Tribal Warrior
Updated Apr 13, 2026
Badang is a fighter built around one trick: pin an enemy against an obstacle with Fist Break, then punch them to death with Fist Crack while they cannot move. When the wall lands on the right target, he deletes. When it misses or the target dashes out, he is a bruiser standing in the open with a 9-second cooldown and nothing to show for it.
Win Rate
50.61%
Pick Rate
0.93%
Ban Rate
1.07%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Retribution
Weak Against
Strong Against
In teamfights, use Badang's 2nd Skill when the enemy is grouped up to trap multiple targets in the barrier, and unleash his Ultimate to repeatedly knock them into it for massive damage. Then use his 1st Skill and Basic Attacks to continue the onslaught.
Badang's value lives and dies with the Fist Break into Fist Crack combo. That combo needs two things from your draft: an enemy who cannot escape the obstacle, and a game state where you can get close enough to land Fist Break in the first place.
Pick Badang when the enemy has two or more immobile targets you can realistically wall. Layla, Odette, Pharsa, Hanabi, Gord, Kimmy, and most mages without blinks are the targets he was designed to punish. Pick him when your team has grouping CC (Atlas Fatal Links, Tigreal Sacred Hammer, Ruby Chain Pull) that forces enemies into a tight area where Fist Break connects for free. Pick him when objective fights will happen in narrow jungle corridors where walls have natural angles.
Avoid Badang when the enemy has stacked mobility. Wanwan's Tiger Pace lets her jump the obstacle entirely. Benedetta's Phantom Slash grants invulnerability through the ult. Chou's Shunpo gives CC immunity to walk out of the trap. If two or more of those heroes are in the enemy draft, your wall combo will land maybe once per teamfight, and once is not enough to justify the pick. Avoid him when the enemy has Franco or Kaja: suppression cancels Fist Crack mid-channel, which means your ult stops dealing damage, you lose your CC immunity, and you are standing next to the person you just failed to kill.
If you cannot point at two specific enemy heroes who lack the tools to escape your wall, Badang is the wrong pick.
Badang is a wall and a pair of fists. That is the entire hero.
Fist Break dashes forward, creates an obstacle behind the first enemy hero it hits, and knocks them into that obstacle. Fist Crack then fires a barrage of punches in a cone that trigger basic attack effects on every hit. When those punches hit someone pinned against the Fist Break wall, the Fist Wind generated by each punch explodes on the obstacle for bonus area damage. The passive stun from Chivalry Fist refreshes off those Fist Wind hits during the ult (extended to 1 second instead of the normal 0.6), so the target stays locked in place while the barrage continues.
Without the wall, Fist Crack is a stationary cone of moderate damage that enemies walk out of. With the wall, it is a kill confirm. Everything in the kit serves the wall combo. Fist Wind (S1) is not a poke tool: it is a pre-fight passive stacker and a post-ult finisher. The shield on Fist Break is not for trading: it keeps you alive long enough to channel the full ult. The CC immunity on Fist Crack is not a bonus: it is the reason the combo works, because without it any interrupt would end the barrage before the target dies.
The hero is binary by design. Land the wall on the right target, and nobody in the same gold bracket survives the channel. Miss the wall, and you are a fighter who just used his only dash with no escape and a 9-second wait for the next attempt.
Badang's EXP lane is about reaching level 4 without giving anything away. That is where Fist Crack unlocks and the kill threat becomes real.
Flicker stays in your pocket until a guaranteed kill confirm at level 4 or later. Using it before the ult is online is a 120-second gamble that almost never pays off.
Badang's level 4 unlocks the kill combo, but the damage to finish full-HP targets comes from items. The spike you care about is Demon Hunter Sword plus level 4.
DHS is the single most important item on Badang because of one interaction: Fist Crack triggers basic attack effects on every punch. Each hit of the ult procs DHS's Engulf passive for 8% of the target's current HP as extra physical damage. Against a 3000-HP fighter, that is 240 extra physical damage on the first hit alone, and the ult lands multiple hits across the full channel. No other first item gives Badang that kind of scaling off his ult.
