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March of Giants keeps familiar MOBA foundations—playable heroes, distinct abilities, team objectives and builds—but adds commandable Soldiers and placeable Battleworks to the team-fight equation. That makes its announced design a tactical variation on games such as League of Legends and Dota 2, not a proven replacement for them. Because it is still in development, the comparison is about design and preview-build mechanics, not final balance, accessibility or competitive standing.
At a glance
| Comparison axis | March of Giants | What the comparison supports |
|---|---|---|
| Playable characters | Giants: hero-like characters with distinct abilities, archetypes and customizable builds | A familiar hero-focused foundation; the available sources do not establish that its characters are more varied or deeper than those in other MOBAs |
| Team-fight inputs | Giant abilities, rallied Soldiers and Battleworks that can reinforce or reshape the battlefield | The clearest design distinction is the addition of commandable units and battlefield structures |
| Format and objectives | Officially described as a 4v4 MOBA; a preview build had three lanes and Bastion objectives | The 4v4 description is official; lane and Bastion details are observations from a pre-release build, not guaranteed final rules |
| Development status | In development; official site describes a free-to-play PC game on Steam | Specific mechanics, availability and future plans may change before release |
Checked November 2026. The distinctions above draw on the official game description and preview reporting; they are not a ranking of the games.
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The main difference is that March of Giants puts more than the playable heroes into players’ hands. Its announced design combines Giants—the game’s hero-like characters—with Soldiers that can be directed and Battleworks that can change how teams approach parts of the battlefield.
That does not mean the familiar MOBA layer disappears. Ubisoft describes distinct Giant abilities, broad character archetypes, in-match ability upgrades, build customization, lanes and team objectives. The added systems sit alongside those foundations: a player may still contribute through a Giant’s abilities, but the team can also use Soldiers for scouting, pressure or objectives and structures to strengthen a position or influence a route.
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Ubisoft Montréal has framed the game as an attempt to offer a different experience rather than copy established genre leaders such as League of Legends and Dota 2. That is the developer’s design goal, not evidence that the game has already surpassed those titles or that players will prefer its approach. The sources support a comparison of systems, not a verdict about which MOBA is best.
In an October 2026 Ubisoft Montréal article, product marketing manager Laure Guilbert acknowledged the challenge of entering a genre with established leaders, while arguing that there is room for a different experience. She also explained why the studio did not want to position the game as a copy: players already have games they love. That rationale describes the studio’s intent, not a promise that every player will find the resulting systems compelling.
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How do Giants compare with heroes in other MOBAs?
Giants fill the recognizable hero role: they are the distinct characters players control, each with abilities and a way of fighting. Ubisoft describes broad archetypes such as tanks, battlefield controllers and damage dealers, as well as ways to customize and upgrade abilities during a match.
Players can also select Warshell upgrades associated with Kinetic, Alchemic, Survival or Soldiers. Those categories indicate that character development can connect to different kinds of play, including a focus on Soldiers. They do not establish an exhaustive list of roles, a final roster, or a direct one-to-one equivalent for any character in another MOBA.
So the useful comparison is about structure, not character superiority. Giants are not described as replacing the familiar idea of choosing a character with a distinctive kit. Instead, March of Giants adds build decisions and a command layer around that character. The available information does not provide a current, complete roster comparison with League of Legends or Dota 2, nor does it support claims that Giants have more abilities, greater variety or a higher skill ceiling.
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That distinction matters when assessing what “different heroes” means. A new character name or archetype alone would not establish a new kind of MOBA play. Here, the more substantial design change is that character choices and upgrades are presented in a battlefield where Soldiers can be tasked and Battleworks can alter the circumstances of an engagement.
The archetypes Ubisoft names are broad signposts, rather than evidence of a finished role chart. A tank, controller or damage dealer is a useful starting point for understanding a character’s intended contribution, but the source material does not say how many Giants will launch, how roles will overlap, or whether players will be expected to lock into a particular team composition. It is therefore too early to treat those labels as a complete guide to team-building.
The Warshell categories also invite questions that remain unanswered: how many upgrades belong to each category, whether choices can be changed during a match, and how much a selected upgrade alters a Giant’s abilities. The official description confirms the names and the existence of customization, but not the full rules or numbers. For a comparison with other games, that means there is evidence of build choice, not enough detail to assess build depth or strategic balance.
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In short, a player can reasonably expect a recognizable character-centered entry point, but should not assume Giants map neatly to specific champions or heroes in another title. The unusual part of the announced design is the context around each Giant: upgrades and combat decisions take place alongside commands for Soldiers and options for shaping the battlefield.
What do Soldiers add to team fights?
Soldiers add units that players can direct, rather than leaving every lane unit as background activity. Ubisoft says players can rally Soldiers from advancing waves and send them to scout, gather resources, attack, capture objectives or pressure another lane.
