r/MobileLegendsGame • • Nov 14 '25

Patch Notes Patch Notes 2.1.34 - Adv. Server

71 Upvotes

Advanced server update released on November 13, 2025 (Server Time)

From the Designers

In this patch, we've optimized the experience of many Roaming heroes in hopes of increasing their viability and usage.

This week, we will also test new battlefield gameplay on the Advanced Server. It will be available at a later time after the patch update.


I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes

Heroes with major changes in this patch: Revamped Eudora (~), Leomord (↑), Lolita (↑), and Rafaela (↑).

ㅤㅤ

  • [Revamped Eudora] (~)

To let the revamped Eudora inflict Superconductor more frequently through her skills, we've reduced Skill 1's early-game cooldown.

For balance, we've removed the Ultimate's Slow Effect and reduced the Thunderburst damage range.

For balance, we've removed the Ultimate's Slow Effect.

ㅤㅤ [Skill 1] (↑)

Cooldown: 6-5s >> Fixed at 5s

Movement Speed Boost: 25% >> 40%

Fixed an issue where damage results did not match the casting animation.

Improved Skill 1's description by adding that it deals 200% damage to creeps and minions.

ㅤㅤ [Ultimate] (↓)

Reduced the Ultimate's range.

Removed the Movement Speed reduction effect.

Thunderburst Damage Radius: 5 >> 4

ㅤㅤ

  • [Leomord] (↑)

Experimental Adjustments: Leomord's Passive relies on enemies being at low health to be effective, which doesn't align with our design expectations. We want Leomord to take the initiative by gaining Oath Keeper energy through combat to deal Crit Damage while recovering HP for sustainability, making him a knight capable of charging into battle.

To balance this, we've removed the shield granted in skill 1.

ㅤㅤ [Passive] (↑)

Leomord's basic attacks and skills gain 20 Oath Keeper energy for each target damaged. When the energy reaches 100, his next basic attack deals 200% Crit Damage (200% against creeps and minions) and recovers 150 (+10 * Hero Level) (+20% Extra Max HP) HP.

Leomord's Basic Attacks cannot normally Crit, and every 1% Crit Chance is converted to 1% Crit Damage.

Mounted State: Each Oath Keeper energy gain is increased by 200%.

ㅤㅤ [Skill 1] (↓)

Removed the effect of gaining a shield.

ㅤㅤ

  • [Lolita] (↑)

The shield Lolita's Passive provides to nearby allied heroes accounts for most of her strength, resulting in insufficient tankiness and threat as a tank herself.

Therefore, we've removed the effect where the Passive periodically grants a shield to nearby allies, but retained the effect of granting a shield to nearby allies when using skills.

To balance this, we've increased the shield amount provided by the Passive and improved the Ultimate's Slow Effect and Base Damage, hoping to improve her tankiness and threat to the enemy backline.

ㅤㅤ [Passive] (~)

Removed the effect where shields are periodically granted to nearby allied heroes. Shields are still granted to nearby allied heroes when using skills.

Shield: 20 (+2.5% Total HP) >> 30 (+4% Total HP)

ㅤㅤ [Skill 1] (↑)

Cooldown: Fixed at 10s >> 10-8s

ㅤㅤ [Ultimate] (↑)

Slow Effect: 50% >> 60%

Base Damage: 500-900 >> 600-1200

ㅤㅤ

  • [Rafaela] (↑)

Increased her single-target healing while removing group healing. The Ultimate's cooldown has been significantly reduced, with a slight reduction to its effect per cast.

ㅤㅤ [Skill 2] (↑)

HP Regen for Self and the Most Injured Nearby Allied Hero: 150-250 (+45% Total Magic Power) >> 150-250 (+90% Total Magic Power)

Removed HP recovery for other nearby allied heroes.

ㅤㅤ [Ultimate] (↑)

Cooldown: 42-34s >> 28-20s

Stun Duration: 1.2s >> 1s

ㅤㅤ

  • [Harley] (↑)

Harley's combat effectiveness has been relatively weak without his Ultimate, while his extremely high ring explosion damage in the late game has been difficult for enemies to counter. To address this, we've significantly reduced his Ultimate's cooldown while lowering his late-game explosion damage for balance.

ㅤㅤ [Ultimate] (↑)

Cooldown: 36-30s >> 25-15s

Ring Explosion Damage: 30%-50% of damage taken by the target while ring was active >> 30% at all levels.

ㅤㅤ

  • [Clint] (↑)

Reverted last week's adjustments and reduced the Ultimate's cooldown in the late game.

ㅤㅤ [Passive] (↓)

Removed Effect: Every 4% extra Attack Speed is converted to 1% Cooldown Reduction.

ㅤㅤ [Ultimate] (↑)

Skill Recharge Time: 10s-6s >> 10s-5s

Cooldown: 2-1s >> 1.5-0.5s

ㅤㅤ

  • [Zetian] (↑)

Adjusted Zetian's damage curve and Mana Cost to improve her late-game damage output.

ㅤㅤ [Skill 1] (↑)

Damage for First Two Waves: 200-275 (+ 30% Magic Power) >> 150-275 (+50% Magic Power)

Damage for the Third Wave: 385-660 (+120% Magic Power) >> 350-660 (+120% Magic Power)

Mana Cost: 70-120 >> 50-75

Cooldown: 6s >> 5s

ㅤㅤ

  • [Cecilion] (↑)

Optimized Cecilion's early-game skill casting experience, allowing him to cast skills more frequently.

ㅤㅤ [Skill 1] (↑)

Mana Cost Increase Per Cast: 1.8 times >> 1.5 times

Mana Cost: 75 >> 75-150

ㅤㅤ

  • [Tigreal] (↑)

Slightly increased the hero's ability to secure kills and Ultimate damage.

ㅤㅤ [Skill 2] (↑)

Charge Speed: 6 >> 8

ㅤㅤ [Ultimate] (↑)

Base Damage: 270-430 >> 600-1000

ㅤㅤ

  • [Johnson] (↑)

Adjusted Johnson's Damage Bonus. Damage dealt directly by his wrench and car form now scales with Physical Defense to improve damage output for defense-build Johnson.

The Sustained Damage dealt by the electrified zones left behind by Skill 2 and the Ultimate's explosion will continue to scale with Magic Power.

ㅤㅤ [Ultimate] (↑)

Explosion Damage Bonus Upon Hitting Enemies: 160%-240% Total Magic Power >> 240%-360% Total Physical Defense

ㅤㅤ

  • [Khufra] (↑)

Improved Khufra's poke capability in the early to mid game.

ㅤㅤ [Passive] (↑)

Cooldown: 12s >> 8s

ㅤㅤ

  • [Julian] (↑)

Reverted certain jungle speed adjustments.

ㅤㅤ [Passive] (↑)

Enhanced Basic Attack Damage Against Creeps: 75% >> 85%

ㅤㅤ

  • [Nolan] (↑)

Enhanced the hero's mobility and sustained combat capability in the mid to late game.

ㅤㅤ [Passive] (↑)

Energy Regen: 20 >> 25

ㅤㅤ [Skill 1 & 2] (↑)

Cooldown: 2.5-1.5s >> 2.5-1s

ㅤㅤ

  • [Suyou] (↑)

Slightly enhanced the hero's burst capability and sustained combat ability in the mid to late game.

ㅤㅤ [Skill 1] (↑)

Cooldown: 8.5s >> 8s

Base Damage (Tap): 250-330 >> 250-350

Slash Damage (Tap): 375-495 >> 375-535

Base Damage (Hold): 250-330 >> 250-350

ㅤㅤ [Skill 2] (↑)

Cooldown: 8.5s >> 8s

HP Regen (Hold): 150-230 (+50% Extra Physical Attack) >> 150-250 (+80% Extra Physical Attack)

ㅤㅤ [Ultimate] (↑)

Cooldown: 8.5s >> 8s

ㅤㅤ

  • [Nana] (~)

Adjusted Nana's skill damage distribution by increasing Skill 1 (damage skill) and decreasing Skill 2 (control skill).

ㅤㅤ [Skill 1] (↑)

Damage: 300-400 (+90% Total Magic Power) >> 300-500 (+ 100% Total Magic Power)

ㅤㅤ [Skill 2] (↓)

Damage: 250-375 (+50% Total Magic Power) >> 150-275 (+ 30% Total Magic Power)

ㅤㅤ

  • [Zhuxin] (~)

Adjusted Skill 2's damage value. Now, throwing captured high-HP heroes to low-HP heroes can deal higher damage.