The build path is Demon Hunter Sword first, boots second (Warrior Boots against physical lane opponents, Tough Boots against magic or heavy CC). Then the third item is where the real itemization conversation starts, covered below.
Before DHS, you fish with Fist Wind poke and look for favorable passive knockbacks near jungle walls. After DHS, you actively walk into bushes near the enemy wave, pre-stack to three hits on a creep, and look for the S2 into ult kill confirm. That transition happens around the 5-to-7 minute mark in a lane that went even, earlier if you got a kill.
The instinct is to Fist Break the nearest enemy and ult immediately. That instinct loses games when the nearest enemy is their tank.
The point of the wall combo is not raw DPS. It is removing one hero from the fight for 3-4 seconds while killing them. That target needs to be someone whose removal swings the teamfight: their marksman, their midlaner, their jungler. If you wall a Hylos and spend the entire ult channel punching a tank who lives through it, you have used your cooldowns on a target that was never going to die, and their backline killed yours while you were locked in the animation.
Three positioning rules:
If your team has Atlas or Tigreal, wait for their grouping CC to land first. Do not Fist Break into a spread-out team. Let the setup tank compress them, then wall the squishiest target the CC exposed.
The build has two locked slots and four real conversations.
Demon Hunter Sword is non-negotiable. The attack-effect interaction with Fist Crack is the reason the hero functions. Every game, first item, no exceptions.
Boots are matchup-dependent. Warrior Boots against physical lane opponents (Chou, Yu Zhong, Thamuz). Tough Boots against magic damage or heavy CC. Swift Boots only if snowballing and the extra attack speed for passive cycling matters more than defense.
The third slot is the first real decision:
Fourth and fifth slots:
Sixth slot:
Using Fist Break without hitting a hero. Fist Break only creates an obstacle when it connects with an enemy hero. If you dash through empty space or through minions, no wall appears and your 9-second cooldown is gone for nothing. Confirm the target is in your dash path before pressing S2. A whiffed Fist Break means your ult has no wall to bounce Fist Wind off, which cuts your total combo damage by roughly a third.
Ulting without a wall behind the target. Even when Fist Break connects, the target can end up beside the obstacle rather than pinned against it. If the enemy is not trapped between you and the wall, do not ult. Walk up, auto-attack, use S1 to slow, and wait for the next engage cycle. A 30-second Fist Crack cooldown wasted on an untrapped target is the single most common mistake at every rank.
Burning both Fist Wind charges before engaging. S1 is your post-ult finisher. If you threw both charges during the poke phase and then land the wall combo, you have no burst to secure the kill after the ult channel ends. Keep at least one charge for the cleanup. The discipline is simple: spend one charge to stack passive, hold one for the finish.
Ignoring suppression heroes in the enemy draft. Franco's Bloody Hunt and Kaja's Divine Judgment both cancel Fist Crack mid-channel. You lose CC immunity, you stop dealing damage, and you are standing next to the person you were trying to kill with no ult and no dash. If Franco or Kaja is alive and has ult, do not engage on their nearby ally. Wait for them to use their suppression on someone else, or wall them first so they cannot interrupt your second combo.
Fighting in open areas when narrow corridors are available. Turtle pit, Lord pit, jungle buff corridors, and base entrances are where Badang is strongest. Wide-open lanes and river crossings are where he is weakest. If a teamfight is about to happen in the river, rotate to the nearest chokepoint and ping your team to follow. The 10-second detour to fight in a narrow corridor is worth more than 30 seconds of mediocre open-field trades.
Tip
Pre-stack your passive to 3 or 4 hits on jungle creeps before ganking. Walking into a bush with Chivalry Fist one attack away from triggering means your first auto after the Fist Break knockback will immediately stun for 0.6 seconds. That stun is the window that guarantees the full Fist Crack channel before the target can react.
Note
Fist Crack's CC immunity only protects against crowd control, not suppression. Franco ult and Kaja ult both break through it. If either of those heroes is in the game and alive, treat their ultimate cooldown as your engage timer. You fight when their suppression is down, not before.
