Moira by Nima Nightmare

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Moira

By: Nima Nightmare
Last Updated: May 13, 2026
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Moira

Minister of Genetics

This concept has been reworked from the ground up. For the previous iteration (Jan 2021), see here.
(The old concept was severely lacking in gameplay depth and was borderline broken on many places)



Equal parts brilliant and controversial, scientist Moira O'Deorain is on the cutting edge of genetic engineering, searching for a way to rewrite the fundamental building blocks of life. Though O'Deorain will go to any lengths to make scientific breakthroughs, her work is still unknown to most of the world. But now that she has been freed from all constraints, it is only a matter of time before everything changes.

Strengths:

  • On-command hybrid playstyle, favoring either healing or damage whilst synergizing with one another
  • Great mobility
  • Excellent AoE sustained healing
  • Not Mana dependent
  • Great self-sustain
  • Outstanding AoE cleanse via Rigorous Testing (Give)



Weaknesses:

  • Low kill power
  • No burst healing outside of talents
  • Requires high APM in team fights due to Give and Take forms being mutually exclusive
  • Has no abilities that can be targeted directly on a unit
  • No non-raw healing utility outside of talents
  • No crowd control outside of Rigorous Testing (Take) and certain talents
  • Relatively poor waveclear

Stats:


Health: 1500
Health Regen: 3.4 per second
Attack Damage: 21
Attack Speed: 4 per second
Attack Range: 5.5
Biotic Energy: 100

Combat Trait

1
Give or Take
Activate to switch Moira's Abilities from Give to Take form and vice versa. Give Abilities cost Biotic Energy and heal, while Take Abilities are free and restore Biotic Energy based on 25% of the damage dealt when they deal damage to enemy Heroes.

Additionally, Biotic Energy is restored by 5 per second while basic attacking non-Heroes and 10 per second while Basic Attacking enemy heroes.

Passive: Basic attacks heal Moira for 18 (+4% per level) Health per attack when damaging non-Structures.

Cooldown: 4 seconds

Primary Abilities

1
Biotic Grasp (Give)
Use your Biotic Energy to channel a beam that heals allied heroes in the target direction for 23 (+4% per level) Health every 0.25 seconds. They will also be healed by 53 (+4% per level) Health over 5 seconds after being healed with Biotic Grasp (Give) for 3 consecutive seconds.

While channeling, you can move, and the direction of the beam changes by reactivating the ability.

The channel ends by running out of Biotic Energy, getting Stunned or Silenced or by pressing your Trait hotkey.

Cooldown: 3 seconds
Biotic Energy: 10 per second

Range: 6
Radius: 6
Arc: 45 degrees

Reactivate the ability to cancel channeling.
Does not share cooldowns with Biotic Grasp (Take).
The lingering healing does not stack on itself.
2
Biotic Grasp (Take)
Activate to empower Basic Attacks for 4 seconds, increasing its damage by 25% and the Biotic Energy restoration from Basic Attacks by 50%.

When Biotic Grasp (Take) expires, an explosion occurs around Moira, dealing 25% of the damage dealt to enemy Heroes with Biotic Grasp (Take) as damage to nearby enemy Heroes over 4 seconds.

Cooldown: 12 seconds

Radius: 6

Replaces Biotic Grasp (Give) on the UI when in Take form.
Does not share cooldowns with Biotic Grasp (Give).
3
Biotic Orb (Give)
Launch an orb that heals allied Heroes near it for 33 (+4% per level) Health every 0.25 seconds. The orb will deplete after healing for a total 528 (+4% per level) Health. The orb lasts 4 seconds.

Cooldown: 15 seconds
Biotic Energy: 50

Missile Speed: 20
Orb Radius: 2.5

The orb bounces off of impassable terrain.
The orb's travel speed gets reduced by 70% whenever it comes in contact with at least one hero and gets reverted back to its original speed when it's no longer near any heroes.
4
Biotic Orb (Take)
Launch an orb that deals 29 (+4% per level) to enemy Heroes every 0.25 seconds. The orb will deplete after dealing a total of 464 (+4% per level) damage. The orb lasts 4 seconds.