In a fight, that command layer can create another decision alongside using a Giant’s abilities: whether to bring Soldiers into the engagement, send them elsewhere to create pressure, or use them to pursue an objective. A diverted group could matter even when it is not standing beside the Giant, because pressure elsewhere may affect where opponents choose to respond. Those are possibilities implied by the announced commands, not guarantees about match outcomes or final strategy.
Preview reporting offers a concrete but provisional example. Dot Esports described a playtest build in which players could influence up to 80 Soldiers, with that limit potentially increased by items, and reported that Soldier charges could be decisive in a fight. This is a pre-release observation, not a final unit cap, balance rule or promise that a Soldier charge will decide fights in the released game. The preview is useful for understanding the intended scale of the system, but not for predicting how frequently it will matter.
This is why calling Soldiers simply “extra minions” misses the announced distinction. The important feature is player direction: scouting, gathering, attacking, taking objectives and lane pressure are different assignments. How much attention those commands require, how quickly they can be issued and how strongly they affect competitive play remain open questions while the game is in development.
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That distinction changes what “team fight” can mean. In a conventional hero-focused description, the emphasis is usually on the playable characters’ actions. Here, the announced design allows players to consider whether units should support a Giant, scout, or apply pressure elsewhere, while the Giants themselves continue to use their distinct abilities. A fight may therefore be shaped by decisions made before the characters meet, as well as by actions during the engagement. This is a design possibility supported by the command roles, not a claim about average fight length or complexity.
Dot Esports’ report of up to 80 Soldiers under a player’s influence conveys the scale the preview build was testing, but it should not be turned into a claim that every player will constantly manage 80 units. The report also noted that items could raise the limit, yet it does not establish the final limit, how it is reached, or how much control players have over individual units. Those details matter for judging the system’s workload and impact, and they remain unsettled.
How might Battleworks change the shape of a fight?
Battleworks are structures or support options teams can use to influence the battlefield. Ubisoft lists examples including trenches, bunkers, cavalry and Soldier drops, and says they can create choke points, reinforce objectives and change how battles unfold.
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That makes the map more than a fixed stage for character combat in the announced design. A trench or bunker could support a defensive position; a choke point could constrain an approach; cavalry or a Soldier drop could add pressure or reinforcements. The point is not that these examples guarantee a particular winning tactic, but that teams can have tools for shaping where and how an engagement takes place.
Combined with Soldiers, Battleworks create a broader set of team-fight inputs than Giant abilities alone. Teams may need to consider not only which abilities to use, but also which units to commit, which approach to defend and whether to reinforce an objective or pressure another lane. That is the strongest evidence for describing March of Giants as a tactical variation on familiar MOBA play.
Windows Central characterized the preview as a blend of MOBA and RTS elements, with the MOBA leading. That is the publication’s description of its preview, not a formal genre definition. The more precise point is that the announced command and battlefield systems add strategy with a real-time-strategy flavor while the game remains presented as a MOBA.
Senior game designer Emilien Lomet described the army reinforcement commands in an interview with Windows Central as “light RTS elements” that let players modify the map or battlefield. The phrase helps explain the design’s emphasis: the game is not being presented as a full real-time strategy game, but it does give players means to alter the conditions under which a MOBA battle happens.
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Battleworks differ from character abilities in that their stated purpose includes changing the setting of an engagement, not just adding another action to a Giant’s kit. A bunker or trench may support a position; a choke point may affect an approach; a cavalry or Soldier drop may provide a form of support. These examples point to choices about where to commit resources and what parts of the battlefield to reinforce. The sources do not establish placement limits, duration, cooldowns, or whether every Battlework is available in every match, so those tactical examples should be read as possibilities rather than a complete rules guide.
That also explains why the systems are most interesting in combination. A team might direct Soldiers toward an objective while using a Battlework to reinforce an approach, or choose to pressure another lane instead of concentrating everyone in one fight. The official descriptions support these broad roles, but not any guaranteed sequence or optimal strategy. Until more rules are published, it is safer to describe the intended range of choices than to prescribe a specific tactic.
What did the pre-release build show about objectives and team format?
Ubisoft’s official site describes March of Giants as a 4v4 MOBA. A preview of a pre-release build reported three lanes, Bastions as objectives and a victory condition involving two of the three Bastions.
Those details help explain how the new systems may connect to the familiar match structure: Soldiers can be assigned to capture objectives or pressure lanes, while Battleworks can reinforce objectives or shape approaches to them. In the reported build, the objective setup therefore gave teams reasons to think beyond the immediate character-versus-character fight.
Keep the evidence levels separate. The 4v4 format is on the official game description; the three-lane and Bastion details come from a preview build. They should not be treated as a final rulebook or assumed to be unchanged in later builds. The same caution applies to the reported Soldier limit and to any claim about how a typical fight plays out.
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The 4v4 format is a clear point of comparison, but it does not by itself tell readers whether matches are faster, easier to coordinate or more intense than those in larger-team MOBAs. The supplied sources establish the team size, not the pace of play or the amount of communication required. Likewise, three lanes and three Bastions were part of the reported build, but those observations cannot be used to infer final map dimensions, match duration or objective timing.
