Warhammer 40,000: Dawn of War - Definitive Edition

2.8.0 Update Patch Notes

Relic Entertainment

Today’s update is the first community driven patch focused on multiplayer balance in Warhammer 40,000: Dawn of War – Definitive Edition . This work was only made possible by your continued support, feedback, and passion for this game. We want to thank the community members that have been driving, testing, and validating this work to get it ready for all of you today.

Balancing any RTS game, especially one with nine factions, is complicated and time-consuming work. As such, today’s update will not solve or address every single friction point in the multiplayer experience. Update 2.8.0 is only the first of several planned multiplayer balance patches coming in 2026. This work will be incremental, and it will adapt based on feedback from players in the coming weeks. As such, we encourage all our multiplayer fans to play as many matchups and game modes as they can to get a feel for these new changes and then provide feedback and suggestions for future updates.

Additionally, with the release of this update, we will be enforcing escalating suspensions and bans for any players using mods or other software to remove the fog-of-war and/or atmospheric fog in automatch modes. This does not include custom games or singleplayer/skirmish. We know that these options exist in some historically popular mods, however, they run counter to the intended player experience - especially in automatch. This first round of suspensions will only last 48-hours and will act as a warning. In the coming weeks, player accounts detected removing fog-of-war or atmospheric fog will receive suspensions of a week (or more) and subsequent detection will culminate in permanent bans. Appeal requests can be opened at https://help.relic.com/ .

Thank you again for your ongoing support and good luck in your multiplayer games! Stay tuned for the next part of this balance work in the months ahead.

General

Today’s multiplayer balance update aims to improve the balance between factions in the early and mid game. We want to decrease the effectiveness of area-of-effect units, as they became stronger with the changes to pathfinding and collision in the Definitive Edition.

This update also mitigates the ability to sell early game buildings to prevent refunding them for resources. Though this was already true for Headquarters, Barracks, and Generators, we’ve expanded this restriction to cover the Tier 1 Armory buildings and the Forbidden Archive to avoid current and future strategies that exploited this. We exempted the Armory style buildings which double up as Tier 2 research, such as the Soul Shrine and the Path to Enlightenment.

Deleting completed Armory buildings (Space Marines, Sisters of Battle, Chaos, Imperial Guards, Dark Eldar and Orks) and Forbidden Archive (Necrons) now returns 10% of the resources to the player

Finally, Artillery style units and grenade style abilities are receiving changes to compensate for the new pathing and collision systems.

Chaos

The Cultist Grenade Launcher opener has been overpowered; we have adjusted this to encourage more variety in opening play.

Raptors health has been slightly increased, and they will receive an increased boost from Jetpack Booster Research to help them to be more useful in the mid-game.

Berzerkers movement speed and Health has been increased to improve their usability.

Vehicles have been adjusted to encourage a selection of vehicles other than Defilers.

Cultist Squad

Grenade Launcher Area of Effect decreased from 4 to 3 Grenade Launcher damage decreased 20% (including the value for minimum damage dealt) Grenade Launcher damage against Commander armour decreased by 15% instead of 20%

Khorne Berzerker Squad

Speed increased from 20 to 24 Health increased from 610 to 670

Hell Talon

Autocannon and Incendiary Bomb damage to commander armor decreased by 20%

Chaos Predator

Heavy bolters range increased from 30 to 35 Cost decreased from 150/330 to 150/300

Defiler

Battlecannon damage to aircraft decreased by 30% Battlecannon area of effect decreased from 4 to 3

Chaos Space Marine Squad

Frag Grenades damage decreased by 15%

Raptor Squad

Health increased from 405 to 425

Jetpack Booster Research

New: Now gives passive move speed of +20% to Raptors and Raptors Aspiring Champion

Speed Fiends ability

Duration increased from 7s to 10s Movement speed increase from 40% to 30%

Dark Eldar

Adjustments have been made to the Dark Eldar with the aim of decreasing the dominance of Reaver Jetbikes. We will continue to monitor these changes with a view to future updates. We are also adjusting the survivability of Warriors along with their lethality.