Cooldown: 15 seconds

Missile Speed: 20
Orb Radius: 2.5

Replaces Biotic Orb (Give) on the UI when in Take form.
The orb bounces off of terrain.
Shares cooldowns with Biotic Orb (Give).
The orb's travel speed gets reduced by 70% whenever it comes in contact with at least one hero and gets reverted back to its original speed when it's no longer near any heroes.
5
Fade
Target an area, then vanish, entering Stasis for 0.8 seconds, and teleporting to that area when it ends.

Cooldown: 12 seconds

Cast Range: 8

The stasis lasts until Moira has teleported.
This ability is unchanged between Give and Take forms

Heroic Abilities

1
Coalescence
Channel a large beam that heals you and your allied heroes for 45 (+4% per level) health and damages enemies for 28 (+4% per level) damage every 0.25 seconds. Deals 50% less damage to Structures. Reactivate the ability at the target direction to change its direction. Lasts 4 seconds.

Cooldown: 70 seconds
Biotic Energy: 70

Height: 15
Width: 1.5

While channeling, you can move.
This ability is unchanged between Give and Take forms.
During Coalescence, you cannot use your basic abilities.

2
Rigorous Testing
Rigorous Testing (Give)

Instantly remove all disabling and damage overtime effects from nearby allied Heroes. After 4 seconds, affected allies heal for 25% of the damage they took over this period.

Cooldown: 60 seconds
Biotic Energy: 60

Radius: 6

Rigorous Testing (Take)

After 1 second, fire a missile at the target location. Upon impact, all enemy Heroes in that area take 40 (+4% per level) damage, and an additional 190 (+4% per level) damage over 4 seconds. Heroes hit are Slowed by 40%, increasing rapidly up to 80%, after which they get Rooted for 2 seconds.

Cooldown: 60 seconds

Radius: 3
Cast Range: 10
Missile Speed: 15

Both versions share cooldown with each other.
The healing from Rigorous Testing (Give) applies after 4 seconds has passed (akin to Dehaka's Adaptation), meaning affected allies can still die under its effects.

Level 1 Talents

Empowered Cells (Q)
Increase the duration of Regeneration Globes on Moira by 100%. While Moira is being healed by a Regeneration Globe, the bonus healing of Biotic Grasp (Give) is increased by 30 (+4% per level).

Biology's Habits (Q)
While Biotic Grasp (Take) is active, Basic Attacking enemy Heroes increases Moira's Attack Damage 5% and reduces the damaged Hero's Attack Damage by 5%. Lasts 2 seconds.

These effects stack up to 5 times per enemy Hero and Basic Attacking an enemy Hero refreshes the duration of the increased damage (not the reduced damage).

Passive: Gain 0.5 Attack Range. This is increased by an additional 1 Attack Range when Biotic Grasp (Take) is active.

Touch from Afar (W)
While above 75% Biotic Energy, the next cast of Biotic Orb has 30% increased radius. If a Biotic Orb (Give) is fully depleted via healing allies, refund 50 Biotic Energy.

Level 4 Talents

Probiotic Orbs (W)
Biotic Orb (Give) grants allied heroes 5 Spell Armor for each Orb tick they get healed, up to 30 Spell Armor from a single Biotic Orb (Give). Lasts 4 seconds.

Biotic Orb (Take) causes Heroes to have their Armor reduced by 10 for 3 seconds if they take damage from it 8 times.

Unstable Experiment (E)
Upon arrival with Fade, deal 120 (+4% per level) damage to nearby enemy Heroes and reduces their Attack Speed by 50% for 1 second.

Radius: 6

Sacrifices For Science (Passive)
Passive: Gain 25% increased maximum Health.

Upon dying, nearby allied Heroes are healed for 390 (+4% per level) and nearby enemy Heroes take 280 (+4% per level) damage. Moira's death timer is reduced by 15% per each Hero affected.

Radius: 6

Level 7 Talents

Extended Reach (Q)
Biotic Grasp (Give) has 30% increased range and its healing is increased by 50% on allies below 30% Health.

Orb-bardment (W)
Upon expiration or depletion, Biotic Orb (Give) heals allied Heroes near it for 130 (+4% per level) Health while expiring or depleting a Biotic Orb (Take) instantly deals 96 (+4% per level) damage to enemy Heroes near it.