ㅤㅤ [Skill 2] (~)

Skill 2 Smash Damage: 200 (+10%-20% of target's Max HP) >> 200-300 (+10%-15% of captured target's Max HP)

ㅤㅤ

  • [Angela] (~)

To encourage Angela to fight alongside allied heroes, the Ultimate's cooldown now begins while she is attached to an allied hero.

For balance, we've increased the Ultimate's cooldown.

ㅤㅤ [Ultimate] (~)

Cooldown: 40s >> 50s

Adjusted the cooldown mechanism to start immediately after casting the Ultimate.

ㅤㅤ

  • [Granger] (↓)

Granger has been crowding out other Marksmen in the Gold Lane. To address this, we've reduced his early-to-mid game scaling and damage output.

ㅤㅤ [Skill 1] (↓)

Base Damage: 60-120 >> 60-100

No longer deals additional damage to minions and creeps.

ㅤㅤ

  • [Harith] (↓)

Harith has been crowding out other Marksmen in the Gold Lane. To address this, his mid-to-late game damage has been reduced, while his survivability has been increased to adjust his power curve.

ㅤㅤ [Skill 2] (↓)

Enhanced Basic Attack Damage Bonus: 90% Physical Attack (+ 90% Magic Power) >> 100% Physical Attack (+50% Magic Power)

Shield: 120-270 (+100% Total Magic Power) >> 120-270 (+150% Total Magic Power) (up to 3 stacks).

ㅤㅤ

  • [Fredrinn] (↓)

To slightly limit his versatility as a fighter / tank jungler, we've reduced his jungle efficiency.

ㅤㅤ [Skill 1] (↓)

Damage Against Non-Hero Units: 200% >> 150%

ㅤㅤ

  • [Cici ] (↓)

To reduce Cici's threat to backline heroes, we've reduced her mobility and Skill 1 damage.

ㅤㅤ [Passive] (↓)

Movement Speed Boost per Stack of Delight: 0.75% >> 0.5%

ㅤㅤ [Skill 1] (↓)

Base Damage: 70-95 >> 60-85

ㅤㅤ

  • [Hayabusa] (↓)

Hayabusa's Skill 2 allowed him to reach the backline too easily. For balance, we've reduced its distance.

ㅤㅤ [Skill 2] (↓)

Reduced Hayabusa's and his phantoms' travel distance by 20%.


II. Battlefield Adjustments

New Battlefield Effect Test will be available at a later time after the patch update. Downloading full resources provides a better experience for related gameplay.

This test will only be available in Ranked matches for Master rank and above.

  • [Battlefield Effect - Golden Turtle]

Golden Turtle Feature: Upon being killed, it drops Gold on the ground. The Gold only lasts a few seconds and can be picked up by both teams.

Tip: It's difficult for one player to pick up all the dropped Gold within the time limit. Ask your teammates to collect the Gold together!

ㅤㅤ

  • Emblem Adjustment

Fighter Emblem (~)

We found that some Basic Attack-based Fighters don't have perfectly suited Emblems, so we've adjusted the base attributes.

ㅤㅤ [Attribute] (~)

12% Spell Vamp >> 10% Hybrid Lifesteal

Equipment Adjustments: Rework to Roaming Blessings' Gold and EXP Gains

ㅤㅤ

  • [Roaming Blessing]

[Conceal] & [Dire Hit]

No longer gains Gold and EXP when nearby allies kill minions and creeps.

New Effect: Gain 20 Gold and (25 + 2* Hero Level) EXP after dealing damage to enemy heroes.

Cooldown: 15s.

[Encourage] & [Favor]

Gold and EXP gain mechanics remain unchanged.

ㅤㅤ [Encourage]

Grants nearby allied heroes 20 Hybrid Defense.

ㅤㅤ

  • Battle Spell Adjustment

Ice Retribution (↓)

Slightly reduced Ice Retribution's control and kiting potential.

Movement Speed Stolen: 70 (+ 2* Hero Level) >> 50 (+ 2* Hero Level)


III. Mode Adjustments

  • [Brawl Mode: Hero Rules Adjustments]

We've optimized the hero rules in Brawl mode. You now have a chance to randomly obtain heroes you don't own. Additionally, when you achieve MVP or reach a certain Medal Points with a hero, you'll gain 1-day Ranked mode access to that hero, regardless of ownership or rank requirement.

Come experience the new Brawl mode!

ㅤㅤ

  • [Hyper Blend Mode Adjustments]

New Heroes in Random Hero Pool: Alice, Zilong, Fanny, Moskov, Aurora, Gatotkaca, Irithel, Hanabi, Thamuz, Silvanna, Floryn.

Some skills now scale with both Physical Attack and Magic Power.


r/MobileLegendsGame • • Sep 12 '26

Patch Notes Patch Notes 2.2.18 - Adv. Server

11 Upvotes
Advanced server update released on September 11, 2026 (Server Time)

I. Hero Adjustments

As these hero adjustments involve updates to skill effects, corresponding skins are still being optimized. The following hero's skins are temporarily unavailable: Lunox.

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Classic Akai (↑), Lunox (↑), and Xavier (↑). ㅤ

ㅤ * [Classic Akai] (↑)

We've slightly increased Classic Akai's damage and adjusted his Ultimate's knockback frequency to match that of the current Akai.

ㅤㅤ [Passive] (↑)

Extra Basic Attack Damage Based on Max HP: 2% >> 3%

ㅤㅤ [Skill 2] (↑)

Shield's Damage: 2% Max HP >> 3% Max HP

ㅤㅤ [Ultimate] (↑)

Increased the Ultimate's knockback frequency. ㅤ

  • [Classic Zilong] (↓)

We've noticed that Classic Zilong was a bit too strong, even proving hard to handle in Classic mode. As a result, we've reduced his damage and how often he gains Control Immunity.

That said. Even after these adjustments, Classic Zilong can still pick off enemy heroes amid the chaos of battle.

ㅤㅤ [Passive] (↓)

Damage of Enhanced Basic Attack: 450 (+150% Total Physical Attack) >> 300 (+ 120% Total Physical Attack)

ㅤㅤ [Ultimate] (↓)

Cooldown: 35-27s >> 48-40s ㅤ

  • [Belerick] (↓)

Belerick's Skill 1 cast frequency was too high. Therefore, we've increased its cooldown.

ㅤㅤ [Skill 1] (↓)

Cooldown: 8-6s >> 10-8s ㅤ

  • [Eudora] (↓)

Eudora was too oppressive in the early to mid game, so we've reduced her Ultimate's damage at all levels.

ㅤㅤ [Ultimate] (↓)

Center Area Damage: 600-1000 (+160% Total Magic Power) >> 540-900 (+145% Total Magic Power)

Damage Outside the Center Area: 300-500 (+ 100% Total Magic Power) >> 270-450 (+ 90% Total Magic Power)

Delayed Damage: 330-550 (+110% Magic Power) ㅤ

  • [Lunox] (↑)

Lunox's Passive kicked in too late and didn't have many good items to pair with it, so we've simplified her Passive.

We've also increased the early-game damage of Lunox's Skill 2 and improved the control feel of her Ultimate to ensure she has enough damage output in the early-to-mid game.

We've also removed the area damage dealt to nearby enemies after using her Ultimate (Power of Chaos) to dash, in order to keep her balanced. Since we didn't want Lunox to lose out on damage when dashing backward or sideways, we've shifted that damage into Skill 2 and her Passive instead.

ㅤㅤ [Passive] (↑)

When the balance is shifted to the Power of Order, immediately gain 10% Magic Penetration.

When the balance is shifted to the Power of Chaos, immediately gain 10% Spell Vamp.

ㅤㅤ [Skill 2 (Power of Chaos)] (↑)

Extra Percentage Damage: 2.5%-5% >> 3.5%-5%

Percentage of Extra Damage to Creeps: 1.5%-3% >> 2.1%-3%

ㅤㅤ [Ultimate (Power of Chaos)] (↓)

Removed the damage dealt to nearby enemies after the dash.

Reduced the dash's foreswing time by 50%. ㅤ

  • [Masha] (~)

We want Masha's Passive to scale more with her level.

ㅤㅤ [Passive] (~)

Extra Physical Attack Bonus: (2% Extra Physical Attack)% Physical Damage Based on Max HP >> (1% Extra Physical Attack)% Physical Damage Based on Max HP

Level Growth Bonus: 0.15% Physical Damage Based on Max HP per level >> 0.3% Physical Damage Based on Max HP per level ㅤ

  • [Rafaela] (↓)

Rafaela's Skill 1 cast frequency and Movement Speed income were too high. We've increased Skill 1's cooldown and reduced the conversion efficiency of Skill 2's Movement Speed bonus.