Anti-vehicle options in the Scourge Squad and the Raider have been adjusted so they are better able to fend off early vehicles from other factions. We’re hoping this improves Dark Eldar performance in early Tier 2.

Finally, the Talos has been adjusted so that it can perform better at melee range.

Warrior Squad

Splinter Rifle damage against Infantry Low (All builders except Techpriest Enginseer) and Infantry Heavy Medium (Space Marines, Fire Warriors, Battle Sisters and similarly armoured units) reduced by 10% Splinter Rifle damage against Infantry Medium (Starting units like Guardsmen, Cultists and Guardians), Infantry High (Mostly early game units from Orks, Eldar and Dark Eldar like Sluggas, Dark Reapers and Warriors) and Commanders reduced by 15% Health increased from 250 to 300

Reaver Jetbike

Build time increased from 21s to 25s Splinter Cannon damage to Commander armor type decreased by 33% Splinter Cannon with targeting module damage to Commander armor type decreased by 33%

Scourge Squad

Dark Lance setup time decreased from 1.5s to 1.0s

Wraithbone Woven Battlesuits

New: Scourges now gain 55 health from this upgrade New: Scourge Sybarites now gain 100 health from this upgrade

Raider

Health increased from 1400 to 1600 Dark Lance damage increased by 15% Cost increased from 100/125 to 125/150 Build time increased from 25s to 30s Raider Splinter Rifle damage adjusted to match the changes to Warrior Squad Splinter Rifle. These weapons are used when Warriors embark on a Raider

Talos

Deceleration time decreased from 1s to 0.2s Acceleration time decreased from 2s to 1s Time cost decreased from 45s to 30s Max speed increased from 18s to 21s

Wargear: Power Blades

Cost decreased from 75/75 to 50/50

Wargear: Agonizers

Cost decreased from 100/100 to 75/75

Archon

Power Claw and Agonizer damage reduced by 20%

Wych Succubus

Damage from Wargear: Power Blades and Wargear: Agonizer decreased by 20% (not cumulative)

Warrior Sybarite

Damage from Wargear: Power Blades and Wargear: Agonizer upgrade increased by 40% (not cumulative)

Scourge Sybarite

Damage from Wargear: Power Blades and Wargear: Agonizer upgrade increased by 40% (not cumulative)

Eldar

We have made adjustments to many of the Eldar spells. Bonesingers Wraithtomb should now be less oppressive in shutting down buildings, the Farseer is less of a menace against factions like Imperial Guards, and the Harlequin is less effective at wiping out armies by herself.

Banshee’s are getting some slight buffs to accessibility to make them more viable as secondary units.

We have also made some minor adjustments to Rangers, Dark Reapers and Guardians to improve specific matchups.

Bonesinge r

Cost increased from 45/0 to 55/0 Wraithtomb duration decreased from 30s to 20s Wraithtomb duration after death of Bonesinger decreased from 8s to 5s

Farseer

Mind War ability total damage decreased from 315-440 to 340-350 Mind War ability cooldown decreased from 110s to 100s Psychic Storm ability damage to Commander armor type reduced by 30%

Soul Shrine

Aspect Portal added as a requirement

Harlequin

Dance of Death damage decreased from 75 to 60 per hit Harlequins Kiss area effect damage decreased by 20% Harlequins Kiss area effect damage against Infantry Medium (Starting units like Guardsmen, Cultists and Guardians) further reduced by 20% Harlequins Kiss area reduced from 15 to 12

Ranger Squad

Knife damage against Infantry Medium (Starting units like Guardsmen, Cultists and Guardians) decreased from 4.8 to 4dps