Radius: 6

Shade (E)
Increase Fade’s cooldown by 3 seconds, but it gains 30% increased range and now leaves behind a Shade for 3 seconds at the location where Moira teleported from. While this Shade is active, Fade can be reactivated for Moira to teleport back to the Shade’s location and destroy the Shade.

Level 13 Talents

Voidhoppers (E)
Upon arrival with Fade, nearby allied Heroes gain 25% Movement Speed and Evade enemy Basic Attacks for 2 seconds.

Radius: 6

Necrotic Orb (Active)
Throw an orb at the targeted direction. Upon contact with an enemy Hero or upon expiration, it explodes, dealing 50 (+4% per level) damage to all enemy Heroes near it and reducing their Spell Power by 15% per each enemy Hero affected. Lasts 4 seconds.

Cooldown: 50 seconds

Radius: 2.5
Missile Speed: 15
Max Range: 8

Cellular Renewal (Active)
Activate to instantly restore 100 Biotic Energy.
Repeatable Quest Every 10000 Health healed increases Moira's maximum Biotic Energy capacity and the Biotic Energy restored via Cellular Renewal by 10.

Cooldown: 60 seconds

Level 16 Talents

New Methodology (Q)
Biotic Grasp (Give) costs 5 less Biotic Energy per second. Healing allies with Biotic Grasp (Give) reduces the cooldown of Biotic Orb by 0.0625 seconds with every tick of healing it deals.

Cytoplasmatic Shackles (Q)
Basic Attacks Slow enemies by 30% for 1 second. While Biotic Grasp (Take) is active, Basic Attacks chain to enemies nearby the primary target.

Search Radius: 3

Optimal Overflow (W)
Biotic Orb (Give)’s healing and Biotic Orb (Take)’s damage are increased by 150% if they affect 2 or less Heroes. These effects do not cause Biotic Orb to deplete faster.

Level 20 Talents

Hyperphosphorylation (Heroic R)
Coalescence has 30 seconds reduced cooldown and can now be affected by Moira's Give and Take forms, allowing it to focus purely on healing or damaging with 50% increased effectiveness in either field. Can be toggled on and off.

Passive: While Coalescene is active, Give or Take’s cooldown is reduced to 1 second and it can also be used during Coalescene.

Undreamed Potential (Heroic R)
Rigorous Testing (Give) grants Unstoppable for 1 second, and 25% of the damage the affected allies deal to enemy Heroes now also contributes to the healing received for the duration.

Rigorous Testing (Take)’s Root also Silences enemy Heroes for 2 seconds, increased to 4 seconds if only one Hero is affected.

Desperate Breakthrough (Q)
Biotic Grasp (Give) can be used even when Moira is out of Biotic Energy, but it drains 6% of Moira's maximum Health with each second of usage when out of Biotic Energy. This cannot be used while below 10% Health.

Biotic Grasp (Take)'s duration is increased by 0.5 seconds when Moira is Basic Attacking an enemy Hero while it is active.

Passive: Increase Biotic Grasp (Give)’s healing by 25% and Biotic Grasp (Take)’s damage increase by 50%.

Cross-orbal (W):
Upon a full depletion, a new Biotic Orb is cast from the location of the last Hero it was in contact with and flies towards the nearest Hero depending on the type of Orb.

Fade to Black (E)
After using Fade, gain Stealth for 6 seconds and regenerate up to 60 Biotic Energy while it is active. Moira is Unrevealable for the first 0.5 seconds of the Stealth, and remaining stationary for 1.5 seconds makes Moira Invisible

Changelog

13/05/2026


Abilities

  • Description fixes.

Biotic Orb (Both Forms)

  • Radius increased from 2 to 2.5.

Talents

  • Description fixes.

Level 13


Necrotic Orb

  • Radius reduced from 6 to 2.5 (same as Biotic Orb).

Level 20


Desperate Breakthrough

  • Biotic Grasp (Give) cannot be used without Biotic Energy if Moira's Health is below 10%.


11/05/2026


General


  • Attack Damage reduced from 34 to 21.

Abilities

  • Biotic Grasp (Take) and Biotic Orb (Take) have been moved to Primary Abilities. They still replace their Give counterparts when in Take form (purely a clarity change).
  • All abilities have their property descriptions added (cast range, radius, missile speeds, etc.).
  • Take Abilities restore Biotic Energy based on 25% of the damage dealt to enemy Heroes.

