2026-10-08 - MOBA Roster Rebalance
Roster Rebalance
Effective 8 October 2026 at 17:00 Paris time (CEST, UTC+2).
This MOBA balance patch adjusts 25 heroes in the 2D engine. I’m buffing 21 heroes and reducing the strength of Corsair, Councilor, Paragon and Volt.
Ability growth applies for each level after level 1. Health growth follows the game’s level curve. For abilities with repeated damage, pulse damage is the amount dealt by each hit. Listed damage refers to the figure shown in the ability card.
Buffs
Brewer
Why: Brewer needs more staying power when E brings them into a fight. Higher health, stronger damage and a larger W shield should help them follow through.
Changes:
- Q damage 87 to 94
- Q damage growth per level 35 to 38
- W damage 64 to 69
- W damage growth per level 29 to 31
- W shield 64 to 69
- W shield growth per level 23 to 25
- E damage 100 to 108
- E damage growth per level 41 to 44
- R damage 246 to 267
- R damage growth per level 128 to 139
- Base attack damage 76 to 82
- Health 699 to 728
- Health growth 119 to 124
Chronos
Why: Chronos needs stronger healing and shields to contribute more in team fights. W, E and R will offer more protection as levels increase.
Changes:
- Q damage 94 to 105
- Q damage growth per level 36 to 40
- W shield 116 to 129
- W shield growth per level 43 to 48
- E healing 108 to 121
- E healing growth per level 36 to 40
- E shield 66 to 74
- E shield growth per level 28 to 31
- R healing 261 to 291
- R healing growth per level 130 to 145
- Base attack damage 75 to 84
- Health 691 to 731
- Health growth 119 to 126
Dagger
Why: Committing to a close-range fight has been too punishing for Dagger. More health and damage should make those engagements more rewarding.
Changes:
- Q damage 74 to 85
- Q damage growth per level 32 to 37
- E damage 84 to 97
- E damage growth per level 37 to 43
- R damage 200 to 230
- R damage growth per level 105 to 121
- Base attack damage 67 to 77
- Health 611 to 657
- Health growth 111 to 119
Drowner
Why: Drowner needs more damage to bring enemies within finishing range. Q, E and the damage portion of R are getting stronger, alongside a health increase.
Changes:
- Q damage 70 to 76
- Q damage growth per level 30 to 33
- E damage 80 to 87
- E damage growth per level 35 to 38
- R damage 250 to 273
- R damage growth per level 100 to 109
- Base attack damage 64 to 70
- Health 595 to 622
- Health growth 108 to 113
Empress
Why: Empress is falling short after closing the distance. Higher damage and health should help turn an engage into a successful fight.
Changes:
- Q damage 70 to 76
- Q damage growth per level 30 to 33
- E damage 80 to 87
- E damage growth per level 35 to 38
- R damage 190 to 206
- R damage growth per level 100 to 109
- Base attack damage 64 to 69
- Health 595 to 620
- Health growth 108 to 113
Fencer
Why: Fencer needs more strength in prolonged close-range fights. Damage increases and larger W and R shields should help sustain those trades.
Changes:
- Q damage 64 to 70
- Q damage growth per level 27 to 30
- W damage 50 to 55
- W damage growth per level 23 to 25
- W shield 50 to 55
- W shield growth per level 23 to 25
- E damage 73 to 80
- E damage growth per level 27 to 30
- R damage 192 to 210
- R damage growth per level 100 to 110
- R shield 73 to 80
- R shield growth per level 37 to 41
- Base attack damage 58 to 64
- Health 607 to 636
- Health growth 103 to 108
Kunai
Why: Kunai needs a stronger payoff for committing to close-range attacks. More health and higher ability damage should make those fights less punishing.
Changes:
- Q damage 79 to 90
- Q damage growth per level 28 to 32
- W damage 68 to 77
- W damage growth per level 34 to 39
- E damage 91 to 103
- E damage growth per level 40 to 45
- R damage 136 to 155
- R damage growth per level 79 to 90
- Base attack damage 70 to 80
- Health 614 to 656
- Health growth 127 to 136
Leviathan
Why: Leviathan needs more staying power after entering a fight. Larger W and R shields, higher health and stronger damage should help in extended trades.
Changes:
- Q damage 57 to 62
- Q damage growth per level 25 to 27
- W damage 45 to 49
- W damage growth per level 20 to 22
- W shield 45 to 49
- W shield growth per level 20 to 22
- E damage 65 to 71
- E damage growth per level 25 to 27
- R damage 171 to 186
- R damage growth per level 89 to 97
- R shield 65 to 71
- R shield growth per level 32 to 35
- Base attack damage 52 to 57
- Health 573 to 599
- Health growth 98 to 102
Mantra
Why: Mantra needs to offer more protection in team fights. Healing and shield increases should keep allies fighting for longer, while Q gains damage.