Ranger infiltration

Research time increased from 25s to 40s

Dark Reapers

Reaper Launcher damage against Vehicle Medium (Most normal vehicles like Dreadnaughts, Predators and Destroyers) and Aircraft decreased by 20%

Dark Reaper Exarch

Reinforce time increased from 15s to 20s

Guardian Squad

Shuriken Catapult damage against Infantry Heavy Medium (Space Marines, Fire Warriors, Battle Sisters and similarly armored units) decreased by 10% Shuriken Catapult penetration against Infantry Heavy High (Heavily armored infantry like Celestians, Terminators and Obliterators) set to the same as against Commander, was previously 0. Damage increased from 1.4 damage-per-second to 2.9 damage-per-second Plasma Grenades damage decreased by 15%

Howling Banshee Exarch

Health increased from 435 to 585 Health gained from Call of War decreased from 355 to 255 Health gained from Wargear: Reinforced Armor decreased from 235 to 185

Banshee Aspect Stone

Cost decreased from 50/0 to 25/0 Banshee Aspect Stone time cost decreased from 11s to 8s

Vyper

Missile Launcher knockback decreased by 20%

Imperial Guard

For Imperial Guards, we wanted to decrease the effectiveness of Guardsmen after getting all their damage buffs in Tier 2, both in general but also specifically for the Grenade Launcher.

We’re improving the accessibility of the Psyker (HQ) in Tier 2 to allow more detection units while also lowering the effectiveness of Curse of the Machine Spirit which currently counters early vehicles too hard.

We’ve also improved the usability of the Heavy Weapons Team by lowering the time it takes to entrench/uproot as well as increasing the speed at which they rotate their weapons so that they can start firing sooner.

Telepathica Temple

Now requires Battle Command instead of Tactica Command Research time decreased from 20s to 10s

Priest (Headquarters)

Cost decreased from 80/50 to 80/40 Squad damage bonus reduced from 50% to 33%

Psyker (Headquarters)

Cost decreased from 100/50 to 90/35 Health increased from 375 to 425

Curse of the Machine Spirit

Cooldown increased from 45s to 55s Duration decreased from 15s to 12s Curse of the Machine Spirit range decreased from 40 to 35

Guardsmen Squad

Grenade Launcher knockback force decreased from 25-40 to 20-30 Grenade Launchers damage against buildings reduced by 10% Plasma Gun damage against buildings and vehicles decreased by 20%

Weapon Specialization

Bonus damage to Grenade Launchers is reduced from 100% to 75% Research time increased from 30s to 45s

Commissar

Execute ability bonus max damage to lasguns decreased from 100% to 80%

Heavy Weapons Team

Time to entrench/uproot decreased from 3s to 2s Rotation speed for all weapons increased from 45 to 90

Basilisk

Earthshaker Cannon damage, morale damage, and knockback force decreased by 20%

Necrons

Necrons mostly saw some economic changes in this update. The power upgrades are slightly cheaper and the Thermo Plasma Generator is now easier to build while giving less return. This allows players to build it with less risk while also reducing the impact it has on the game.

Obelisks now give one extra vehicle population cap to avoid situations where Necrons control half the map but still can’t get more than 17 vehicle cap. With this change they can get to 20 like the other factions.

Solar Pulse and Phase Shift received minor nerfs and Immortals are now a bit more tanky.

Solar Pulse

Cooldown increased from 70s to 80s

Phase Shift

Cost increased from 75 to 100 power

Immortals

Health increased from 450 to 500

Strengthen Powergrid

Cost decreased from 350 to 300 power

Plasma Battery Storage

Cost decreased from 550 to 500 power

Thermo Plasma Generator

Power gain decreased from 30 to 20 power Cost decreased from 250 to 225 power Power gift on completion decreased from 100 to 75 power Construction time decreased from 120s to 80s Health from 2000 to 1600

Obelisk

Vehicle population capacity increase from Obelisk increased from +3 to +4

Orks

Orks have been adjusted with the intent of delaying and reducing the impact of their attack timings.