Trait: Give or Take (D)

  • Self-healing per Basic Attack reduced from 29 to 18.

Biotic Grasp (Give)

  • The lingering healing applies after an ally is healed by the ability for 3 consecutive seconds.
  • Targeting changed. Instead of mouse cursor, reactivating the ability changes its direction and pressing the Trait hotkey deactivates the ability.

Coalescence

  • Now costs 70 Biotic Energy.

Rigorous Testing (Give)

  • Description fixed.
  • Damage to healing conversion reduced from 50% to 25%.

Talents


Level 4


Unstable Experiment

  • No longer damages Moira.

Level 7


Shade

  • Shade duration reduced from 5 to 3 seconds.

Level 13


Cellular Renewal

  • Scaling changed from 50 increase in Biotic Energy capacity per 1000 healing dealt to 10 increase per 10000 healing dealt.

Level 20


Desperate Breakthrough

  • Clarified that the self-damage doesn't kill Moira.

08/05/2026


General


  • Health Regen increased from 3 to 3.4 per second.
  • Attack Damage reduced from 45 to 34.
  • Attack Range increased from 5 to 5.5.

Abilities


Trait: Biotic Energy (D)

  • Removed as a standalone ability.
  • Maximum amount reduced from 200 to 100.
  • No longer passively recharges per second.
  • Self healing from Basic Attacks is now a flat 29 (+4% per level) instead of being equal to the amount of damage dealt.

Trait: Give or Take (D) (NEW)

  • Activate to switch Moira's Abilities from Give to Take form and vice versa. Give Abilities cost Biotic Energy and heal, while Take Abilities are free and restore Biotic Energy when they deal damage to enemy Heroes.
  • Cooldown: 4 seconds.

Biotic Grasp (Q)

  • Renamed to Biotic Grasp (Give).
  • Healing amount changed from 100 per second to 23 every 0.25 seconds.
  • Lingering healing reduced from 80 to 53 over 5 seconds.
  • Cost changed from 20 to 10 Biotic Energy per second.
  • Cooldown increased from 1 to 3 seconds.

Biotic Grasp (Take) (Q) (NEW)

  • Activate to empower Basic Attacks for 4 seconds, increasing its damage by 25% and the Biotic Energy restoration from Basic Attacks by 50%.
  • When Biotic Grasp (Take) expires, an explosion occurs around Moira, dealing 25% of the damage dealt to enemy Heroes with Biotic Grasp (Take) as damage to nearby enemy Heroes over 4 seconds.
  • Cooldown: 12 seconds

Biotic Orb (W)

  • Coherently split into distinct Give and Take versions.
  • Give healing changed from 185 per second to 33 every 0.25 seconds.
  • Maximum healing capacity reduced from 1100 to 528.
  • Take damage changed from 120 per second to 29 every 0.25 seconds.
  • Maximum damage capacity reduced from 720 to 464.
  • The Orb's radius no longer decreases after healing or dealing damage.
  • The Orb's movement speed is reduced by 70% when affecting a Hero and reverts back when no more targets are being affected.

Fade (E)

  • Cooldown increased from 9 to 12 seconds.

Coalescence (R)

  • Healing changed from 320 per second to 45 every 0.25 seconds.
  • Damage changed from 250 per second to 28 every 0.25 seconds.
  • Duration reduced from 6 to 4 seconds.
  • Now deals 50% less damage to Structures.

Biotic Bind (R)

  • Removed.

Rigorous Testing (R) (NEW)

  • Rigorous Testing (Give)
  • Instantly cleanse all nearby allied Heroes of all disabling and damage overtime effects. Affected allies heal for 50% of the damage they take within the next 4 seconds.
  • Cooldown: 60 seconds
  • Biotic Energy: 60
  • Rigorous Testing (Take)
  • After 1 second, fire a missile at the target location. Upon impact, all enemy Heroes in that area take 40 (+4% per level) damage, and an additional 190 (+4% per level) damage over 4 seconds. Heroes hit are Slowed by 40%, increasing rapidly up to 80%, after which they get Rooted for 2 seconds.
  • Cooldown: 60 seconds

Talents


Level 1


Biotic Generations (ADJUSTED)

  • Renamed to Empowered Cells.
  • No longer has a Quest (the old version didn't really feel like a Quest to begin with).
  • No longer empowers Biotic Grasp (Give)'s base healing.
  • Increases Biotic Grasp (Give)'s lingering healing when collecting a Regen Globe.
  • Now also increases the duration of Regen Globes on Moira.

