
Balmond
Simple high-HP fighter. His ult executes low-HP enemies with true damage. Easy to pilot, falls off late vs tanks with armor.
Win Rate
47.6%
Pick Rate
1.1%
Ban Rate
1.1%
Pro Presence
0.0%
⚡TL;DR
- ▸Balmond is a self-healing brawler who wins long fights.
- ▸Spikes at level 4 when Lethal Counter comes online.
- ▸Killer mistake: ulting enemies at full HP.
- ▸Win by sustaining in drawn-out brawls, not bursting.
- ▸Falls off late versus fed, mobile carries.
🎯Identity
Balmond's kit is built to survive a prolonged brawl and out-sustain the enemy frontline.
His passive turns every kill into healing, so fights refuel him.
Cyclone Sweep gives constant AoE damage on a 4s loop.
Lethal Counter executes wounded targets with true damage.
⚙️How the kit actually works
Turns kills into free healing so you never leave lane.
Minion kills recover 4% Max HP; hero kills recover 20% Max HP.
Load-bearing detail: it scales with your Max HP, so tanky builds heal more per kill.
Your only gap-closer and the chase tool that catches fleeing kills.
Charges to a target, dealing physical damage and applying a slow.
Detail: the 2s slow is what locks a runner in Cyclone Sweep range.
Primary damage and wave-clear engine on a short leash.
Spins for physical AoE to all nearby enemies.
Detail: 4s cooldown means it's your near-constant damage in any brawl.
The execute: true damage that scales with the target's missing HP.
Fan-shaped cleave dealing true damage proportional to missing HP.
Detail: on a full-HP enemy it does almost nothing; save it for below 50% HP.
Soul Lock's 2s slow keeps enemies inside Cyclone Sweep.
Cyclone Sweep chips them down until they're low on HP.
Then Lethal Counter finishes, and passive heals refill you.
📈Power curve
Balmond is average early, peaks mid-game with items, and fades late.
No ult yet and slow movement makes engages risky.
Lethal Counter plus core items sustain long brawls.
Kited by fed carries; damage falls off.
🏆Win condition
Win by dragging enemies into sustained brawls where your passive out-heals their burst.
- 1Clear waves and jungle camps to stay level-ahead for the Lv4 ult spike.
- 2Soul Lock a squishy to slow it, then spin with Cyclone Sweep.
- 3Hold Lethal Counter until targets drop below 50% HP.
⚠️Common mistakes and the fix
🧭Decision rules
True damage scales with missing HP
2s slow secures the kill
4s CD gives constant AoE
Passive healed 20% Max HP
No escape, easily kited
Stay level-ahead for ult spike
Weak versus fed carries