We’re increasing the cost and reducing the effectiveness of certain upgrades and abilities while also nerfing Nob Leaders.

Mega Armored Nobz are receiving some buffs to make them more viable.

Blastier

Research cost increased from 100/25 to 100/50 Shoota Boy Squad Shoota and Big Shoota damage bonus decreased from 50% to 40%

'Eavy Boy Armor

Research cost increased from 75/25 to 75/50 Sluggas health gained from 33% to 25% Stormboyz health gained from 33% to 20%

Nob Leaders

Power Claw damage to Building Low (Mostly Listening Points, Generators, Turrets and Mine Fields) decreased by 20% Shoota damage to Building Low (Mostly Listening Points, Generators, Turrets and Mine Fields) decreased by 15% Health decreased from 900 to 800 Health gained from Tougher Bosses increased from 100 to 150 Health gained from Even Tougher Bosses increased from 100 to 150

Mega Armored Nobz

Reinforce cost decreased from 100/75 to 100/60 Build time decreased from 45s to 35s Power Surge ability cost decreased from 10 to 7 health per second

Turbo Boost Research

Stormboyz speed bonus decreased from +30% to +20%

Turbo Boost Ability

Movement speed bonus decreased from +50% to +30% for Stormboyz, Wartrak and Wartrukk

Stormboyz

Stikk bombz damage decreased by 15%

Wartrak

Bomb Chukka damage, morale damage, and knockback force decreased by 20%

Sisters of Battle

Sisters of Battle have historically underperformed. With the change to refunds from Armory deletion, we are giving Sisters of Battle several early game buffs to compensate and bring them closer in line to the other factions in terms of early game performance. The most important of these buffs is an increase to the accessibility of Faith in the early game to allow for earlier and more frequent use of their Faith based abilities.

The Immolator is getting multiple changes to make it more accessible and better at its anti-vehicle role, while toning down the strong Twin Heavy Flamers. We are also splitting the health and damage upgrades into two upgrades each to allow for better scaling in the mid and late game.

We’re making Purgatus Mine Field more useful as an area denial tool and increasing its charge count. In return, we nerfed the damage and morale damage of its explosion.

We also tuned the cost of some upgrades and the effectiveness of the Confessors Faith abilities. Moving 10 power cost from the Armory to Wargear: Power Weapons allows for a few more reinforcements for Seraphims - when opening without a generator, this makes them more viable after losing the resources from armory deletion.

Ecclesiarchal Chapel

New: Provides +20 Faith max (Note that this allows maximum Faith to go above 100 if more than one HQ is built. It is a known issue that the UI may not display Faith above 100 correctly. )

Holy Icon

Maximum icons built decreased from 5 to 4 First icon cost increased from 25/0 to 40/10 (Note: Cost scaling unchanged at +40/25 per icon built)

Canoness

Faith resource generation increased from +1.75 to +2 Bolt Pistol damage increased by 15%

Battle Sister Squad

Phosphor Grenades damage decreased by 15% Phosphor Grenades damage over time decreased from 9 to 8 Bolter damage increased by 10%

Pristine Sanctuary

Cost decreased from 175/50 to 175/40

Wargear: Power Weapons

Cost increased from 50/20 to 50/30

Immolator

Build time decreased from 55s to 40s Twin Heavy Flamers morale damage decreased by 50% Twin Heavy Flamers damage decreased by 20% Twin Heavy Flamers fire on the move accuracy decreased from 70% to 60% Multi-melta build time decreased from 20s to 15s Multi-melta damage to Vehicle Medium (Most normal vehicles like Dreadnaughts, Predators and Destroyers) and Vehicle High (Relic Vehicles and a few heavily armoured vehicles like the Killa Kan, Baneblade and the Dais of Destruction) armor types increased by +20%

Purgatus Mine Field

Max Explosions increased from 1 to 4 Explosion cooldown set to 5s Damage from explosion decreased by 30% Morale damage from explosion decreased by 50%