Science Will Reveal The Truth (REWORKED)

  • Renamed to Biology's Habits.
  • Attack Range increase reduced from 1 to 0.5.
  • No longer causes Basic Attacks to reveal.
  • Added Functionality: While Biotic Grasp (Take) is active, gain 1 Attack Range, and cause Basic Attacking enemy Heroes to steal 5% of their Attack Damage for 2 seconds. Stacks up to 5 times per enemy Hero and Basic Attacking an enemy Hero refreshes the duration of the increased damage (not the reduced damage).

Touch From Afar (REWORKED)

  • No longer increases Biotic Orb's projectile speed.
  • No longer increases Biotic Orb's duration based on Biotic Energy amount.
  • Reworked Functionality: While above 75% Biotic Energy, the next cast of Biotic Orb has 30% increased radius. If a Biotic Orb (Give) is fully depleted via healing allies, refund 50 Biotic Energy.

Level 4


Unstable Experiment (ADJUSTED)

  • Fade damage reduced from 160 to 120.
  • No longer roots damaged enemy Heroes.
  • New Functionality: Damaged enemy Heroes have their Attack Speed reduced by 50% for 1 second.

Sacrifices For Science (ADJUSTED)

  • Damage and healing on death is no longer based on the damage Moira took prior to dying.
  • Damage is now a flat 280.
  • Healing is now a flat 390.
  • Added Functionality: Moira's death timer is reduced by 15% per each Hero affected.
  • Added Functionality: Passively increases Moira's maximum Health by 25%.

Probiotic Orbs (NEW)


  • Biotic Orb (Give) grants allied heroes 5 Spell Armor for each Orb tick they get healed, up to 30 Spell Armor from a single Biotic Orb (Give). Lasts 4 seconds.
  • Biotic Orb (Take) causes Heroes to have their Armor reduced by 10 for 3 seconds if they take damage from it 8 times.

Level 7


Healing Stream (ADJUSTED)

  • Renamed to Extended Reach.
  • Range increase of Biotic Grasp (Give) has been reduced from 40% to 30%.
  • No longer causes Biotic Grasp (Give) to increase allies' Movement Speeds.
  • Reworked Functionality: Increases Biotic Grasp (Give)'s healing on allied Heroes below 30% by 50%.

Shade (REWORKED)

  • No longer decreases Fade's cooldown.
  • No longer decreases Fade's duration.
  • Now passively increases Fade's cooldown by 3 seconds.
  • Added Functionality: Using Fade creates a Shade for 5 seconds at the location where Moira teleported from. While this Shade is active, Fade can be reactivated for Moira to teleport back to the Shade’s location and destroy the Shade.

Bombard Orbs (Moved from level 4) (ADJUSTED)

  • Renamed to Orb-bardment.
  • No longer has a Quest.
  • No longer increases Biotic Orb's healing or damage.
  • Expiration healing reduced from 600 to 130.
  • Expiration damage reduced from 300 to 96.

Level 13


Quick Generation (ADJUSTED)

  • Renamed to Cellular Renewal.
  • Cooldown increased from 50 to 60 seconds.
  • Restored Biotic Energy amount changed from 200 to 100.
  • Added Quest: Every 1000 Health healed increases Moira's maximum Biotic Energy capacity and the Biotic Energy restored via Cellular Renewal by 50.

Voidhoppers (NEW)

  • Upon arrival at the target location using Fade, allied Heroes near that location gain 25% Movement Speed and Evasion for 2 seconds, causing incoming Basic Attacks to miss.

Necrotic Orb (NEW)

  • Throw an orb at the targeted direction. Upon contact with an enemy Hero or upon expiration, it explodes, dealing 50 (+4% per level) damage to all enemy Heroes near it and reducing their Spell Power by 15% per each enemy Hero affected. Lasts 4 seconds. Ignores non-Heroes.
  • Cooldown: 50 seconds

Level 16


Biotic Chain (REWORKED)

  • Combined with Chilling Grasp (from level 7) into Cytoplasmatic Shackles.
  • Now requires Biotic Grasp (Take) to be active for Basic Attacks to chain to enemies nearby the target.
  • Slow amount from Basic Attacks reduced from 35% to 30%.
  • Slow duration increased from 0.25 seconds to 1 second.