ㅤㅤ [Skill 1] (↓)

Cooldown: 5-3s >> 5s at all levels

ㅤㅤ [Skill 2] (↓)

The Movement Speed bonus increases by 1% for every 10 Magic Power >> The Movement Speed bonus increases by 1% for every 15 Magic Power ㅤ

  • [Xavier] (↑)

To help Xavier deal more substantial AOE damage in team fights, we've shifted the damage of Skill 2 (Mystic Barrier) to the activation of Mystic Field. We've also smoothed out the movement speed boost from his Passive to improve his mobility.

ㅤㅤ [Passive] (↑)

Movement Speed Bonus: 50% >> 60%. The bonus now decays more slowly.

ㅤㅤ [Skill 2] (↑)

Removed Mystic Barrier's direct damage.

Mystic Field Damage: 220-345 (+65% Total Magic Power) >> 440-690 (+130% Total Magic Power)

Fixed an issue where Mystic Field Damage could not trigger the passive's Movement Speed bonus.


ㅤ

II. System Adjustments

A. New Custom Setups

To better accommodate player preferences, we've added custom Setups for the left-hand medium and large buttons in the Custom UI.


B. System Adjustments

ㅤ [Controls Adjustments]

Removed the [Additional] option from Attack Method due to its low usage rate.

Players who previously selected the [Additional] mode will automatically switch to the [Advanced] mode.


ㅤ

C. Mode Adjustments

A. Card Brawl

Thank you for your support! In this test, we've made adjustments to a large number of Card Brawl cards, including value adjustments to several existing cards. The details are as follows:

ㅤ [New Cards & Effect Adjustments]

  • [God of War] - Legend (Gold) Quality

When the Ultimate is cast and enters cooldown, grants Control Immunity for 4s, plus 50 Physical Defense and 50 Magic Defense for 8s. A kill or assist against an enemy hero reduces the remaining cooldown of the Ultimate and this effect by 15%. Cooldown: 40s.

  • [Dark Orb] - Legend (Gold) Quality

Damaging an enemy hero with a skill launches 1 homing Planetary Sphere toward them. Each Sphere deals 600 Magic Damage to the first enemy hit. Its damage increases by 7.5% for every unit traveled, up to 150%. After traveling more than 10 units, it also stuns any enemy hero hit for 1.5s. Cooldown: 15s.

  • [Moon Arrow] - Legend (Gold) Quality

Each Basic Attack summons 3 Split Arrows to strike other nearby enemies. If there are no other nearby targets, no Split Arrows are summoned. Each Split Arrow deals 35% of the Basic Attack's damage and applies Attack Effects at 35% effectiveness.

  • [Moon Blessing] - Legend (Gold) Quality

Basic Attacks deal extra Magic Damage equal to 2% of the target's Max HP. With a 25% chance, fire 1 extra missile, dealing 100 Magic Damage to the target and triggering full Attack Effects.

  • [Vengeful Chains] - Legend (Gold) Quality

Inflicting a control effect on enemy heroes within 4.5 units creates a binding field for 3s. Neither the caster nor the enemies inside can leave. While the field lasts, gain 20 Physical Defense, 20 Magic Defense, and a 500 shield for each enemy hero bound (up to 3). Cooldown: 20s.

  • [Planets Attack] - Legend (Gold) Quality

Casting a hero skill has a 50% chance to summon 5 Starlit Spheres that last 10s. Each Starlit Sphere automatically attacks the nearest enemy hero, dealing 400 Adaptive Damage each.

  • [Tai Chi] - Legend (Gold) Quality

Casting a hero skill grants a 1000 shield for 6s. Gaining a new shield refreshes the duration of the old one. All damage dealt increases by 10% while the shield is active.

  • [Second Wind] - Legend (Gold) Quality

Taking fatal damage triggers the Second Wind state, resetting the cooldowns of all normal skills, recovering HP to 100% Max HP, and increasing Movement Speed by 40%. During this state, loses 10%/15%/20%/25% Max HP in sequence every 0.5s, dying when HP reaches 0. A kill or assist during this state reduces the respawn time after this death by 70%. While this effect is on cooldown, each enemy hero kill reduces its current cooldown by 10s, down to a minimum of 20s. Cooldown: 60s.

  • [Supreme Sorcery] - Legend (Gold) Quality

When the Ultimate is cast and enters cooldown, its remaining cooldown is randomly reduced by one of the following amounts: 30% (40% chance), 50% (30% chance), 70% (20% chance), or 95% (10% chance).

  • [Firestarter] - Legend (Gold) Quality

On hit, applies 1 stack of Burn to the target, up to 10 stacks. Each target can gain up to 1 stack per second. Applying another stack refreshes the effect's duration to 5s. Each stack deals 25 (+0.25% target's Max HP) Magic Damage per second. At 10 stacks, this damage converts to True Damage.

  • [Starlit Hourglass] - Legend (Gold) Quality

Casting a hero skill randomly triggers one of the following: the remaining cooldowns of all normal skills are reduced by 1s (45% chance), 2s (30% chance), or 3s (20% chance); or the hero gains Transcendence for 5s (5% chance). While in Transcendence, the cooldown recovery speed of all hero skills increases to 300%. This effect can trigger up to 1 time per second.

  • [Overflow Damage] - Legend (Gold) Quality

Damaging an enemy hero whose HP is below 50% marks them for 3s. When the mark expires, it detonates, dealing True Damage to the target and nearby enemies equal to 100% of the total damage the target took from heroes while marked. If the target dies while marked, the mark detonates immediately and reduces this effect's current cooldown by 7.5s. Cooldown: 15s.

  • [Make It Rain] - Legend (Gold) Quality

Every 10s, the next Basic Attack becomes a cone-shaped Enhanced Basic Attack, dealing extra Adaptive Damage equal to 35% of the total Gold earned in the match to enemies within the cone. The cone has an initial radius of 2 units, increasing by 0.5 units for every 2,500 Gold earned (up to 2.5 units). (Melee heroes only)

  • [Dragon's Rage] - Legend (Gold) Quality

Casting a hero skill grants 2 stacks of Dragon's Rage, while landing a Basic Attack grants 1 stack. At 4 stacks, consumes all stacks to unleash a slash, dealing 600 Adaptive Damage to nearby enemies. Unleashing another slash within 5s increases the damage of subsequent slashes by 25% and their range by 0.5 units. This enhancement stacks up to 2 times.

  • [Phantom Armor] - Legend (Gold) Quality

Grants Camouflage. While active, grants 15% Movement Speed. Dealing or taking damage removes Camouflage, granting 30% extra Physical Penetration and 30% extra Magic Penetration for 3s. After 5s without dealing or taking damage, re-enters the Camouflage state.

  • [Keep It Going!] - Legend (Gold) Quality

Each kill or assist against an enemy hero reduces the current cooldown of all normal skills by 60%.

  • [Sharing Is Caring] - Legend (Gold) Quality

Grants 20% Healing Effect. When healing an allied hero, fires a healing Starlit Sphere at another allied hero within 6 units with the lowest HP, recovering 500 HP for them. This effect has a 20% chance to fire healing Starlit Spheres at all allied heroes in range instead. Cooldown: 8s.

  • [Battleborn] - Legend (Gold) Quality

After casting the Ultimate, gains 25% Attack Speed, 40% Movement Speed, and 20% Hybrid Lifesteal for 8s. A kill or assist refreshes the duration. Cooldown: 30s.

  • [Countergrowth] - Legend (Gold) Quality

Taking damage from an enemy hero has a 10% chance to trigger Vengeance, dealing 300 Physical Damage to enemies within 3.5 units. Each enemy hero hit grants 15 Physical Defense and 15 Magic Defense for 5s. This effect stacks indefinitely, with each stack's duration tracked independently. Cooldown: 1s.

  • [Skybreak] - Epic (Purple) Quality

Dealing damage to an enemy hero with a skill summons an energy charge at the target's location. It explodes after 1s, dealing 1200 Magic Damage. It has a 10% chance to summon a massive energy charge instead, which has a larger blast radius, explodes after 3s, and deals extra Magic Damage equal to 20% of the target's Max HP. Cooldown: 10s.

  • [Reverse Time] - Epic (Purple) Quality

Every 10s, the next skill that damages an enemy hero marks the target and their current location for 4s. If the target moves beyond 4 units from the marked location, they are pulled back, dealing 750 Magic Damage and removing the mark.

