Moon Palace Immortal
Updated Apr 13, 2026
Chang'e is a siege mage who converts mana into map pressure. Crescent Moon gives her a permanent shield, 60 meteors of sustained damage on her ultimate, and enhanced basics that melt towers. She is not a burst mage. She is a sustained-fire artillery piece that wins games by making the enemy choose between defending a split push and contesting an objective, and punishing whichever choice they make.
Win Rate
48.82%
Pick Rate
0.87%
Ban Rate
0.67%
Sustained DPS
Emblem
Mage Emblem
Battle Spell
Purify
Weak Against
Strong Against
In teamfights, get the shield from Chang'e's 2nd Skill, then use her 1st Skill to poke enemies, and follow up with her Ultimate if the 1st Skill was on target. Chang'e needs to move around during her Ultimate to keep herself safe and make sure the meteors can hit the target.
Chang'e gets drafted as a "safe mid" because she can clear waves from range and push towers without committing to fights. That framing is correct but incomplete. She is a safe mid that trades burst threat for sustained siege, which means your draft needs to compensate for what she does not bring.
Pick Chang'e when the enemy mid laner lacks hard gap-close. She thrives against immobile mids like Yve, Pharsa, Odette, and Gord because Starmoon Shockwave's 40% stacked slow (with Crescent Moon) makes them walk through syrup while eating meteors. Pick her when your jungler already has burst (Ling, Lancelot, Fanny, Hayabusa) and the team does not need the mid to be the kill threat. Pick her when there is no Lolita on the enemy side, because Guardian's Reflection blocks every projectile Chang'e has and turns her into a gold-lane-sized investment that does nothing in teamfights.
Avoid Chang'e when the enemy has two or more assassins with blink-and-burst patterns (Saber ult, Hayabusa shadow, Helcurt silence). Crescent Moon's shield absorbs about one spell rotation from a solo diver, not two. Avoid her when the enemy has Lolita or a drafted Belerick, whose taunt forces Chang'e to stop channeling her own ult or feed him damage return. Avoid her when your own frontline has no CC: Chang'e cannot peel for herself and needs someone else to zone divers while she channels Meteor Shower.
If your team already has a second poke mage (Yve, Pharsa) and no engage, adding Chang'e gives you two heroes who want to stand at max range and nobody who can actually start a fight. That draft loses to any team with a Khufra or an Atlas.
Chang'e is not a combo mage. She does not have a burst rotation that kills someone in 0.5 seconds the way Eudora or Aurora do. She is a damage hose: turn it on, aim it at a lane or a teamfight, and let the numbers compound.
Trouble Maker is the engine underneath everything. Every time Chang'e deals damage to a target, she stacks a mark that increases her next skill's damage to that target by 2%, capping at 40% after 20 hits. That sounds slow until you realize Meteor Shower fires 30 meteors base (60 with Crescent Moon active) over 4 seconds. By meteor 15 the passive is at or near cap, and every remaining meteor hits 40% harder than the first one. The ult does not front-load its damage. It back-loads it. That is why enemies who step out of the meteor path at half duration take a small chunk, and enemies who stay in the full channel die.
Crescent Moon (S2) ties the rest together. Activating it gives a permanent shield (300 + 150% Total Magic Power), a flat 10% movement speed bonus that persists until the shield breaks, and a 50% burst of movement speed that decays over 2.5 seconds every time you cast a skill. It also upgrades S1 from one energy sphere to five, and upgrades the ult from 30 meteors to 60. The skill has a 12-to-9.5 second cooldown, but the shield persists until something breaks it. You only need to recast S2 when the shield pops, not on cooldown.
Once that model clicks, Chang'e's game plan stops looking like a mage rotation and starts looking like siege warfare. Activate Crescent Moon, push the wave with enhanced basics, poke with empowered S1, and when a fight breaks out or an objective spawns, channel Meteor Shower down the corridor and let Trouble Maker do the math.
Chang'e's lane phase is about mana discipline. She has the tools to push the wave from level 1, but using them carelessly drains her mana pool before the first objective fight. Patch 2.1.61 (patch notes) reduced her mana costs across the board (S1 from 70-95 to 60-85, S2 to a flat 60 at all levels, ult from 150-250 to 120-160), but her base HP dropped by 60 and her movement speed went from 250 to 240. The trade-off is clear: you can cast more spells per recall, but you die faster if someone catches you.
Three concrete things to do before the 5-minute mark:
If the enemy jungler ganks before minute 3, your escape is Crescent Moon's 50% burst of movement speed on any skill cast plus Flicker. Press S1 in the direction you are running, take the speed burst, Flicker if they follow. Do not stand and ult into a 2v1. You will die before meteor 15 and waste 120 mana and a 36-second cooldown.
Chang'e's first item is Genius Wand, not Clock of Destiny. Clock gives HP and mana sustain, but Chang'e does not need sustain on 2.1.61 because her mana costs are already low enough to lane without it. What she needs is damage that scales with Trouble Maker's stacking passive.
