Multiplayer online battle arena
Team-based strategy game blending RTS, RPG, and action elements.
Multiplayer online battle arena, or MOBA, is a type of strategy video game where two teams fight on a fixed battlefield. Each player controls a single character, called a hero or champion, who has unique abilities and becomes more powerful over the course of a match. The main goal is to destroy the opposing team's central structure while protecting your own. Success depends on teamwork, smart decisions, and fast-paced combat. Players get help from weak computer-controlled units that appear in waves and move along set paths toward the enemy base, which is guarded by automated defensive towers. By killing enemy waves or boosting their own, players can influence these units to control lanes and apply pressure on the map. The genre grew out of real-time strategy games, but it removed most traditional RTS features like building bases and producing units to focus on direct player-versus-player action. MOBAs mix elements of real-time strategy, role-playing, and action games, blending strategic planning with individual character growth and quick fights.
The first widely recognized MOBA was *Aeon of Strife* (AoS), a fan-made custom map for *StarCraft* with the earliest known version dating to 1998 or 1999. In it, four players each control one strong unit and, with help from weak computer-controlled allies, fight against a computer-controlled enemy that starts off stronger. *Defense of the Ancients* (DotA) came out in 2003, created by the *Warcraft III* modding community for *Warcraft III: Reign of Chaos* and its expansion *The Frozen Throne*, using a map based on AoS. DotA was one of the first major titles to set the core MOBA mechanics and directly inspired later games; it was also the first MOBA to have sponsored tournaments. It was followed by two spiritual successors, *League of Legends* (2009) and *Heroes of Newerth* (2010), a standalone sequel *Dota 2* (2013), and other games like *Smite* (2014) and *Heroes of the Storm* (2015).
Over time, the MOBA genre became a key driver of competitive esports. By the early 2010s, it was a major part of the esports scene, with prize pools exceeding US$60 million in 2018, making up 40% of all esports prize money that year. Major professional tournaments are held in venues that hold tens of thousands of spectators and are streamed online.
- Genre origin
- Late 1990s with Aeon of Strife (StarCraft custom map)
- Key early title
- Defense of the Ancients (DotA, 2003)
- Major spiritual successors
- League of Legends (2009), Heroes of Newerth (2010)
- Standalone sequel
- Dota 2 (2013)
- Other notable titles
- Smite (2014), Heroes of the Storm (2015)
- Esports prize pool 2018
- Over US$60 million (40% of total esports prize pools)
Lore & Background
The MOBA genre originated as a subgenre of real-time strategy (RTS), with most traditional RTS elements removed in favor of a focused player-versus-player experience. The first widely accepted game was Aeon of Strife (AoS), a fan-made custom map for StarCraft with the earliest known version dating to 1998 or 1999, where four players each control a single powerful unit and, aided by weak computer-controlled units, compete against a computer-controlled enemy force. Defense of the Ancients (DotA) was created in 2003 by the Warcraft III modding community for Warcraft III: Reign of Chaos and its expansion, The Frozen Throne, with a map based on AoS. DotA was one of the first major titles to establish core MOBA mechanics and directly inspired later games. League of Legends launched in 2009 with 40 playable champions and reached 148 by 2020, hitting 150 in early 2021.
Reader's Guide
The MOBA genre has significantly shaped competitive esports, with major tournaments held in venues holding tens of thousands of spectators and streamed online. By the early 2010s, it had established itself as a major component of the esports landscape. In 2018, prize pools reached over US$60 million, accounting for 40% of total esports prize pools that year. A strong fanbase opened opportunities for sponsorship and advertising, leading the genre to become a global cultural phenomenon. Gameplay involves two teams, typically five players each, controlling heroes or champions with unique abilities. Players gain experience and gold by defeating enemies, leveling up abilities, and purchasing items. Heroes fall into roles such as tank, damage dealer, and support, emphasizing teamwork and cooperation. The genre rewards players capable of cooperating to execute effective strategies, enabling full potential of individual abilities and mechanical skills.
Did You Know?
- The first widely accepted MOBA was Aeon of Strife (AoS), a fan-made custom map released in 2002 for StarCraft.
- In 2018, MOBA prize pools accounted for 40% of total esports prize pools, reaching over US$60 million.
- League of Legends began with 40 playable heroes and reached 150 by 2020.