  • [Faster Cycle] - Epic (Purple) Quality

Casting a skill grants 40% Attack Speed for 3s. After a Basic Attack hits, the next normal skill cast refunds 30% of its final cooldown. This effect can stack up to 1 time.

  • [Charging] - Epic (Purple) Quality

Every 3 Basic Attacks grants Charge for 6s. Charge increases the direct damage of the next damage skill against the first enemy hero hit by 50%. This effect can stack up to 1 time.

  • [Dominance Barricade] - Epic (Purple) Quality

Inflicting a control effect on an enemy hero grants a 1000 shield, plus 40 Physical Defense and 40 Magic Defense, for 4s. Cooldown: 10s.

  • [Come With Me] - Epic (Purple) Quality

When inflicting a control effect on an enemy hero, increases 40% Movement Speed of self and nearby allied heroes within 5 units for 3s. Cooldown: 10s.

  • [Overflowing] - Epic (Purple) Quality

For the current match, casting a hero skill permanently increases Max Mana by 10 (up to 1 time per second).

Every 100 Max Mana grants 1 Magic Power, up to 80.

  • [Blood Tracking] - Epic (Purple) Quality

Grants 40% Movement Speed and 80 Adaptive Attack when there are enemy heroes within 5 units whose HP is below 50%. This effect does not stack with multiple qualifying heroes.

  • [Energy Overflow] - Epic (Purple) Quality

Every 10s, the next skill that hits an enemy hero causes an explosion at their location, dealing 750 (+ 15% target's current HP) Magic Damage to enemies in the area.

  • [Deepening Wounds] - Epic (Purple) Quality

Basic Attacks deal an extra 10 True Damage to the target. Consecutive hits on the same target increase this damage by 10 each time. The bonus resets to 10 after attacking a different target or not attacking the current target for 3s.

  • [Lakeshore Ambience] - Epic (Purple) Quality

Basic Attacks have a 30% chance to trigger 3 bounces, each dealing 80 Adaptive Damage to the target.

  • [Chain Lightning] - Epic (Purple) Quality

Casting a skill grants Charge for 5s. The next Basic Attack releases Lightning Chain, dealing 350 Magic Damage to the target, then bounces to up to 2 other nearby enemies. Cooldown: 5s.

  • [Arcane Echo] - Epic (Purple) Quality

Casting a hero skill grants Rewind for 5s. The next Basic Attack that hits reduces the current cooldown of all hero skills by 30%. Cooldown: 5s.

  • [Balanced Growth] - Epic (Purple) Quality

Landing a Basic Attack increases hero skill damage by 8%, up to 5 stacks. Casting a hero skill increases Basic Attack damage by 8%, up to 5 stacks. Each stack lasts 5s.

  • [Charged Shield] - Epic (Purple) Quality

Casting the Ultimate grants a 1000 shield for 4s. For every 10s since this effect was last triggered, the shield amount increases by 20%, up to a maximum increase of 100%. The first trigger always grants the maximum shield amount. Cooldown: 10s.

  • [Flame Trample] - Epic (Purple) Quality

After dashing with an active skill, creates a fire zone with a 2.5-unit radius at the destination for 4s. Enemies within take 200 Magic Damage per second and have their Physical and Magic Defense reduced by 25%. Cooldown: 8s.

  • [Heroic Charge] - Epic (Purple) Quality

After dashing with an active skill, gains a 1000 shield for 4s. Gains 40 Physical Defense and 40 Magic Defense while the shield is active. Cooldown: 10s.

  • [Barrel Bash] - Epic (Purple) Quality

Upon landing, the barrel stuns enemies within 3.5 units for 1.5s.

  • [Clean Getaway] - Epic (Purple) Quality

Enters Conceal for 3s when an enemy hero dies within 3s after taking damage. While Concealed, gains 20% Movement Speed and gradually recovers 15% Max HP. The first control effect received while Concealed is removed. Conceal ends immediately upon dealing damage.

  • [Hidden Moonlight] - Epic (Purple) Quality

When affected by a removable hard control effect, or when HP drops below 50%, removes all control effects and enters Conceal for 1s. Conceal ends immediately upon dealing damage. Cooldown: 30s.

  • [Thunder Hammer] - Epic (Purple) Quality

Every 10s, the next Basic Attack deals 200 True Damage to the target and nearby enemies, stunning them for 0.5s. When triggered, there is a 2% chance to unleash Super Slam on the primary target, knocking them airborne off-screen for 1.5s instead of the regular stun.

  • [Encourage] - Epic (Purple) Quality

Heal or shield an allied hero while granting both the caster and the target 20% Movement Speed and 30 Adaptive Attack for 5s. Repeated triggers refresh the duration.

  • [Greater Transcendence] - Epic (Purple) Quality

Increases Adaptive Attack by 60. Casting the Ultimate speeds up the cooldown recovery of all normal skills by 100% for 10s. Cooldown: 20s.

  • [Giant's Fist] - Epic (Purple) Quality

Grants Adaptive Attack equal to 1%-2.5% of Extra HP based on lost HP. The more HP lost, the higher the bonus ratio. This bonus reaches its maximum when Lost HP reaches 60% of Max HP.

  • [Catch Me If You Can] - Epic (Purple) Quality

Grants 10% Movement Speed. Deals extra damage to enemy heroes with lower Movement Speed.

For every 10 Movement Speed difference, damage increases by 1%, up to 100%.

  • [I'll Protect You] - Epic (Purple) Quality

Healing or shielding an allied hero grants them 40 Physical Defense and Magic Defense for 5s. Cooldown: 10s.

  • [Scour] - Premium (Blue) Quality

Basic Attacks deal 40 extra Adaptive Damage to the target.

  • [Endless Mana] - Premium (Blue) Quality

Increases Magic Power by 30 and base Mana Regen by 100%.

  • [Timely Rescue] - Premium (Blue) Quality

When healing an allied hero with HP below 30%, grants them an extra 500 shield for 3s. Triggering this effect again refreshes the shield.

  • [Life Surge] - Premium (Blue) Quality

After taking damage from an enemy hero, recovers a total of 500 HP over the next 5s. Cooldown: 10s.

ㅤ ㅤ [Card Stat and Quality Adjustments]

  • [Skill Crit] - Legend (Gold) Quality

Grants 20% Crit Chance. Hero skill damage can now Crit.

  • [Crit Missile Barrage] - Legend (Gold) Quality

Gains 30% Crit Chance. On Crit, fires 2 extra missiles at the target, each dealing 100 Adaptive Damage (can Crit).

  • [Concussive Crit] - Legend (Gold) Quality

Gains 25% Crit Chance. On Crit, reduces the target's Movement Speed by 20% for 1s, plus 1% for every 25 damage dealt by the crit (up to 60%). Has a 25% chance to stun the target for 1s and knock them back slightly. Cooldown: 3s.

  • [Slow but Deadly] - Legend (Gold) Quality

Grants 50% Crit Chance. Each 1% of extra Attack Speed is converted to 2% Crit Damage.

  • [Crits Go Boom] - Legend (Gold) Quality

Critical hits trigger an explosion at the target's location, dealing 200 Adaptive Damage to nearby enemies (can Crit).

  • [Hyperfire] - Legend (Gold) Quality

Increases Attack Speed by 50% and raises the Attack Speed cap to 1.5 times its original value.

  • [Time Archer] - Legend (Gold) Quality

Increases Attack Speed by 40%. Each Basic Attack reduces the current cooldown of all normal skills by 10%.

  • [Fast Mage] - Legend (Gold) Quality

Increases Movement Speed by 75. For every 10 units moved, reduces the current cooldown of all hero skills by 1s.

  • [Windrider] - Legend (Gold) Quality

Gains 1 Movement Speed for every 1% of extra Attack Speed (up to 300).

  • [Jet Thruster] - Legend (Gold) Quality

Grants 75 Movement Speed. For every 7.5 Movement Speed, grants 1% Attack Speed.

  • [Acceleration] - Legend (Gold) Quality

Hitting enemies with Basic Attacks increases Movement Speed by 8 for 5s (up to 50 stacks).

  • [Kiting Master] - Legend (Gold) Quality

Increases all damage dealt by 20%. For each unit of distance beyond 3 units from the target, damage increases by an extra 8% (up to 40%).

  • [Bounce, Bounce, Bang!] - Legend (Gold) Quality

Upon skill hit, fires a bullet that deals 500 Magic Damage to the target. The bullet then bounces backward, hitting all enemy heroes in a cone behind the target for 750 Magic Damage. Cooldown: 10s.