Changes:
- Q damage 89 to 100
- Q damage growth per level 34 to 38
- W shield 110 to 124
- W shield growth per level 41 to 46
- E healing 103 to 116
- E healing growth per level 34 to 38
- E shield 62 to 70
- E shield growth per level 28 to 32
- R healing 246 to 277
- R healing growth per level 123 to 139
- Base attack damage 70 to 79
- Health 671 to 714
- Health growth 116 to 123
Paladin
Why: Paladin needs stronger trades on the front line. More Q healing, a larger W shield and higher damage should help with both surviving and finishing a fight.
Changes:
- Q damage 80 to 89
- Q damage growth per level 30 to 33
- Q healing 35 to 39
- Q healing growth per level 15 to 17
- W shield 85 to 94
- W shield growth per level 35 to 39
- E damage 70 to 78
- E damage growth per level 30 to 33
- R damage 175 to 194
- R damage growth per level 75 to 83
- Base attack damage 62 to 69
- Health 650 to 686
- Health growth 110 to 116
Pixie
Why: Pixie needs stronger support output as fights grow longer. Larger shields and more healing should make each cast contribute more to the team.
Changes:
- Q damage 89 to 100
- Q damage growth per level 34 to 38
- W shield 110 to 123
- W shield growth per level 41 to 46
- E healing 102 to 114
- E healing growth per level 34 to 38
- E shield 61 to 68
- E shield growth per level 28 to 31
- R healing 245 to 274
- R healing growth per level 123 to 138
- Base attack damage 72 to 81
- Health 669 to 709
- Health growth 114 to 121
Predator
Why: Predator needs more damage after closing the gap with E or R. Higher health should also give those commitments a better chance of succeeding.
Changes:
- Q damage 61 to 66
- Q damage growth per level 26 to 28
- W damage 52 to 56
- W damage growth per level 22 to 24
- E damage 69 to 74
- E damage growth per level 30 to 32
- R damage 165 to 178
- R damage growth per level 86 to 93
- Base attack damage 55 to 59
- Health 569 to 591
- Health growth 101 to 105
Protector
Why: Protector needs stronger healing and shielding to protect teammates through a fight. W and E are getting larger values, with more health and R damage as well.
Changes:
- W healing 89 to 99
- W healing growth per level 22 to 24
- E healing 28 to 31
- E healing growth per level 11 to 12
- E shield 89 to 99
- E shield growth per level 39 to 43
- R damage 166 to 184
- R damage growth per level 83 to 92
- Base attack damage 61 to 68
- Health 632 to 666
- Health growth 116 to 122
Riptide
Why: Riptide needs a stronger payoff for close-range engagements. More health and higher Q, E and R damage should help finish targets after going in.
Changes:
- Q damage 83 to 93
- Q damage growth per level 36 to 40
- E damage 95 to 106
- E damage growth per level 41 to 46
- R damage 225 to 252
- R damage growth per level 118 to 132
- Base attack damage 76 to 85
- Health 650 to 688
- Health growth 118 to 125
Seeker
Why: Seeker needs more pressure from landed shots. Higher Q and R damage, a stronger E hit and more health should help convert those hits into successful fights.
Changes:
- Q damage 76 to 85
- Q damage growth per level 27 to 30
- E damage 70 to 78
- E damage growth per level 27 to 30
- R damage 282 to 315
- R damage growth per level 85 to 95
- Base attack damage 64 to 72
- Health 625 to 662
- Health growth 107 to 113
Sniper
Why: Sniper needs more consistent damage from attacks and abilities. Q, W, E and R are getting stronger, with a small health increase to improve staying power.
Changes:
- Q damage 47 to 51
- Q damage growth per level 19 to 20
- W damage 58 to 62
- W damage growth per level 30 to 32
- E damage 47 to 51
- E damage growth per level 22 to 24
- R damage 180 to 194
- R damage growth per level 120 to 129
- Base attack damage 43 to 46
- Health 517 to 537
- Health growth 92 to 96
Symbiote
Why: Symbiote needs more damage when committing with E and following up with R. Higher health and stronger attacks should also improve close-range trades.