New Methodology (NEW)

  • Biotic Grasp (Give) costs 5 less Biotic Energy per second.
  • Healing allies with Biotic Grasp (Give) reduces the cooldown of Biotic Orb by 0.0625 seconds with every tick of healing it deals.

Optimal Overflow (NEW)

  • Biotic Orb (Give)’s healing and Biotic Orb (Take)’s damage are increased by 150% if they affect 2 or less Heroes. These effects do not cause Biotic Orb to deplete faster.

Level 13


Surrender to My Will! (REWORKED)

  • Renamed to Hyperphosphorylation.
  • No longer grants Unstoppable.
  • No longer increases Moira's Movement Speed.
  • No longer increases Coalescence's healing per each Hero in its path.
  • Added Functionality: Coalescence has 30 seconds reduced cooldown and can now be affected by Moira's Give and Take forms, allowing it to focus purely on healing or damaging with 50% increased effectiveness in either field. Can be toggled on and off.
  • Added Functionality: While Coalescene is active, Give or Take’s cooldown is reduced to 1 second and it can also be used during Coalescene.

Fade to Black (ADJUSTED)

  • No longer increases Moira's Movement Speed during Stealth.
  • Added Functionality: While Stealthed, Moira regenerates up to 60 Biotic Energy.

Undreamed Potential (NEW)

  • Rigorous Testing (Give) grants Unstoppable for 1.5 seconds, and 25% of the allied damage dealt now also contributes to the healing received for the duration.
  • Rigorous Testing (Take)’s Root also Silences enemy Heroes for 2 seconds, increased to 4 seconds if only one Hero is affected.

Desperate Breakthrough (NEW)

  • Biotic Grasp (Give) can be used even when Moira is out of Biotic Energy, but it drains 6% of Moira's maximum Health with each second of usage when out of Biotic Energy.
  • Biotic Grasp (Take)'s duration is increased by 0.5 seconds when Moira is Basic Attacking an enemy Hero while it is active.
  • Passive: Increase Biotic Grasp (Give)’s healing by 25% and Biotic Grasp (Take)’s damage increase by 50%.

Cross-orbal (NEW)

  • Upon a full depletion, a new Biotic Orb is cast from the location of the last Hero it was in contact with and flies towards the nearest Hero depending on the type of Orb.

Removed Talents

  • Brake Fade (Level 4)
  • Shadow Experiment (Level 13)
  • Cleansing Fade (Level 13)
  • Biotic Aura (Level 16)
  • Protector's Talons (Level 16)
  • Nothing Escapes the Pull of Science! (Level 20)
  • Lack of Ethics (Level 20)

14/09/2018

  • Created.

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SMILE (1) | May 11, 2026 10:25am
Overall, this concept is decent. However, most of the numbers are off the rails.

>Basic Attacks
1)If I am reading this correctly, her Basic Attacks heal for 116 per second at Level 0, which is impossible to overwhelm without CC. She would dominate every duel.
2)She has more DPS than most Ranged Assassins. This is not okay.

>Biotic Grasp (Give)
1)Making it heal allies after it ends makes it look like you should spam it off cooldown. I suggest removing this part and slightly increasing the healing, or making it only activate after the target has been healed by Q for a few consecutive seconds.
2)Making the beam change its direction with your cursor is clunky. You would be unable to go backwards without losing healing. It should work like D.Va's [Defense Matrix], where pressing the button again changes the direction and pressing the Trait/D button cancels it.
3)It is impossible to evaluate how good this Ability is without knowing its range and radius.

>Biotic Orb (Give)
1)"Launch an orb that heals you and allied Heroes for 33 (+4% per level) health every 0.25 seconds every 0.25 seconds to enemy heroes" does not look intentional.
2)It is strange to mention that it goes to 70% of its speed while healing without showing its actual speed. It would also help to add its radius.

>Fade
The description is vague. I cannot tell if it works like Fenix's [Warp] or Tassadar's [Shadow Walk].