  • [Molina Smooch] - Legend (Gold) Quality

Every 10s, the next skill that hits an enemy hero throws Molina Smooch at their feet, transforming them for 1.5s. While transformed, the target's Movement Speed is reduced by 50%, and their Physical & Magic Defense is reduced by 30%.

  • [Automated Swords] - Legend (Gold) Quality

Gains 5 Orbiting Swords every 10s that orbit for 5s. Dealing damage triggers 1 Orbiting Sword to strike the damaged target, dealing an extra 300 Adaptive Damage. A kill or assist immediately grants 5 Orbiting Swords.

  • [Execute Mark] - Legend (Gold) Quality

When dealing damage to an enemy hero with HP below 40%, instantly cast Execute on them, dealing True Damage with no extra bonus and marking the target. After 1s, deals 300 (+ 17% of the target's lost HP) True Damage to the target and nearby enemies. If the target dies before then, this damage instantly triggers on nearby enemies. Cooldown: 20s.

  • [Power of Einherjar] - Legend (Gold) Quality

Gains 90 Adaptive Attack. Using a skill increases Attack Speed by 400% for the next 2 Basic Attacks.

  • [Shark Bite] - Legend (Gold) Quality

After casting a skill, the next Basic Attack also hits all nearby enemies, dealing Physical Damage equal to 5% (+ 0.2% per hero level) of each enemy's [C6Max HP] and triggering Attack Effect. (Melee heroes only)

  • [Endless Rage] - Legend (Gold) Quality

Increases Energy and Rage / Wrath / Feral regen by 200%.

  • [Agony Awakening] - Legend (Gold) Quality

For every 1000 damage taken (calculated before reduction), the current cooldowns of all hero skills are reduced by 10%. Excess damage beyond 1000 counts toward the next trigger.

  • [Time Journey] - Legend (Gold) Quality

When casting the Ultimate and entering cooldown, self and nearby allied heroes within 4 units gain Control Immunity and a 500 (+80 per hero level) shield for 2s. Cooldown: 30s.

  • [Eternal Evil] - Legend (Gold) Quality

Upon taking fatal damage, gains Death Immunity for 3s, during which HP cannot drop below 1. After Death Immunity ends, recovers HP equal to 50% of the total damage dealt to enemy heroes during that time. Cooldown: 60s.

  • [Unstoppable] - Legend (Gold) Quality

A kill or assist on an enemy hero grants 1 stack of enhancement. Each stack increases Attack Speed by 25% and Movement Speed by 40% for 6s (up to 3 stacks). Gaining a new stack refreshes the duration of all stacks. Once at max stacks, repeated triggers only refresh the duration.

  • [Ultimate Frenzy] - Epic (Purple) Quality

Gains 25% Crit Chance. After a critical hit, gains 25% Attack Speed for 3s (up to 3 stacks).

  • [Crit Mastery] - Epic (Purple) Quality

Grants 50% Crit Chance. Each 1% of excess Crit Chance is converted to 1% Crit Damage.

  • [Critical Might] - Epic (Purple) Quality

Gains 50% Crit Chance. Each 1% of excess Crit Chance is converted into 1 Adaptive Attack.

  • [Crit Missile] - Epic (Purple) Quality

Gains 25% Crit Chance. On Crit, fires 1 extra missile at the target, dealing 100 Adaptive Damage (can Crit).

  • [Crit Shield] - Epic (Purple) Quality

On Crit, has a 25% chance to gain a 1000 shield for 3s. Repeated triggers refresh the shield. The shield cannot be regained for 5s after it breaks or expires.

  • [Critical Momentum] - Epic (Purple) Quality

Gains 25% Crit Chance. After a critical hit, gains 10% Movement Speed, plus 1% for every 40 damage dealt by the crit (up to 30%), for 2s. Cannot stack.

  • [Giant Slayer] - Epic (Purple) Quality

Basic Attacks deal extra Physical Damage equal to 2% of the target's Max HP.

  • [Lord's Aura] - Epic (Purple) Quality

When a skill deals damage to an enemy hero, summons Lord's Aura to strike the target, dealing 500 Magic Damage. After a brief delay, a current forms beneath the target, knocking them airborne for 1s. Cooldown: 15s.

  • [Arcane Mastery] - Epic (Purple) Quality

Permanently gains 1 Magic Power when a skill hits an enemy hero.

  • [Unrivaled] - Epic (Purple) Quality

Increases Adaptive Attack by 60. When a skill deals damage to an enemy, gains 30% extra Physical & Magic Penetration for 4s. The hit that triggers this effect also benefits from the extra Penetration. Cooldown: 6s.

  • [Revenge Strike] - Epic (Purple) Quality

Dealing damage to an enemy inflicts Fissure, dealing 200 (+8% of their lost HP) True Damage after 3.5s. This effect is calculated independently for each target. Cooldown: 5s.

  • [Static Charge] - Epic (Purple) Quality

Gains 1 Static Charge stack for 6s (up to 3 stacks) after a dash. Dealing damage to an enemy hero consumes all stacks, dealing 350 Adaptive Damage per stack.

  • [Ultimate Duelist] - Epic (Purple) Quality

After using a skill, the next Basic Attack deals an extra 150 True Damage and recovers an equal amount of HP. Cooldown: 3s.

  • [Extended Reach] - Epic (Purple) Quality

Gains 30 Adaptive Attack. After casting a skill, the next Basic Attack gains 2.5 units of Attack Range and reduces the target's Movement Speed by 40% for 1s. (Melee heroes only)

  • [Transcendence II] - Epic (Purple) Quality

Gains 50 Adaptive Attack. Casting Skill 2 refunds 50% of its final cooldown.

  • [Transcendence I] - Epic (Purple) Quality

Gains 50 Adaptive Attack. Casting Skill 1 refunds 50% of its final cooldown.

  • [Practice Makes Perfect] - Epic (Purple) Quality

Gains 15 Adaptive Attack each time a skill is cast, up to 10 stacks. Lasts 6s.

  • [Cross Impact] - Epic (Purple) Quality

Gains 50 Adaptive Attack. Casting Skill 1 reduces Skill 2's current cooldown by 50%. Casting Skill 2 reduces Skill 1's current cooldown by 50%.

  • [Berserker] - Epic (Purple) Quality

For 5s after dealing damage, gains 1 stack of a buff every second, up to 20 stacks. Each stack increases all damage dealt and Spell Vamp by 2%.

  • [Ironclad Defense] - Epic (Purple) Quality

Taking damage from an enemy hero grants 1 stack of a defense buff. Each stack grants 15 Physical Defense and 15 Magic Defense (up to 10 stacks). Up to 1 stack can be gained per second. Gaining a new stack refreshes the duration of all stacks to 5s.

  • [One Against Five] - Epic (Purple) Quality

For each enemy hero within 5 units, gains 30 Physical Defense and 30 Magic Defense.

  • [Last Stand] - Epic (Purple) Quality

For every 1% Max HP lost, increases damage dealt and Spell Vamp by 0.5%, up to 30% each.

  • [Precision] - Premium (Blue) Quality

Gains 20% Crit Chance.

  • [Quick Fingers] - Premium (Blue) Quality

Each Basic Attack increases Attack Speed by 10% for 4s (up to 5 stacks).

  • [Frenzy] - Premium (Blue) Quality

Gains 30% Attack Speed.

  • [Turret Affinity] - Premium (Blue) Quality

Gains 10% Cooldown Reduction and restores 10 Mana per second near Turrets or their ruins.

  • [Shred] - Premium (Blue) Quality

Gains 30 Adaptive Penetration.

  • [Life Drain] - Premium (Blue) Quality

Gains 20 Adaptive Attack and 20% Hybrid Lifesteal.

  • [The Power of Turtle] - Premium (Blue) Quality

Gains a permanent 600 (+40 per hero level) shield that grants 20 Adaptive Attack while active. It is restored after being broken, or 10s after leaving combat.

  • [Damage Boost] - Premium (Blue) Quality

Gains 60 Adaptive Attack.

  • [Fortitude] - Premium (Blue) Quality

Gains 1000 Max HP.

  • [Swiftness] - Premium (Blue) Quality

Gains 10% Cooldown Reduction and 40 Movement Speed.

  • [Abundant Gold] - Premium (Blue) Quality

Get 1,200 Gold.


r/MobileLegendsGame • • May 29 '26

Patch Notes Patch Notes 2.1.86 - Adv. Server

36 Upvotes
Advanced server update released on May 29, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Revamped Kaja] (↑), [Ruby] (↑), and [Zhuxin] (↑).