Changes:
- Q damage 77 to 83
- Q damage growth per level 28 to 30
- E damage 72 to 78
- E damage growth per level 28 to 30
- R damage 286 to 309
- Base attack damage 65 to 70
- Health 630 to 656
- Health growth 108 to 112
Torrent
Why: Torrent needs more support for sustained close-range fighting. Larger W and R shields and higher damage should help after committing with Q or E.
Changes:
- Q damage 78 to 84
- Q damage growth per level 33 to 35
- W damage 61 to 66
- W damage growth per level 28 to 30
- W shield 61 to 66
- W shield growth per level 28 to 30
- E damage 89 to 96
- E damage growth per level 33 to 35
- R damage 233 to 250
- R damage growth per level 122 to 131
- R shield 89 to 96
- R shield growth per level 44 to 47
- Base attack damage 71 to 76
- Health 669 to 694
- Health growth 114 to 118
Vixen
Why: Vixen needs stronger follow-up damage when landing abilities. More health and higher damage across Q, W, E and R should help turn those hits into kills.
Changes:
- Q damage 130 to 141
- Q damage growth per level 39 to 42
- W damage 78 to 85
- W damage growth per level 39 to 42
- E damage 78 to 85
- E damage growth per level 33 to 36
- R damage 104 to 113
- R damage growth per level 52 to 56
- Base attack damage 69 to 75
- Health 676 to 705
- Health growth 119 to 124
Widow
Why: Widow needs more damage to follow through after an E engage. Q, W and E are getting stronger, alongside health and attack damage increases.
Changes:
- Q damage 95 to 103
- Q damage growth per level 40 to 43
- W damage 82 to 89
- W damage growth per level 34 to 37
- E damage 109 to 118
- E damage growth per level 48 to 52
- Base attack damage 73 to 79
- Health 679 to 709
- Health growth 118 to 123
Zephyr
Why: Zephyr needs stronger healing and shields to keep allies in the fight. W, E and R are getting larger values, while Q gains damage.
Changes:
- Q damage 92 to 99
- Q damage growth per level 35 to 38
- W shield 113 to 121
- W shield growth per level 43 to 46
- E healing 107 to 115
- E healing growth per level 35 to 38
- E shield 64 to 69
- E shield growth per level 28 to 30
- R healing 255 to 274
- R healing growth per level 128 to 138
- Base attack damage 74 to 79
- Health 681 to 706
- Health growth 117 to 121
Nerfs
Corsair
Why: Corsair is winning too consistently. Lower damage, including the repeated hits from E and the R channel, should give opponents more room to survive.
Changes:
- Q damage 75 to 68
- Q damage growth per level 10 to 9
- E damage per pulse 20 to 18
- E damage growth per pulse per level 9 to 8
- E listed damage 80 to 73
- E listed damage growth per level 35 to 32
- R damage per pulse 45 to 41
- R damage growth per pulse per level 25 to 23
- Base attack damage 55 to 50
- Health 625 to 597
- Health growth 100 to 96
Councilor
Why: Councilor is applying too much pressure from range. Lower ability damage, including each W pulse, should make those fights more manageable for opponents.
Changes:
- Q damage 66 to 58
- Q damage growth per level 27 to 24
- W damage per pulse 16 to 14
- W damage growth per pulse per level 6 to 5
- W listed damage 61 to 53
- W listed damage growth per level 27 to 24
- E damage 57 to 50
- E damage growth per level 22 to 19
- R damage 211 to 184
- R damage growth per level 115 to 100
- Base attack damage 48 to 42
- Health 550 to 515
- Health growth 96 to 90
Paragon
Why: Paragon is too strong in ranged trades. Lower Q and E damage, weaker W pulses and reduced base stats should ease that pressure.
Changes:
- Q damage 75 to 68
- Q damage growth per level 30 to 27
- W damage per pulse 18 to 16
- W damage growth per pulse per level 7 to 6
- W listed damage 70 to 64
- W listed damage growth per level 30 to 27
- E damage 65 to 59
- E damage growth per level 25 to 23
- Base attack damage 54 to 49
- Health 585 to 558
- Health growth 102 to 97
Volt
Why: Volt is winning too consistently with ranged damage and repeated W hits. Lower damage and base stats should give opponents more room to contest fights.
Changes:
- Q damage 54 to 50
- Q damage growth per level 22 to 20
- W damage per pulse 14 to 13
- W listed damage 50 to 47
- W listed damage growth per level 22 to 20
- E damage 47 to 44
- E damage growth per level 18 to 17
- R damage 175 to 163
- R damage growth per level 95 to 88
- Base attack damage 40 to 37
- Health 502 to 485
- Health growth 87 to 84
- Leavzou