A Chronological Framework for a Genre
The decision to arrange multiplayer online battle arena titles in strict chronological order reflects a deliberate editorial choice to present the genre as a living timeline rather than a static catalog. By placing each entry in sequence according to its release date, the list implicitly narrates the evolution of the MOBA format—from its earliest iterations to its most recent entries. Readers can trace how the genre has expanded, contracted, or shifted in emphasis over time simply by following the order of entries. This temporal structure also makes it straightforward to identify which titles opened new doors and which followed established patterns, even without additional commentary. The chronological approach treats the genre's history as a continuous thread, suggesting that each new release exists in dialogue with what came before it. For scholars, journalists, or curious players seeking to understand how the MOBA space developed, this ordering provides an intuitive scaffold upon which broader cultural and technological narratives can be layered.
The Dimensions of a Game's Identity
Each entry in the list is expected to carry a specific set of identifying details: the date of release, the developer responsible, the platform on which the game runs, the setting or world in which it takes place, and a note on its notability. Together, these five data points form a compact profile that distinguishes one MOBA title from another without requiring lengthy prose. The inclusion of platform information acknowledges that the genre has crossed hardware boundaries, while the setting field highlights the creative diversity of fictional worlds that developers have built around the core battle-arena formula. Notability, positioned as the final attribute, signals that the list does not merely catalogue every title that has ever used the MOBA label but rather flags those entries that earned particular recognition. The developer field, meanwhile, grounds each game in the studio or team that shaped its design, reminding readers that behind every entry stands a specific creative and technical effort.
Curation and the Question of Availability
A notable editorial choice in the list is the qualifier that information is provided only when available. This single phrase acknowledges a practical reality: not every multiplayer online battle arena title has a fully documented record of its developer, platform, setting, or degree of notability. Some entries may lack one or more of these fields, reflecting gaps in public documentation, the obscurity of certain studios, or the sheer volume of titles that have entered the genre over the years. The list thus functions not as an exhaustive, perfectly uniform table but as a best-effort compilation that grows and refines as more information surfaces. This approach also implicitly respects the diversity of the genre's ecosystem, where a major studio's well-publicized release sits alongside a smaller, less-documented project. By making the conditional nature of the data explicit, the list avoids presenting incomplete entries as if they were definitive, preserving intellectual honesty while still offering a useful reference for anyone exploring the MOBA landscape.
A Genre Earns Its Own Shelf
The very existence of a dedicated, standalone list for multiplayer online battle arena games speaks to the genre's establishment as a recognized and distinct category within the broader video game landscape. Rather than being scattered across general gaming lists or buried within broader action or strategy categories, MOBA titles now occupy their own curated space, sorted and documented as a coherent family of games. This editorial recognition implies that the genre has accumulated enough titles, enough cultural weight, and enough structural commonality to warrant its own reference document. The list serves as both a mirror and a marker: it reflects how many developers have chosen to build within the MOBA framework, and it marks the genre as a point of reference for players, critics, and industry observers alike. In a medium where new subgenres emerge and dissolve with rapid frequency, the decision to maintain a dedicated chronological catalogue signals that the multiplayer online battle arena format has secured a durable place in gaming history.
Frequently Asked Questions
What exactly is a MOBA?
A MOBA is a team-based strategy genre in which two sides of players each command a single hero with distinct abilities on a fixed arena. The core loop revolves around outplaying opponents, scaling your champion's power over time, and ultimately demolishing the enemy's main structure.
How do MOBA matches actually work?
Players control one champion per side while computer-driven minion waves march along predetermined lanes toward the enemy base. Automated towers defend each base, and the win condition is destroying the opposing team's central structure before they do the same to yours.
Where did the MOBA genre originate?
The genre traces back to a custom StarCraft map called Aeon of Strife in the late 1990s, which introduced the core team-versus-team hero concept. It then evolved into Defense of the Ancients (DotA) in 2003, which solidified many of the lane-based mechanics we recognize today.
What are the biggest standalone MOBA titles?
League of Legends (2009) and Heroes of Newerth (2010) are widely regarded as the genre's most prominent spiritual successors to DotA. Dota 2 (2013) serves as a direct standalone sequel to DotA, while Smite (2014) and Heroes of the Storm (2015) brought the formula to new audiences.
How significant is MOBA esports compared to other genres?
By 2018, MOBA titles accounted for over US$60 million in prize money, representing roughly 40% of all esports prize pools worldwide. This makes the genre one of the most financially dominant competitive spaces in gaming.
More in Multiplayer online battle arena games 1-24
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