ㅤ * [Aulus] (↑)

Adjusted Aulus's damage composition, making him more threatening to low-HP targets while improving his pursuit capabilities.

ㅤㅤ [Passive] (↑)

Enhanced Basic Attack Damage: 75% Total Physical Attack + (4 + (0.4* hero Level))% target's Max HP >> (120 + 20 * hero Level) (+75% Total Physical Attack)

ㅤㅤ [Skill 2] (↑)

Dash Distance: 2.8 >> 3.2

ㅤ * [Aurora] (↑)

Slightly reduced the skill cooldown in the early-to-mid game.

ㅤㅤ [Skill 1] (↑)

Cooldown: 6-4s >> 5-4s

ㅤㅤ [Skill 2] (↑)

Cooldown: 12-8s >> 10-8s

ㅤ * [Cici] (↑)

ㅤㅤ [Passive] (↑)

Stack Removal: 1 stack reduced every 0.3s >> 1 stack reduced every 0.5s

ㅤ * [Claude] (↓)

Slightly reduced the hero's mobility.

ㅤㅤ [Skill 2] (↓)

Cooldown: 13-10.5s >> 14-11.5s

ㅤ * [Hirara] (~)

Optimized the hero's skill casting experience and reverted some buffs from last week. Adjusted the damage composition of the combo skills.

ㅤㅤ [Passive] (↑)

Removed the delay on the hero's Passive energy recovery.

ㅤㅤ [Skill 1] (↓)

Cooldown: 7.8-5s >> 8.5-5s

ㅤㅤ [Skill 2] (~)

Reduced the skill's foreswing time.

Damage: 165-270 (+55%-90% Extra Physical Attack) >> 150-255 (+50%-85% Extra Physical Attack)

ㅤㅤ [1st + 2nd Combo Skill] (↑)

Damage: 1 times Crimson Maple Damage >> 2.5 times Crimson Maple Damage

ㅤㅤ [2nd + 1st Combo Skill] (↓)

Damage: 4 times Crimson Maple Damage >> 3.5 times Crimson Maple Damage

ㅤ * [Revamped Kaja] (↑)

Optimized the control experience of Revamped Kaja's Skill 2 (Soaring State).

ㅤㅤ [Skill 2] (↑)

Cooldown: 17-14s >> 15-12s

Reduced the turn speed limit after soaring.

Optimized the control experience of Skill 2 and reduced the foreswing and backswing.

Cooldown after Soaring: 4s at all levels >> 4-3s

Flight Duration Increase on Hit: 2.6-3.6s >> 2.6s at all levels

New Effect: Hitting an ally also increases flight duration (no other effects).

ㅤㅤ [Ultimate] (↑)

Increased the speed at which the lasso follows Kaja`s movement.

ㅤ * [Kalea] (~)

Adjusted the hero's damage curve by reducing early-game damage and increasing late-game damage.

ㅤㅤ [Passive] (~)

Base Damage of the Second Basic Attack: 200 >> 140 (+ 8*Hero Level)

Base Damage of the Third Enhanced Basic Attack: 100 >> 70 (+ 4*Hero Level)

ㅤ * [Leomord] (↓)

Slightly reduced the hero's early-game farming speed and mid-to-late-game durability during the Ultimate.

ㅤㅤ [Skill 1] (↓)

Damage Increase Against Creeps: 60% >> 40%

ㅤㅤ [Ultimate] (↓)

Hybrid Defense Boost: 30-110 >> 30-90

ㅤ * [Ling] (↑)

Slightly improved the hero's early-game jungling clear speed and damage.

ㅤㅤ [Attribute] (↑)

Basic Attack Speed: 1.02 >> 1.15

ㅤㅤ [Skill 2] (↑)

Cooldown: 2.5s >> 2s

Energy Cost: 35 >> 30

ㅤ * [Masha] (↓)

Fixed an issue where Masha would recover more HP than expected in certain situations. We also fixed an issue where her Skill 2 could Crit and adjusted her damage composition.

ㅤㅤ [Passive] (~)

Feral Regen: 15% of Max HP >> 10% of Max HP

Extra Damage: 2-8 (+ 1% Extra Physical Attack)% of target's Max HP as Physical Damage >> 1-4 (+3% Extra Physical Attack)% of target's Max HP as Physical Damage

ㅤㅤ [Skill 2] (↓)

Cooldown: 8-5s >> 9-7s

ㅤ * [Odette] (↓)

With the double bonus of Skill 1's slow effect and Skill 2`s immobilize effect, Odette's movement speed during her Ultimate was a bit too fast, so we have reduced it. We have also optimized the interval between the two casts of her Ultimate to prevent accidental interruption.

ㅤㅤ [Ultimate] (↓)

Slow Effect during Ultimate: 20% >> 40%

ㅤ * [Ruby] (↑)

ㅤㅤ [Skill 1] 1(↑)

Scythe Damage: 280-480 (+100% Total Physical Attack) >> 280-480 (+110% Total Physical Attack)

Shockwave Damage: 140-240 (+50% Total Physical Attack) >> 140-240 (+ 55% Total Physical Attack)

ㅤ * [Suyou] (↓)

Reduced the hero's early-to-mid-game damage output.

ㅤㅤ [Skill 2] (↓)

Base Damage (Tap): 300-492 >> 280-440

Base Damage of the First 2 Strikes (Hold): 250-410 >> 225-365

Base Damage of the Final Strike (Hold): 400-656 >> 360-584

ㅤ * [Zhuxin] (↑)

ㅤㅤ [Passive] (↑)

Mana Regen from Each Crimson Butterfly: 4% >> 5%


ㅤ

II. Battlefield Adjustments

A. Other Battlefield Adjustments

ㅤ[Mythical Honor Battlefield]

  • [Cecilion] (↑)

ㅤㅤ [Passive] (↑)

Max Mana Increase and Mana Regen Upon Skill Hit: 10 >> 12

  • [Vale] (↓)

Removed the adjustments to Vale.


ㅤ

III. System Adjustments

A. Highlights Notification

ㅤ [Update Content]

We've optimized the visual effects for the secondary notification area and for teammates giving each other Likes.

Additionally, the main and secondary notification areas will no longer display the same highlights.

Added new hero-exclusive highlights and brand-new highlights notification voice-overs.


B. Season Achievements

ㅤ [Update Content]

In the new season, you can carry over the highest-level Style Plate for each lane from the previous season.

We`ve added more Season Achievement tasks and optimized the completion requirements for some existing tasks.

You can view the highlight icons and trigger requirements for completing tasks on the Achievement Details screen.


C. [Other Adjustments]

ㅤ [Hero Difficulty Rating Update]

To provide more accurate hero roles and in-match difficulty references, we've re-evaluated and updated the difficulty ratings for most heroes on the Official Server. The new ratings will better reflect the current match environment.

The specific changes have been synced to each hero`s details screen. Please feel free to check them out.

ㅤ [Supreme Medal]

We've optimized the art presentation of the Supreme Medal and Supreme MVP, and reverted the previous art quality optimization for existing Medals.

ㅤ [Beta Feature Testing]

We will be conducting a beta feature test for some players on certain servers this week. Some Highlight-related system features will be temporarily unavailable for affected players. Thank you for your understanding.


ㅤ

IV. Mode Adjustments

Chaos Clash

ㅤ [Update Content]

ㅤ[Random Event]

[Chip]: Creates 4 portals on the battlefield at the start of the match. They continuously shrink toward the inner [Playzone] as the match progresses, forcing players to decide whether to use this mobility advantage.

Adjusted the frequency of Estes' healing effect by reducing its trigger probability in combat rounds.

ㅤ[Buff Adjustments]

[Super Sky Piercer] & [Super Thunder Belt]: Grants an extra 2,000 Gold when acquiring the buff.


r/MobileLegendsGame • • Aug 26 '26

Patch Notes Patch Notes 2.1.95 - Additional Balance Adjustments - Org. Server

52 Upvotes
Original server update released on August 25, 2026 (Server Time)

From the Designers

Hero adjustments have been made based on recent Ranked and professional matches. More adjustments will arrive in the next patch. Good luck ranking up on the battlefield!


I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes. ㅤ

  • [Atlas] (↓)

Atlas's Skill 2 Movement Speed Bonus was too high, giving him excessive ganking capabilities.

We've slightly toned down Skill 2 to reduce his pursuit and engage frequency.