The Bastion report is relevant because it shows how Soldiers and Battleworks might connect to an objective-focused match. If objectives can be captured and reinforced, directing units or altering an approach could matter beyond the immediate clash of Giants. But this is still an interpretation of preview details; the official game description does not provide a final ruleset confirming the two-of-three condition.
Does March of Giants look easier, more balanced or better than established MOBAs?
The available evidence cannot answer those questions. It establishes what the developers say the game is trying to add, and what preview writers observed in pre-release builds; it does not establish whether the game is easier to learn, more balanced, more readable in combat or better than League of Legends or Dota 2.
Additional systems could create more strategic options, but options are not the same as accessibility or competitive quality. Commanding Soldiers and using Battleworks may ask players to weigh more inputs; the sources do not provide evidence to quantify the learning curve or say how those decisions will feel after a full release. Likewise, examples of fights in a playtest cannot establish stable balance across characters, maps, teams or future updates.
Ubisoft reported that 98% of closed-alpha participants surveyed in 2025 said the game brought something new to the genre. That figure is a company-reported survey result, not an independent measure of all MOBA players’ opinions; the announcement did not state the sample size. It supports the narrower point that Ubisoft reported positive novelty feedback from its surveyed participants, not that the broader audience will agree or that novelty makes a game superior.
There is no comparable figure in the cited coverage for hero variety, win rates, average fight duration or player preference across games. Without those measurements, any claim that the new systems make team fights more readable, more skill-based or more balanced would be speculation. The sound comparison is narrower: the announced design offers additional ways to affect a fight, while the quality and consequences of those choices still need to be judged in later builds.
Players who already enjoy established MOBAs can use the systems list to decide what they want to watch for in future previews: how Giants’ abilities interact with unit commands, whether Battleworks create meaningful alternatives, and how objectives reward splitting pressure versus grouping. Those are useful questions, not answers that can be settled from a short pre-release test.
What is confirmed, and what could still change?
March of Giants remains in development. The official site identifies it as a free-to-play PC game on Steam and describes the core ideas—Giants, Soldiers, Battleworks, archetypes and build customization—but not every final roster or competitive rule.
In an October 2026 studio article, Ubisoft Montréal described a public test planned for October 7–18, further sessions in winter and spring, and early access planned for summer 2027. These were plans announced at that time. They are not confirmation here that a test occurred, that access is currently open, or that the planned early-access window remains unchanged. For current status, use the official game site and Ubisoft Montréal’s update.
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Ubisoft announced its acquisition of the game from Amazon on December 15, 2025, with the Montreal team joining Ubisoft. That chronology helps explain why current coverage describes an evolving project, but it does not settle the game’s launch schedule or final design. Preview-build details should be read as snapshots, not as permanent promises.
For practical expectations, Ubisoft’s current official description supports a free-to-play PC game on Steam; it does not provide confirmed system requirements in the cited material, nor does it establish a console version. “Free-to-play” describes the game’s stated model, but the sources do not detail any other costs or monetization arrangements. Players should check official updates for those specifics rather than assume a particular price, hardware threshold or platform plan.
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What should MOBA players take away from the comparison?
If you are trying to understand how March of Giants differs from familiar MOBAs, focus on the relationship between its three layers. Giants provide the character abilities and build choices; Soldiers introduce directed units and lane or objective assignments; Battleworks give teams ways to reinforce or alter the battlefield.
That combination is the defensible point of comparison. It suggests fights may involve more than hero abilities, but it does not prove that they will be deeper, more chaotic, more tactical or more enjoyable than fights in other games. The strongest claims about specific match rules still come from pre-release previews, while final balance and competitive identity remain unsettled.
For now, the fairest description is a 4v4 MOBA in development that aims to preserve familiar hero-based play while adding commandable Soldiers and map-shaping support. Whether those additions produce a compelling alternative will depend on how they work together in the finished game.
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Is March of Giants free to play?
Ubisoft’s official game page describes it as free-to-play on PC via Steam. That description does not confirm current access or a release date; check Ubisoft’s official page for the latest availability information.
Can I play March of Giants on a console?
The official description identifies a PC-on-Steam release, and the available sources do not confirm console versions. Platform plans could change during development, so treat the current PC description as the supported information rather than a permanent platform list.
What does Warshell mean in March of Giants?
Ubisoft describes Warshell upgrades as choices in categories named Kinetic, Alchemic, Survival and Soldiers. The available description does not provide a complete upgrade catalogue or enough detail to map each category to a specific build.
Did Ubisoft confirm March of Giants early access for summer 2027?
Ubisoft Montréal announced summer 2027 as a planned early-access window in October 2026. That is a stated plan, not a guarantee; consult the official site for later schedule updates.
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Bottom line: March of Giants retains recognizable MOBA heroes, abilities and objectives, while adding commandable Soldiers and Battleworks that can alter how teams approach the battlefield. That is a meaningful design distinction, but not evidence that its heroes or fights are better than those in established MOBAs. The game remains in development, and preview-build details and announced plans may change.




