
Counters and synergies
Higher is stronger on every card. Ratings show how lopsided the matchup is, from 7 to 10 for a hard counter and 3 to 6 for a soft one.
Beats Moon Knight
UltronStrategist
Ultron heals back what the trade costs, so Moon Knight has to win it outright and cannot grind it out.
Black PantherDuelist
Black Panther heals back what the trade costs, so Moon Knight has to win it outright and cannot grind it out.
Iron ManDuelist
Iron Man picks when and where this fight happens, so Moon Knight only ever takes it on Iron Man's terms.
Spider-ManDuelist
Spider-Man picks when and where this fight happens, so Moon Knight only ever takes it on Spider-Man's terms.
Human TorchDuelist
Human Torch picks when and where this fight happens, so Moon Knight only ever takes it on Human Torch's terms.
Moon Knight beats these
NamorDuelistour note
Bouncing damage deletes both Monstro Spawn from cover.
Peni ParkerVanguardour note
Ankh ricochets clear the whole nest-and-mine cluster at once.
Devil DinosaurVanguard
Devil Dinosaur is a big target with no ranged answer, so walking through Moon Knight's zone is the only route and it costs the whole approach.
GrootVanguardour note
Ricochet damage ignores the walls he hides behind.
Cloak & DaggerStrategistour note
Ancient Ankh pulls everything in a 5m circle to one point and his darts bounce between them, so a 2 second Dark Teleportation only delays it.
Playstyle synergy, not win rate
Moon Knight has 49 mapped matchups on this page, 5 of them heroes who counter Moon Knight hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 54,554 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Moon Knight. Rank is our ordering of those win rates across the 53 heroes in the snapshot, not a rating we measured. Ban share is the percentage of every ban cast that named Moon Knight, in the ranked divisions where the ban phase runs. It is our own figure and not the same as a published ban rate. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. A sample, not a census, and not split by rank or mode. The matchup counts above are ours, and the 0 to 10 ratings on every card are matchup lopsidedness rather than a win rate, because we measure nothing ourselves. Statistical data is based on external APIs and publicly available information. It may differ from official data.
Highest win rate alongside Moon Knight, whether or not they share a Team-Up.
Put Moon Knight on a team with any of these and the pair unlocks an extra ability. That is a game mechanic rather than a reading of the numbers.
Cloak & DaggerStrategist
LUMINOUS MOON
When teaming up with Cloak & Dagger, the Phased state duration is extended, the dash distance increases, and the Light Energy Healing Wave boasts a larger radius and stronger healing output.
52.2%across 18,011 matches
BladeDuelist
BLADE OF KHONSHU
When teaming up with Moon Knight, each Whirlwind Slash triggered generates one additional Darkmoon Blade.
60%across 3,441 matches
Elsa BloodstoneDuelist
BLOOD MOON
When teaming up with Elsa Bloodstone, triggering the trap summons multiple Talons of Khonshu to bombard the area.
50.4%across 2,867 matches
Best allies per hero, ranked by how often teams won with both on the field. Win rates are shrunk toward 50% by sample size at the source, because duo samples are far thinner than solo ones. This is not the same as a Team-Up, which is a specific ability a pair unlocks. A Team-Up is a game mechanic: these two heroes on one team unlock an extra ability. The win rate is how often teams containing both won, which is not the same as how much the Team-Up itself contributed. Match data as of Aug 31, 2026. Which heroes pair, and what the ability is called, come from the game itself. Team-Ups are reshuffled between seasons, so this list is refreshed rather than written once.
Ban suggestions
Highest expected impact: heroes that beat Moon Knight hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
Sort
Counter rating is how lopsided that hero is against Moon Knight, 7 to 10 for a hard counter and 3 to 6 for a soft one. It comes from this site's matchup data.
Ban share is the percentage of every ban that named that hero, counted across the ranked divisions where the ban phase runs, so it does not describe lower divisions or Quick Play. Ban counts are drawn from community match data, as of Aug 31, 2026. It sums to 100% across the roster, so 9% means roughly one ban in eleven. Declined bans are not counted. Combined multiplies the counter rating by the ban share, after damping the share so the most banned hero on the roster cannot swamp a genuinely bad matchup. A hero has to both answer Moon Knight and be someone the ladder already treats as a problem.
Why bans and not pick rate: a ban is chosen before the match and on purpose, which makes it the cleanest signal that a hero is considered a problem. It is also the same question this panel is asking. This is our own figure, not the same as a published ban rate, so the two will not match.
Where Moon Knight actually performs. Bars above the average line are green, below it red.
17 maps with enough recorded matches, which is not necessarily every map in the game. One row per map, averaged across its modes by match volume. The scale is zoomed to the data, so read the axis. Win rates are shrunk toward 50% by sample size at the source, so a thinly played map reads closer to even than it played., as of Aug 31, 2026.
How Moon Knight holds up as lobbies get better. They gain 2.2 points from Bronze to Celestial+.
Bars above the 50% line are green, below it red. The scale is zoomed to the data, so read the axis. Divisions marked with an asterisk are faded because the sample is thin, and their win rate can swing on a handful of matches. Higher divisions always have far fewer matches than Bronze, and win rates are shrunk toward 50% by sample size at the source, which flattens the thinnest divisions further., as of Aug 31, 2026.
The boxes above show the top three per role. This is the full picture for Moon Knight, strongest first.
Ultron is the strongest answer to Moon Knight right now, rated 8 out of 10. Ultron heals back what the trade costs, so Moon Knight has to win it outright and cannot grind it out.
Moon Knight punishes Namor hardest, rated 8 out of 10. Bouncing damage deletes both Monstro Spawn from cover.
Moon Knight sits at a 46.9% win rate and shows up in 15.9% of matches. Read that as a shape rather than a verdict: 5 heroes counter them hard, and 25 matchups go their way. The win rate is community match data. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. The F tier letter is that data's call, not ours, and the rank is our ordering of those win rates rather than a rating we measured. Statistical data is based on external APIs and publicly available information. It may differ from official data.