ㅤㅤ [Skill 2] (↓)

Movement Speed Boost: 40% >> 30%

Cooldown: 12-10s >> 13-11s ㅤ

  • [Hanzo] (~)

Tanky Hanzo builds had excessive durability and HP Regen, deviating from our intended design. As a result, this adjustment makes his skill's HP Regen scale with Physical Attack, reducing the benefits of half-tank builds and encouraging players to build attack-focused equipment for stronger sustain.

ㅤㅤ [Skill 1] (~)

HP Regen When Targeting the Turtle, Lord, or Enemy Heroes: 10%-20% HP >> 150-450 (+80% Total Physical Attack)

Hanekage's Extra Damage at Max Passive Stacks: 15 (+2% Extra Physical Attack) >> 12 (+3% Extra Physical Attack)

ㅤㅤ [Ultimate] (~)

HP Regen Upon Returning to Hanzo's Body: 16% HP at all levels >> 360-520 (+100% Extra Physical Attack) ㅤ

  • [Hayabusa] (↑)

We noticed that as an Assassin, Hayabusa's Skill 1 damage was a bit low and Skill 2 was hard to land. Most of his strength came from Ultimate, a skill that requires little execution, which didn't match his ninja identity. So we've made some adjustments to Hayabusa.

ㅤㅤ [Skill 1] (↑)

Damage: 220-280 (+75% Extra Physical Attack) >> 220-300 (+75%-85% Extra Physical Attack)

ㅤㅤ [Skill 2] (↑)

Phantom's Hitbox Width: 0.8 >> 1.0

Experience Optimization: Increased the aim panning for Skill 2.

ㅤㅤ [Skill 3] (↓)

Attack Damage: 140 (+ 32% Extra Physical Attack) >> 130 (+30% Extra Physical Attack)

Extra Damage With Shadow Mark: 90-150 (+40%-60% Extra Physical Attack) >> 90-120 (+ 40%-50% Extra Physical Attack) ㅤ

  • [Obsidia] (↑)

To improve her weak early-to-mid game performance as a Marksman, we've increased her Attack Speed Growth and allowed Turrets to trigger her Passive to speed up her early-game stacking. We've also changed the Ultimate's on-hit bonus from Attack Speed to a shield to enhance her survivability.

ㅤㅤ [Attribute] (↑)

Attack Speed Growth: 1% >> 1.5%

ㅤㅤ [Passive] (↑)

New Effect: Obsidia also gains 2 Bone Energy when her Basic Attacks hit a Turret.

ㅤㅤ [Ultimate] (~)

Removed Effect: Gains 30% Attack Speed after hitting an enemy.

New Effect: Gains a shield after hitting an enemy.

Shield: 200 (+25 per Bone Shard)


II. Battlefield Adjustments

  • Equipment Adjustments >

[Thunder Belt] (↓)

We've noticed that some Assassins were benefiting too much from Thunder Belt, so we've added the Assassin role to the item's role restrictions.

Effect Adjustment: 50% Effect for Marksman/Mage >> 50% Effect for Marksman/Mage/Assassin


r/MobileLegendsGame • • Jun 17 '26

Patch Notes Patch Notes 2.1.88 - Org. Server

28 Upvotes
Original server update released on June 17, 2026 (Server Time)

From the Designers

In this patch, we've boosted most traditional Roaming heroes (including Tanks and backline Supports) to help them perform better in the new season.

We've also adjusted the early-game pacing in the jungle. Junglers on the leading team now have more flexible farming routes, while Junglers who are behind have more room to maneuver when their jungle is invaded.


ㅤ

I. New Hero

New Hero: Fallen Scarlet - Hirara

Soul ablaze with crimson maples, she drifts toward the dark waters of the Meisen.

A geisha ninja from the Scarlet Shadow, she defies all odds to return, wielding the legendary Twin Fans: Ukifune. She dances across the battlefield with grace, reaping with her elegant yet lethal twin fan combos. Every strike is a tribute—the ultimate protection for the master she serves, Hanabi.

Hero Feature: A geisha Assassin wielding Twin Fans: Ukifune, capable of combining them to unleash different combos.

ㅤㅤ [Passive - Twin Fans: Ukifune]

[Twin Fans: Ukifune] consists of two weapons: [Meisen-e] and [Kaerazu]. Skill 1 and 2 represent the abilities of these two weapons respectively. The skills can be cast individually or combined by dragging.

Hirara has 2 stacks of [Crimson/Death] Energy. Casting a combo skill costs 1 stack of Energy.

ㅤㅤ [Skill 1 - Meisen-e]

Hirara wields Meisen-e and treads upon the meisen to dash twice in the joystick direction.

ㅤㅤ [Skill 2 - Kaerazu]

Hirara wields Kaerazu, scattering maple leaves that deal damage to enemies in a fan-shaped area. After a short delay, the leaves ignite, dealing higher damage.

ㅤㅤ [1st + 2nd Combo Skill - Infernal Torrent]

Hirara combines the power of Meisen-e and Kaerazu to summon crimson flames. She dashes in the joystick direction and deals AOE Damage in a circular area, immobilizing enemies hit.

ㅤㅤ [2nd + 1st Combo Skill - Falling Maple]

Hirara combines the power of Kaerazu and Meisen-e to plunge into the meisen, becoming untargetable and immobile. When the effect ends, she dashes once in the joystick direction.


ㅤ

II. Hero Adjustments

Heroes with major changes in this patch: [Argus] (↑), [Hanzo] (↑), [Marcel] (~), [Ruby] (↑), [Saber] (↑), and [Yin] (↑).

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

ㅤ * [Akai] (↑)

Slightly increased Akai's early-to-mid game survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2560 >> 2660

HP Growth: 243 >> 240

ㅤ * [Angela] (↑)

Optimized the Mana Cost of her skills.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 60-110 >> 60-85

ㅤㅤ [Skill 2] (↑)

Mana Cost: 90-140 >> 90-115

ㅤ * [Argus] (↑)

We've adjusted Argus' attributes from being Assassin-leaning to more of a Fighter, and enhanced his combat capability in the early-to-mid game for smoother power scaling. We've also given his Ultimate a guaranteed effect.

ㅤㅤ [Attributes] (↑)

Base Attack: 111 >> 120

Base HP: 2450 >> 2600

Attack Growth: 6 >> 8

Attack Speed Growth: 1% >> 1.5%

Extra Attack Speed Bonus: 100% >> 80%

Base Movement Speed: 260 >> 240

ㅤㅤ [Passive] (~)

New Effect: Demonic Slash has a longer attack range than normal Basic Attacks and allows Argus to dash a short distance.

Attribute Adjustment: Malice Energy's cap is adjusted to 200.

Demonic Slash Damage: 180 (+ 80% Total Physical Attack) >> 80 (+ 50% Total Physical Attack)

Demonic Slash Regen: 150 (+ 10% Total Physical Attack) >> 100 (+ 10% Total Physical Attack)

Demonic Slash ignores: 40% of the target's Physical Defense >> 30% of the target's Physical Defense

Energy Regen per Basic Attack: 10 >> 25

Extra Energy Regen on Crit: 10 >> 25

ㅤㅤ [Skill 1] (↑)

Cooldown: 12s >> 12-10s

New Effect: Slows enemies hit by 40% for 2s.

ㅤㅤ [Skill 2] (↓)

Cooldown: 10-8s >> 8-6s

Removed Effect: No longer leaves a Cursed Trail.

Base Damage: 120-240 >> 60-180

New Effect: If hitting an enemy hero, he gains 30-55% Attack Speed (scales with skill level) for the next 3s, during which he immediately restores 50 Malice Energy after casting Demonic Slash.

New Effect: The damage of this attack can Crit.

ㅤㅤ [Ultimate] (~)

Cooldown: 60s-50s >> 42s-35s

Removed Effect: Hitting an enemy hero enhances Warmonger.

New Effect: The skill will be cast automatically if Argus takes fatal damage when the skill is not on cooldown, granting 3s of Death Immunity.

Cooldown: 60s-50s >> 42s-35s

ㅤ * [Atlas] (↑)

Increased Atlas's survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2710 >> 2800

HP Growth: 243 >> 280

Base Physical Defense: 21 >> 25

ㅤ * [Aulus] (↑)

Adjusted Aulus's damage composition, making him more threatening to low-HP targets while improving his pursuit capabilities.

