced instead of increased.
Changes: Health 600 to 630; health growth 103 to 108 per level; attack damage 59 to 65; Q damage 70 + 25 per level to 77 + 28 per level; E damage 65 + 25 per level to 72 + 28 per level; R damage 260 + 140 per level to 286 + 100 per level.
Torrent
Why: Torrent won 39.8% of bot-lane matches. Both her damage and defensive output needed improvement.
Changes: Health 635 to 669; health growth 108 to 114 per level; attack damage 64 to 71; Q damage 70 + 30 per level to 78 + 33 per level; W damage 55 + 25 per level to 61 + 28 per level; W shielding 55 + 25 per level to 61 + 28 per level; E damage 80 + 30 per level to 89 + 33 per level; R damage 210 + 110 per level to 233 + 122 per level; R shielding 80 + 40 per level to 89 + 44 per level.
Treant
Why: Treant won 39.1% in jungle, 43.2% in top, and 43.9% in support. All three roles were below the expected range.
Changes: Health 650 to 675; health growth 110 to 114 per level; attack damage 62 to 67; Q damage 70 + 30 per level to 75 + 32 per level; W shielding 90 + 35 per level to 97 + 38 per level; E damage per tick 16 + 6 per level to 17 + 6 per level; E damage 55 + 25 per level to 59 + 27 per level; R damage 180 + 90 per level to 194 + 97 per level.
Vermin
Why: Vermin won 44.3% in bot and 45.9% in jungle. The bot role needed a small lift without pushing jungle too far.
Changes: Health 600 to 616; health growth 103 to 106 per level; attack damage 60 to 63; Q damage 70 + 25 per level to 74 + 26 per level; W damage 55 + 25 per level to 58 + 26 per level; E damage 65 + 25 per level to 68 + 26 per level; R damage 260 + 140 per level to 274 + 147 per level.
Vixen
Why: Vixen won 30.4% of mid-lane matches, one of the lowest results in the roster.
Changes: Health 590 to 676; health growth 104 to 119 per level; attack damage 53 to 69; Q damage 100 + 30 per level to 130 + 39 per level; W damage 60 + 30 per level to 78 + 39 per level; E damage 60 + 25 per level to 78 + 33 per level; R damage 80 + 40 per level to 104 + 52 per level.
Warper
Why: Warper won 34.5% of mid-lane matches and needed substantially more durability and damage.
Changes: Health 595 to 677; health growth 108 to 123 per level; attack damage 64 to 83; Q damage 70 + 30 per level to 90 + 39 per level; E damage 80 + 35 per level to 103 + 45 per level; R damage 190 + 100 per level to 244 + 129 per level.
Widow
Why: Widow won 32.7% of jungle matches, leaving her near the bottom of the role.
Changes: Health 580 to 679; health growth 100 to 118 per level; attack damage 54 to 73; Q damage 70 + 30 per level to 95 + 40 per level; W damage 60 + 25 per level to 82 + 34 per level; E damage 80 + 35 per level to 109 + 48 per level.
Witch
Why: Witch won 37.6% in mid and 41.0% in support. Her personal output and her summoned ally both needed improvement.
Changes: Health 585 to 617; health growth 102 to 108 per level; attack damage 54 to 60; Q damage 70 + 30 per level to 78 + 33 per level; W damage 75 + 30 per level to 83 + 33 per level; E damage 55 + 25 per level to 61 + 28 per level; R deployed-unit health 700 + 120 per level to 739 + 127 per level; R deployed-unit damage 70 + 15 per level to 78 + 17 per level.
Zephyr
Why: Zephyr won 34.7% of support matches. Her healing and shielding were too low to offset her limited direct damage.
Changes: Health 570 to 681; health growth 98 to 117 per level; attack damage 52 to 74; Q damage 65 + 25 per level to 92 + 35 per level; W shielding 80 + 30 per level to 113 + 43 per level; E healing 75 + 25 per level to 107 + 35 per level; E shielding 45 + 20 per level to 64 + 28 per level; R healing 180 + 90 per level to 255 + 128 per level.
📉 Nerfs
Councilor
Why: Councilor won 58.4% of mid-lane matches and was delivering too much safe damage.
Changes: Health 585 to 550; health growth 102 to 96 per level; attack damage 54 to 48; Q damage 75 + 30 per level to 66 + 27 per level; W damage per tick 18 + 7 per level to 16 + 6 per level; W damage 70 + 30 per level to 61 + 27 per level; E damage 65 + 25 per level to 57 + 22 per level; R damage 240 + 130 per level to 211 + 115 per level.
Engineer
Why: Engineer won 82.7% in mid, 68.2% in support, and 68.0% in top. His three persistent devices also carried far too much combined health and damage, so they receive the deepest targeted reduction in the patch.
Changes: Health 585 to 521; health growth 102 to 91 per level; attack damage 54 to 42; Q deployed-unit health 350 + 45 per level to 190 + 17 per level; Q deployed-unit damage 45 + 10 per level to 20 + 3 per level; W damage per tick 18 + 7 per level to 14 + 5 per level; W damage 70 + 30 per level to 55 + 23 per level; E damage 65 + 25 per level to 51 + 20 per level; R damage 240 + 130 per level to 187 + 101 per level.
Fencer
Why: Fencer won 59.0% of top-lane matches. Both her damage and defensive output were too reliable.