Genius Wand's passive (Magic) reduces the target's magic defense by 3 to 7 (scaling with hero level) per hit, stacking up to 3 times, lasting 2 seconds. Chang'e stacks it instantly because Starmoon Shockwave hits five times with Crescent Moon active, and Meteor Shower hits dozens of times. By the second meteor, all three stacks of magic defense reduction are live, and every remaining hit benefits from 9-to-21 fewer points of defense on the target. Combine that with Trouble Maker ramping to 40% extra damage, and the math gets ugly for anyone who stays in the channel.
The spike you care about is Genius Wand plus Holy Crystal, usually around the 8-to-10 minute window. Holy Crystal gives +185 Magic Power and its passive (Mystery) grants 21-35% extra magic power scaling with level. That percentage multiplier is what flips Chang'e from "annoying poke" to "ult kills you if you do not leave." Before Holy Crystal, Meteor Shower chips. After it, Meteor Shower removes squishies who stand in it for more than 2 seconds.
This is the window where you stop split-pushing mid and start looking for fights at Turtle or in the enemy jungle. Your S1 with full Crescent Moon and Holy Crystal chunks half the HP bar of most gold laners. Your ult, aimed down a jungle corridor, forces enemies to either walk through it or give up the objective.
The mistake most Chang'e players make in teamfights is standing too close to the fight and channeling ult into the middle of it. Meteor Shower fires in a line, not an area. If you stand inside the teamfight, the meteors hit the nearest target and stop, which means you are dumping 60 meteors into a tank who built Radiant Armor. Stand at the back edge of the fight and aim the ult down the path the enemy backline is standing in, not at the tank in front of you.
Three positioning rules:
If your support is a Tigreal or Atlas who groups the enemy, aim Meteor Shower through the clump before it separates. The first 15 meteors stack Trouble Maker to near-cap, the last 45 hit at +40%. A full ult through a 3-person group after Atlas ult is the fastest teamfight win condition Chang'e has.
Frame the build as three locked slots, one boot slot, and two conversations.
The three locked items are Genius Wand, Holy Crystal, and Divine Glaive. Genius Wand is the first buy (see power spike section). Holy Crystal is the second. Divine Glaive is the third: +60 Magic Power, 40% magic penetration, and Spellbreaker (gains up to 20% extra magic pen based on the target's magic defense). By the time you have these three, your ult melts through Athena's Shield and Radiant Armor.
The boot slot. Magic Shoes (CDR) is the default because 10% cooldown reduction on a 30-second ult matters more than the alternatives. Arcane Boots (magic penetration) is viable if you are snowballing and want to press the lead, but redundant once Divine Glaive is online. Tough Boots when the enemy has three or more CC threats: a dead Chang'e deals no sustained damage.
The fourth slot. Ice Queen Wand if you need the slow to kite divers. The passive (10% slow per hit, stacking to 30%) layers on top of Starmoon Shockwave's slow and makes it almost impossible for tanks to close distance during your ult. Glowing Wand if the enemy team has two or more HP-stackers: the Scorch passive (1.5% max HP burn per second for 3 seconds) ticks alongside every meteor. Blood Wings if you are ahead and want to snowball: the Guard shield (800 + 100% TMP) stacks with Crescent Moon's shield, giving you two shields before the enemy even touches your HP bar.
The fifth slot. Enchanted Talisman if extended fights are running you dry: 20% CDR plus the Mana Spring passive (15% max mana every 10 seconds) means you can ult twice per objective fight. Blood Wings if you did not buy it in slot four. Winter Truncheon if Saber or Hayabusa is your primary death: the 2-second freeze buys time for your frontline to peel, and you can resume ult immediately after.
The weakest common default is Clock of Destiny. It gives HP and mana, which sound appealing, but it takes 4 minutes to fully stack and the stats it provides (45 Magic Power, 10% CDR, 400 HP, 400 Mana) are outclassed by buying Genius Wand first and letting the faster magic defense reduction do more for your damage than a slow-stacking stat stick.
Ulting into Lolita's Guardian's Reflection. Every meteor you fire into Lolita's shield is absorbed and charges her counterblast. She blocks the full 60-meteor channel, then launches all that stored damage back at your team. If Lolita raises her shield, cancel your ult immediately (move command cancels it) and wait the 4-5 seconds for her shield to expire. Then re-engage. The 30-second ult cooldown feels painful, but a canceled ult is better than feeding her team a damage bomb.
Channeling ult without Crescent Moon active. Base Meteor Shower fires 30 meteors. With Crescent Moon it fires 60. That is double the Trouble Maker stacks, double the Genius Wand shred procs, and double the total damage. Pressing R without S2 active is literally half the hero. If Crescent Moon is on cooldown because the shield just broke, wait the 9-12 seconds for it to come back. Never raw-ult without it.
Using S2 reactively after taking burst damage. Crescent Moon's shield scales with Total Magic Power, not max HP. At 400 Magic Power it absorbs roughly 900 damage. That is one Eudora combo or one Saber ult. If you activate S2 after the burst already hit you, you wasted the shield on nothing and now you are at 30% HP with a fresh shield that one more auto attack will break. Activate S2 preemptively, before you see the threat. The shield is free armor. Wearing it before the punch is the entire point.