>Biotic Grasp (Take)
1)This Ability could have probably been fine without the absurd damage and healing on her Basic Attacks.
2)Does the explosion restore Biotic Energy? If yes, by what percentage of damage?

>Biotic Orb (Take)
1)Just like its (Give) version, the description lacks information. It is especially important for this one, as its damage is quite noticeable. I suggest adding all the numbers, like speed, radius, range, etc. to the (Give) version so that you can that the (Take) version shares those properties with the (Give) version.
2)What percentage of its damage is converted into Biotic Energy?
|
Before I get to her Heroic Abilities, I would like to know why you did not just add the (Take) forms of Biotic Grasp and Biotic Orb to the Primary Abilities, right below their respective counterparts. It would have made the concept much easier to read.
|
>Coalescence
This one REALLY needs the width and range numbers. It can go from situational to overtuned depending on how safe it is to use.

>Rigorous Testing (Give)
1)This is, unfortunately, beyond broken. Even without knowing the radius, it is a full cleanse that gives basically 50 Armor that can stack with other sources of Armor, and it cannot even be interrupted.
2)Upon reading again, I realised that it heals AFTER 4 seconds have passed, which makes me question why the description does not match the actual effect. It should say something like this:
"Instantly remove all damage over time and disabling effects from nearby allied Heroes. After 4 seconds, affected allies heal for 50% of the damage they took over this period."
3)The point still stands. It is almost impossible to play around.

>Rigorous Testing (Take)
1)This sounds like a much better version of Mephisto's [Durance of Hate].
2)Again, the lack of information on its size and speed makes it difficult to evaluate, and with enough area can be extremely strong due to how much CC it provides.

>Biology's Habits
I am not sure how anyone is supposed to play against this. It will be impossible to punish her.

>Touch from Afar
This effect is impossible to evaluate due to the lack of info on its radius.

>Unstable Experiment
I do not see why this needs to damage you. It does not synergize with anything, the damage is miniscule, and it overall feels out of place.

>Sacrifices For Science
This is bad design. It has been proven many times why talents that reward you for dying do not lead to anything good.

>Extended Reach
Same problem as with [Touch from Afar].

>Shade
I do not think it is a good idea to give Moira a stronger version of Zeratul's [Wormhole].

>Necrotic Orb
1)No need to say that it ignores non-Heroes when the description already mentions that it can only damage Heroes.
2)This one needs an extended description too.

>Cellular Renewal
This is the most overpowered effect in this concept. It is incredibly easy to stack to an absurd degree.

>Cytoplasmatic Shackles
What is the chain radius?

>Desperate Breakthrough
This one cannot kill you... right?

>Cross-orbal
Is it supposed to be infinite?

>Fade to Black
I do not think Stealth fits her kit. It is also really weak compared to her other Level 20 talents.
1
[-]
Nima Nightmare (2) | May 11, 2026 5:51pm
Hello! Thank you for the feedback ^^

I've updated all abilities and talents that require property descriptions (range, radius, etc.). Hope this clarifies them more now.

I've integrated the Biotic Grasp (Give) changes as they indeed sounded more balanced than what it initially was.

To clarify some parts:

Quoted:
>Biotic Grasp (Take)
1)This Ability could have probably been fine without the absurd damage and healing on her Basic Attacks.
2)Does the explosion restore Biotic Energy? If yes, by what percentage of damage?

Yeah the explosion also restores Biotic Energy. 25% of the damage dealt (as with all Take abilities).

Quoted:
>Biotic Orb (Give)
1)"Launch an orb that heals you and allied Heroes for 33 (+4% per level) health every 0.25 seconds every 0.25 seconds to enemy heroes" does not look intentional.

A leftover of the old version of the concept where both versions of Biotic Orb were in the same ability description. Thanks for pointing it out ^^

Quoted:
>Biotic Orb (Take)
1)Just like its (Give) version, the description lacks information. It is especially important for this one, as its damage is quite noticeable. I suggest adding all the numbers, like speed, radius, range, etc. to the (Give) version so that you can that the (Take) version shares those properties with the (Give) version.
2)What percentage of its damage is converted into Biotic Energy?

I added in the trait description that 25% of the damage dealt to Heroes with Take abilities are converted to Biotic Energy. I was initially hesitant because I didn't know how this would look in the actual game, but I think 25% is sufficient.