Wargear: Chaplet Ecclesiasticus

Cost decreased from 125/50 to 75/50

Laud Hailers Research

Cost decreased from 75/50 to75/25 Research time decreased from 30s to 20s

Confessor

Holy Edict stun duration decreased from 15s to 10s Emperor's Wrath damage decreased by 20%

Wargear: Blessed Armor/Wargear: Psyocculum

New: Is now split into two upgrades; the second one is placed in the same slot in the armory and is displayed after the first one has been researched

Wargear: Blessed Armor

Research time decreased from 45s to 30s Otherwise exactly the same as current Blessed Armor

Wargear: Sacrosanct Armor

Requirements: Blessed Armor, Ecclesiarchal Citadel Cost set to 75/25 Research time set to 45s Provides further 15% hitpoint bonus to Battle Sisters, Seraphim, Celestians, and Sisters Repentia Provides further 15% hitpoint bonus to Veteran Superiors, Seraphim Veteran Superiors, Imagifers, and Mistress

Psyocculum

Requirements: Ecclesiarchal Cathedral Cost set to 75/25 Research time set to 30s Increases the damage of Battle Sister's Bolters, Flamers and Heavy Bolters by 20% Doubles the damage of the Missionary's Bolt Pistol

Wargear: Enhanced Psyocculum

Same stats as current Psyocculum except for the following:

Cost changed from 150/50 -> 100/75

Increases to the damage of Battle Sister's Bolters, Flamers and Heavy Bolters decreased from 35% -> 12.5% (total bonus from both Psyocculum upgrades is the same as from the current Psyocculum) Removed damage upgrade for Missionary bolt pistol

Space Marines

Space Marines received relatively minor changes despite being one of the weaker factions in multiplayer. However, several changes to other factions have improved the performance of Space Marines.

Space Marines and Assault Marines are getting damage buffs against Infantry High – notably affecting Eldar, Orks, and Dark Eldar, three factions that the Space Marines used to struggle against.

Assault Marines received additional buffs to make them more viable in the early game.

Land Speeder Tempest received several changes to make its different Heavy Weapon upgrades more specialized and Krak Missile Launcher less of an anti-everything alternative.

Listening Posts, Heavy Bolter Turrets, and Missile Turrets had very low damage against some armor types compared to their counterparts in other factions. In some cases this was due to legacy bugs. We’ve fixed those values and these buildings will now be a lot stronger in some situations.

Listening Post

Storm Bolter damage to Vehicle Low (Light vehicles like Reaver Jetbike, Landspeeders and Devilfish increased from 9 to 19.4 damage-per-second (same damage as the Chaos Listening Post)

Space Marine Squad

Bolter damage against Infantry High (Mostly early game units from Orks, Eldar and Dark Eldar like Sluggas, Dark Reapers and Warriors) increased by 10% Frag Grenades damage decreased 15%

Assault Marine Squad

Squad cost decreased from 220/0 to 210/0 Chainsword damage to Infantry High (Mostly early game units from Orks, Eldar and Dark Eldar like Sluggas, Dark Reapers and Warriors) increased by 15% Chainsword damage to Building Low (Mostly Listening Points, Generators, Turrets and Mine Fields) increased by 10% Bolt pistol damage against Infantry Low (All builders except Techpriest Enginseer) decreased by 35% Health received from Wargear: Bionics Level 2 increased from 19% to 30% (from 581 to 634 after this upgrade)

Machine Cult

Vehicle Cap given from this building increased from 2 to 3

Rhino

No longer requires Armory to build

Land Speeder Tempest

Health increased from 1200 to 1500 Cost increased from 100/125 to 100/150 Krak Missile Launcher armory requirement removed Frag Missile Launcher armory…

This announcement was originally published by Relic Entertainment on Steam on Apr 27, 2026.

Open the original on Steam

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