Forcing fights before Genius Wand. Chang'e's ult without Genius Wand does chip damage that feels impressive but does not actually kill. The magic defense reduction is what turns "annoying poke" into "lethal channel." If you pick a fight at minute 5 with only boots and a Magic Wand component, you will ult for 4 seconds, deal 40% of someone's HP, run out of mana, and watch them recall and heal. Farm to Genius Wand. Then fight.
Ignoring the mana bar. Even with 2.1.61's reduced costs, one full rotation (S2 + S1 + ult) costs 240-305 mana depending on skill levels. Chang'e's max mana at level 8 is roughly 780. That is barely two rotations before you are empty. Always check your mana bar before committing to an ult channel. If you are below 300 mana, do not ult. Poke with S1, farm a wave, then look for the next fight window.
Tip
Cancel Meteor Shower early if no one is standing in it. The full 4-second channel locks you in place and burns mana on wasted meteors. Move-command ends the channel instantly. Fire 15-20 meteors to stack Trouble Maker and finish the target with S1 instead of standing still for the full duration.
Note
Meteor Shower deals 100% extra damage to minions and creeps. That means you can steal Turtle and Lord from over a wall by aiming your ult through the pit. Time it when the objective is below 30% HP. The 60-meteor barrage with Crescent Moon and Trouble Maker stacks will out-DPS most junglers' Retribution range if you start channeling early enough.
Tip
Crescent Moon's 50% movement speed burst triggers on every skill cast, not just S2. During a chase, cycle S1 on cooldown even if it misses, because each cast refreshes the 50% decaying speed bonus. This makes Chang'e one of the fastest heroes in the game during extended sequences where she keeps casting.
Note
In a side lane split-push, Crescent Moon enhanced basics deal 40 (+70% TMP) extra magic damage to towers. With Holy Crystal online, each enhanced auto hits the tower for roughly 300-400 extra damage. That is faster tower pressure than most marksmen at equivalent gold. Push a lane, force a rotation, then ult toward the objective they left unguarded.
Each time Chang'e deals damage to an enemy, she leaves a mark on them that reduces their Movement Speed by 1% (up to 20%).
Chang'e sends an energy sphere in the target direction, dealing 350 (+130% Total Magic Power) Magic Damage to enemies in its path and slowing them by 10% for 1.5s. Crescent Moon: The Crescent Moon sends 4 extra energy spheres along with Chang'e's, each dealing 20% damage and slowing enemies hit. The slow effect can stack (up to 20%).
Chang'e summons the Crescent Moon, gaining a permanent 300 (+150% Total Magic Power) shield and 10% Movement Speed until the shield is broken. Each time she casts a skill, she gains an extra 50% Movement Speed that decays over 2.5s. Crescent Moon: Enhances her Basic Attacks to deal 20 (+35% Total Magic Power) extra Magic Damage 2 times. Each time Chang'e deals Magic Damage with her Basic Attacks or skills, this skill's cooldown is reduced by 0.2s.
Chang'e gains 10% Movement Speed for 4s. During this time, she fires 30 meteors in the target direction, each dealing 60 (+21% Total Magic Power) Magic Damage to the first enemy hit. This skill deals 100% extra damage to minions and creeps. Crescent Moon: Fires meteors alongside Chang'e, each dealing 33% damage.
In teamfights, get the shield from Chang'e's 2nd Skill, then use her 1st Skill to poke enemies, and follow up with her Ultimate if the 1st Skill was on target. Chang'e needs to move around during her Ultimate to keep herself safe and make sure the meteors can hit the target.
In the laning phase, get the buff from Chang'e's 2nd Skill first, then mark the enemy with her Basic Attacks. Cast her 1st Skill to slow down low HP enemy, and finish them off with her Ultimate.
These heroes have the highest win rates against Chang'e in ranked matches. Pick any of them for a statistical advantage in draft.

Gloo dominates Chang'e in the early game. Apply pressure before Chang'e can scale and become a threat.
44.3%
Chang'e performs well against these heroes. Consider picking Chang'e when you see them on the enemy team.
Chang'e is most vulnerable in the early game, where counters average a 51.2% win rate. As the match progresses, Chang'e becomes harder to shut down (46.4% mid, 50.8% late). Prioritize early aggression and ganks to build an advantage before Chang'e can scale.
Even matchup phase
Chang'e is strong here
Even matchup phase
Mage Emblem
Mystery Shop, Impure Rage
Purify
Mage Emblem
Mystery Shop, Impure Rage
Purify
Mage Emblem
Mystery Shop, Impure Rage
Purify
Heroes that synergize well with Chang'e in team compositions.
Chang'e is the Moon Palace Immortal, a cheerful girl blessed by the moon goddess with the power to channel lunar energy into devastating meteor showers. She carries a magical jade rabbit companion named Crescent who amplifies her powers. Though she appears young and carefree, Chang'e has lived for centuries in the Moon Palace, watching over the Land of Dawn from above. When the balance of power shifted and darkness threatened to eclipse the moon, Chang'e descended to the mortal realm to restore the light.
No voice lines available for Chang'e yet.