Tip
Fist Wind explodes on any obstacle, not just your own wall. Jungle terrain, base walls, and Grock's Guardian's Barrier all trigger the explosion damage. In narrow corridors, throw S1 along the wall for free AoE even without landing S2 first. This is how you poke grouped enemies during objective contests and clear waves in tight spaces without committing cooldowns.
Note
Fist Break's obstacle can be removed early by pressing S2 again. In rare situations where you wall off your own teammate's escape path, recast immediately. In every other case, leave the wall up for the full 4 seconds. Every second of wall duration is a second the target cannot retreat and your team can collapse.
Every time Badang's Basic Attack hits a target, he gains a stack of Chivalry Fist. After gaining 4 stacks, his next Basic Attack deals 50 (+30% Total Physical Attack) extra Physical Damage to enemies hit and knocks them back. Enemies that are knocked into obstacles will be stunned for 0.6s (Minions and Creeps are stunned directly). Fist Wind generated by Badang's skills will trigger this effect directly, and Fist Wind from his Ultimate increases the stun duration to 1s.
Badang unleashes a gust of Fist Wind in the target direction, dealing 125 (+90% Total Physical Attack) Physical Damage to enemies hit, slowing them by 30% for 1.5s, and knocking them back. The Fist Wind will explode upon hitting an obstacle, dealing 100 (+60% Total Physical Attack) Physical Damage to nearby enemies. Fist Wind can trigger attack effects and grants Badang 1 Chivalry Fist stack upon cast. Badang stores up to 2 Fist Wind charges and restores 1 charge every 10.4s.
Badang dashes in the target direction, dealing 230 (+50% Total Physical Attack) Physical Damage to enemies in his path while gaining a 350 (+150% Total Physical Attack) shield that lasts 5s. He stops immediately upon hitting an enemy hero, slightly knocking them back while creating an obstacle that lasts 4s behind them. Enemies hit by the obstacle are dealt 130 (+30% Total Physical Attack) Physical Damage. Use Again: Badang removes the obstacle he created.
Badang throws a flurry of punches in the target direction, dealing 60 (+54% Total Physical Attack) Physical Damage to enemies hit multiple times (can trigger attack effects). The Fist Wind generated by the punches will explode upon hitting an obstacle, dealing 30 (+27% Total Physical Attack) Physical Damage to nearby enemies. Badang is immune to control effects for the duration.
In teamfights, use Badang's 2nd Skill when the enemy is grouped up to trap multiple targets in the barrier, and unleash his Ultimate to repeatedly knock them into it for massive damage. Then use his 1st Skill and Basic Attacks to continue the onslaught.
In the laning phase, use Badang's 1st Skill to whittle down the enemy's HP. Use his 2nd Skill to trap the enemy, then use his 1st Skill to knock them into the barrier to stun them, and finish with Basic Attacks.
These heroes have the highest win rates against Badang in ranked matches. Pick any of them for a statistical advantage in draft.
Badang performs well against these heroes. Consider picking Badang when you see them on the enemy team.

Badang outscales Sun as the match progresses, gaining a significant advantage in late game fights.
53.4%

Badang outscales Yin as the match progresses, gaining a significant advantage in late game fights.
48.4%
Badang is most vulnerable in the early game, where counters average a 60.5% win rate. As the match progresses, Badang becomes harder to shut down (52.4% mid, 49.4% late). Prioritize early aggression and ganks to build an advantage before Badang can scale.
Badang is vulnerable here
Badang is vulnerable here
Even matchup phase
Assassin Emblem
Bounty Hunter / High and Dry / Killing Spree
Retribution
Assassin Emblem
Bounty Hunter / High and Dry / Killing Spree
Retribution
Assassin Emblem
Bounty Hunter / High and Dry / Killing Spree
Retribution
Heroes that synergize well with Badang in team compositions.




Badang was once a humble fisherman in the coastal villages of the Southern Isles until he caught a river spirit in his net. In exchange for its freedom, the spirit granted Badang supernatural strength in his fists. With his newfound power, he became a guardian of the weak, using his devastating punches and shockwaves to protect his people from pirates and invaders. Badang's wall-shattering fist techniques have made him a legend, and he now travels the Land of Dawn to test his strength against the mightiest warriors.
No voice lines available for Badang yet.