Quoted:
>Fade
The description is vague. I cannot tell if it works like Fenix's [Warp] or Tassadar's [Shadow Walk].

Yeah it's supposed to work like Fenix's Warp. I updated the description (I personally felt like having it work like it does in Overwatch would've been too clunky, hence this version).

Quoted:
Before I get to her Heroic Abilities, I would like to know why you did not just add the (Take) forms of Biotic Grasp and Biotic Orb to the Primary Abilities, right below their respective counterparts. It would have made the concept much easier to read.

I added them there to make the whole thing look less cluttered, but now that you mentioned it, secondary abilities are likely for active abilities above the ability UI. I moved them to be below their Give counterparts.

Quoted:
>Rigorous Testing (Give)
1)This is, unfortunately, beyond broken. Even without knowing the radius, it is a full cleanse that gives basically 50 Armor that can stack with other sources of Armor, and it cannot even be interrupted.
2)Upon reading again, I realised that it heals AFTER 4 seconds have passed, which makes me question why the description does not match the actual effect. It should say something like this:
"Instantly remove all damage over time and disabling effects from nearby allied Heroes. After 4 seconds, affected allies heal for 50% of the damage they took over this period."
3)The point still stands. It is almost impossible to play around.

I changed it to be only 25% of the damage taken instead of 50% to make it far less oppressive and more counterable. I wanted the damage conversion there to give the ability more depth than just AoE cleanse (cause otherwise AoE cleanses already exist baseline in game).

Quoted:
>Unstable Experiment
I do not see why this needs to damage you. It does not synergize with anything, the damage is miniscule, and it overall feels out of place.

Yeah this was a leftover from the old versions of this concept where Fade had a shorter cooldown and I wanted it to have some drawback. It's removed now.

Quoted:
>Sacrifices For Science
This is bad design. It has been proven many times why talents that reward you for dying do not lead to anything good.

That's true. I'm still brainstorming replacements for it.

Quoted:
>Shade
I do not think it is a good idea to give Moira a stronger version of Zeratul's [Wormhole].

I can see where the concern comes from, but I should probably clarify that the teleport back doesn't provide Invulnerability/Stasis. Also reduced its duration for better balance.

Quoted:
>Cellular Renewal
This is the most overpowered effect in this concept. It is incredibly easy to stack to an absurd degree.

I changed this. From 50 per 1000 Health healing to 10 per 10000 Health healing dealt. At 100k healing, it only increases the cap by 100 now.

Quoted:
>Desperate Breakthrough
This one cannot kill you... right?

No it doesn't. I added in its description now. Thanks for pointing it out.

Quoted:
>Cross-orbal
Is it supposed to be infinite?

Technically yes, but it requires the orb to be fully depleted, not just expired on its own.
1
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SMILE (1) | May 12, 2026 6:52pm
Quoted:
Biotic Grasp (Give)
Beam Range: 6
Beam Width: 6
AoE: Reverse Triangle (the closer it is to Moira, the smaller its radius gets)

I recommend using Radius(m) and Arc(degree) values for such Abilities. Tychus's [Overkill] works similarly.

Quoted:
Biotic Orb
Missile Speed: 20
Orb Radius: 2

I think you can increase the radius to 2.5. It is currently smaller than Morales's [Displacement Grenade].
|||
Since you are updating the descriptions, I have some suggestions:
Quoted:
Empowered Cells (Q)

"Increase the duration of Regeneration Globes on Moira by 100%. While Moira is being healed by a Regeneration Globe, the additional healing of Biotic Grasp (Give) is increased by 30."

Quoted:
Unstable Experiment (E)

"Upon arriving with Fade, deal 120 damage to nearby enemy Heroes and reduce their Attack Speed by 50% for 1 second.
Radius: 6"

Quoted:
Voidhoppers (E)

"Upon arriving with Fade, nearby allied Heroes gain 25% Movement Speed and Evade enemy Basic Attacks for 2 seconds.
Radius: 6"

Quoted:
Necrotic Orb (Active)

Wait, is this a skillshot or not? The description implies so, but its radius is extremely big for a projectile.

Quoted:
Desperate Breakthrough (Q)

Since it can no longer reduce your Health below 1, it should probably have a limit like "Cannot be used while below 10% Health."
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