Changes: Health 635 to 607; health growth 108 to 103 per level; attack damage 64 to 58; Q damage 70 + 30 per level to 64 + 27 per level; W damage 55 + 25 per level to 50 + 23 per level; W shielding 55 + 25 per level to 50 + 23 per level; E damage 80 + 30 per level to 73 + 27 per level; R damage 210 + 110 per level to 192 + 100 per level; R shielding 80 + 40 per level to 73 + 37 per level.
Grappler
Why: Grappler won 58.8% of support matches. His control remains unchanged, so the reduction lands on durability and damage instead.
Changes: Health 650 to 622; health growth 110 to 105 per level; attack damage 62 to 57; Q damage 80 + 35 per level to 73 + 32 per level; W shielding 70 + 30 per level to 64 + 27 per level; E damage 65 + 30 per level to 59 + 27 per level; R damage 180 + 90 per level to 165 + 82 per level.
Inquisitor
Why: Inquisitor won 62.0% of bot-lane matches and had too much damage and survivability at the same time.
Changes: Health 635 to 598; health growth 108 to 102 per level; attack damage 64 to 57; Q damage 70 + 30 per level to 62 + 27 per level; W damage 55 + 25 per level to 49 + 22 per level; W shielding 55 + 25 per level to 49 + 22 per level; E damage 80 + 30 per level to 71 + 27 per level; R damage 210 + 110 per level to 186 + 97 per level; R shielding 80 + 40 per level to 71 + 35 per level.
Jester
Why: Jester won 57.2% of jungle matches. His own burst and the pressure from his deployed unit were both too high.
Changes: Health 610 to 565; health growth 108 to 100 per level; attack damage 64 to 55; Q damage 70 + 30 per level to 60 + 26 per level; W deployed-unit health 300 + 35 per level to 278 + 33 per level; W deployed-unit damage 50 + 10 per level to 43 + 8 per level; E damage 80 + 35 per level to 68 + 30 per level; R damage 190 + 100 per level to 163 + 85 per level.
Leviathan
Why: Leviathan won 57.2% of jungle matches and combined too much durability, damage, and shielding.
Changes: Health 635 to 573; health growth 108 to 98 per level; attack damage 64 to 52; Q damage 70 + 30 per level to 57 + 25 per level; W damage 55 + 25 per level to 45 + 20 per level; W shielding 55 + 25 per level to 45 + 20 per level; E damage 80 + 30 per level to 65 + 25 per level; R damage 210 + 110 per level to 171 + 89 per level; R shielding 80 + 40 per level to 65 + 32 per level.
Nomad
Why: Nomad won 60.2% in jungle and 58.6% in mid. Her ranged damage was too effective in both roles.
Changes: Health 585 to 537; health growth 102 to 93 per level; attack damage 54 to 45; Q damage 75 + 30 per level to 63 + 25 per level; W damage per tick 18 + 7 per level to 15 + 6 per level; W damage 70 + 30 per level to 59 + 25 per level; E damage 65 + 25 per level to 55 + 21 per level; R damage 240 + 130 per level to 202 + 109 per level.
Oculus
Why: Oculus won 65.9% in mid and 63.4% in support. His long-range damage was one of the strongest repeatable advantages in the roster.
Changes: Health 585 to 512; health growth 102 to 90 per level; attack damage 54 to 41; Q damage 75 + 30 per level to 57 + 23 per level; W damage per tick 18 + 7 per level to 14 + 5 per level; W damage 70 + 30 per level to 53 + 23 per level; E damage 65 + 25 per level to 49 + 19 per level; E damage per tick 18 + 7 per level to 14 + 5 per level; R damage 240 + 130 per level to 182 + 99 per level.
Predator
Why: Predator won 56.5% in jungle and 54.5% in top. The reduction targets jungle while leaving his movement and reach unchanged.
Changes: Health 610 to 569; health growth 108 to 101 per level; attack damage 64 to 55; Q damage 70 + 30 per level to 61 + 26 per level; W damage 60 + 25 per level to 52 + 22 per level; E damage 80 + 35 per level to 69 + 30 per level; R damage 190 + 100 per level to 165 + 86 per level.
Sniper
Why: Sniper won 71.8% of bot-lane matches. The roster’s longest basic-attack range, three damaging basic abilities, and an R that gained 200 damage per level made her output too safe and too consistent.
Changes: Health 600 to 517; health growth 107 to 92 per level; attack damage 60 to 43; Q damage 65 + 25 per level to 47 + 19 per level; W damage 80 + 40 per level to 58 + 30 per level; E damage 65 + 30 per level to 47 + 22 per level; R damage 300 + 200 per level to 180 + 120 per level.
Stellar
Why: Stellar won 63.7% in mid and 65.7% in support. Her safe damage stayed too high in both roles.
Changes: Health 585 to 530; health growth 102 to 93 per level; attack damage 54 to 44; Q damage 75 + 30 per level to 61 + 25 per level; W damage per tick 18 + 7 per level to 14 + 6 per level; W damage 70 + 30 per level to 57 + 25 per level; E damage 65 + 25 per level to 53 + 20 per level; R damage 240 + 130 per level to 196 + 107 per level.
Volt
Why: Volt won 69.3% in top and 65.5% in support. His ranged pressure and level scaling were too strong in both roles.
Changes: Health 585 to 502; health growth 102 to 87 per level; attack damage 54 to 40; Q damage 75 + 30 per level to 54 + 22 per level; W damage per tick 18 + 7 per level to 14 + 5 per level; W damage 70 + 30 per level to 50 + 22 per level; E damage 65 + 25 per level to 47 + 18 per level; R damage 240 + 130 per level to 175 + 95 per level.
- Leavzou