ㅤㅤ [Passive] (↑)

Enhanced Basic Attack Bonus Damage: (4 + (0.4 * Hero Level))% target's Max HP >> 160 + 20 * Hero Level

ㅤㅤ [Skill 2] (↑)

Dash Distance: 2.8 >> 3.2

ㅤ * [Aurora] (↑)

Slightly reduced the skill cooldowns in the early-to-mid game.

ㅤㅤ [Skill 1] (↑)

Cooldown: 6-4s >> 5-4s

ㅤㅤ [Skill 2] (↑)

Cooldown: 12-8s >> 10-8s

ㅤ * [Balmond] (↑)

Moved Skill 1's physical defense reduction effect to Skill 2 to make it easier to trigger.

ㅤㅤ [Passive] (~)

HP Regen Upon a Kill: 20% Max HP >> HP Regen Upon a Kill or Assist: 10% Max HP

ㅤㅤ [Skill 1] (↓)

Removed Effect: Reduces the target's Physical Defense.

ㅤㅤ [Skill 2] (↑)

New Effect: Each hit reduces the target's Physical Defense by 5% (up to 8 stacks).

Removed Effect: Hitting the same target increases subsequent damage from this skill.

Movement Speed Boost: 15% that decays over time >> 15% that no longer decays

Damage: 25-50 (+2% Extra HP) (+25% Total Physical Attack) (Physical Bonus can Crit) >> 30-55 (+1.3% Total HP) (+25% Total Physical Attack) (cannot Crit)

ㅤ * [Carmilla] (↑)

Greatly increased Carmilla's threat when closing in on enemies in the early game and optimized the growth curve of her Passive.

ㅤㅤ [Skill 1] (↑)

Base Damage: 65-130 >> 85-135

ㅤㅤ [Passive] (↑)

Stolen Hybrid Defense: 7-11 >> 6-13

ㅤ * [Chip] (↑)

Increased the hero's survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2481 >> 2600

HP Growth: 207 >> 225

ㅤ * [Cici] (↑)

Slightly improved the handling of Cici's Passive.

ㅤㅤ [Passive] (↑)

Stack Removal: 1 stack reduced every 0.3s >> 1 stack reduced every 0.5s

ㅤ * [Claude] (↓)

Compared to other Marksmen, Claude hits his power spike a bit too early. To address this, we've adjusted the damage composition of his Ultimate, reducing its early-to-mid game damage while keeping its late-game damage unchanged.

ㅤㅤ [Ultimate] (↓)

Damage: 120-180 (+ 10% Total Physical Attack) >> 40-60 (+ 40% Total Physical Attack)

ㅤ * [Diggie] (~)

Adjusted the hero to align with Roaming hero attribute changes, and adjusted skill Mana costs.

ㅤㅤ [Attributes] (~)

Base HP: 2347 >> 2320

HP Growth: 135 >> 140

Base Physical Defense: 20 >> 15

Physical Defense Growth: 3 >> 4

ㅤㅤ [Skill 1] (↑)

Mana Cost: 70-120 >> 70-95

ㅤㅤ [Skill 2] (↓)

Mana Cost: 90 at all levels >> 90-115

ㅤ * [Edith] (↑)

Slightly increased the hero's mid-to-late game mobility.

ㅤㅤ [Skill 2] (↑)

Cooldown: 10s at all levels >> 10-8s

ㅤ * [Estes] (↑)

Adjusted the hero to align with Roaming hero attribute changes. Also adjusted the hero's early-to-late game power curve and optimized skill mana costs.

ㅤㅤ [Attributes] (↑)

Base HP: 2221 >> 2260

HP Growth: 123 >> 135

ㅤㅤ [Skill 1] (↑)

Hybrid Defense Increase: 15-30 >> 15 at all levels (+ 10% Magic Power)

Mana Cost: 60-120 >> 60-85

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-130 >> 80-105

ㅤㅤ [Ultimate] (↑)

Mana Cost: 150-350 >> 140-200

ㅤ * [Eudora] (↑)

We've adjusted Eudora's Skill 1 to make triggering lightning chains easier.

ㅤㅤ [Passive] (↑)

Superconductor Duration: 3s >> 5s

ㅤㅤ [Skill 1] (↑)

Cooldown Reduction from Delayed Damage: 1.5s >> half of the skill's cooldown

ㅤ * [Floryn] (↑)

Optimized the Mana Cost of her skills.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 90-140 >> 75-100

ㅤㅤ [Skill 2] (↑)

Mana Cost: 100-150 >> 90-115

ㅤ * [Freya] (↓)

Reduced the duration and effectiveness of Freya's ranged attacks.

ㅤㅤ [Skill 2] (↓)

Range: 3.5 >> 3.3

ㅤㅤ [Ultimate] (↓)

Cooldown: 34-26s >> 44-28s

Enhanced Basic Attack Range: 3.5 >> 3.3

Ultimate Duration: 12s >> 10s

ㅤ * [Gatotkaca] (↑)

Slightly increased the hero's early-to-mid game survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2520 >> 2600

Base Physical Defense: 10 >> 15

ㅤ * [Gloo] (↓)

Gloo has been sitting high on the win rate and ban rate leaderboards for too long. We've decided to make some adjustments to free him from the ban list.

ㅤㅤ [Skill 1] (↓)

Explosion Base Damage: 300-450 >> 250-400

ㅤㅤ [Ultimate] (↓)

Attached Regen: 25%-30% Total HP >> 20%-30% Total HP

ㅤ * [Grock] (~)

Slightly reduced the hero's early-to-mid game survivability but increased mid-to-late game survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2819 >> 2700

Physical Defense Growth: 5 >> 6

ㅤ * [Harley] (↓)

Slightly reduced Skill 2's mobility.

ㅤㅤ [Skill 2] (↓)

Cooldown: 8-6s >> 9-7s

Skill Cost: 75-0 >> 75-100

ㅤ * [Hanzo] (↑)

As a single-target burst jungling Assassin, we've enhanced his early-to-mid game damage and improved his ability to contest the Turtle and Lord, while slightly weakening other aspects to keep him balanced.

ㅤㅤ [Attributes] (↓)

Base HP: 2594 >> 2440

Attack Speed Growth: 2% >> 1%

ㅤㅤ [Skill 1 (Hanekage)] (~)

New Effect: This skill can be used on the Turtle or Lord.

Removed damage to units around the locked target.

ㅤㅤ [Skill 2 (Hanekage)] (↑)

Initial Base Damage When Knocking Enemies Airborne: 135-210 >> 405-630

Can now choose the landing area within a certain range.

ㅤㅤ [Ultimate] (↑)

Cooldown: 24-16s >> 18-12s

New Effect: If Hanekage is killed, the Ultimate's cooldown is doubled.

ㅤ * [Hilda] (↓)

Reduced the hero's early-to-mid game burst capability, and increased her mid-to-late game durability to improve overall balance.

ㅤㅤ [Attribute] (↓)

Base HP: 2680 >> 2600

ㅤㅤ [Skill 1] (↑)

Shield: 10%-20% of Max HP >> 10%-30% of Max HP

ㅤㅤ [Skill 2] (↓)

Damage: 220-420 (+ 100% of Total Physical Attack) >> 200-400 (+ 90% of Physical Attack)

ㅤ * [Hylos] (↑)

Increased Hylos's survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2600 >> 2700

HP Growth: 310 >> 300

Base Physical Defense: 17 >> 22

Magic Defense Growth: 2.5 >> 4

ㅤ * [Johnson] (↑)

Slightly increased the hero's early-to-mid game survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attribute] (↑)

Base Physical Defense: 27 >> 30

ㅤ * [Kalea] (↓)

Slightly reduced the cast frequency of her control and mobility skills, and adjusted her damage curve to reduce early-game damage and increase late-game damage.

ㅤㅤ [Passive] (~)

Base Damage of the Second Basic Attack: 200 >> 140 (+ 8*Hero Level)

Base Damage of the Third Enhanced Basic Attack: 100 >> 70 (+ 4*Hero Level)

ㅤㅤ [Skill 2] (↓)

Cooldown: 13-11s >> 16-13s

ㅤ * [Khaleed] (~)

Reduced the hero's early to mid game burst capability, and increased his durability to improve overall balance.

ㅤㅤ [Skill 1] (↓)

Damage: 200-400 (+ 140% of Total Physical Attack) >> 175-400 (+ 130% of Total Physical Attack)

Damage on Minions: 50%-75% >> 60%-85%

ㅤㅤ [Skill 2] (↑)

Cooldown: 22-17s >> 18-13s

ㅤ * [Khufra] (↑)

Slightly increased Khufra's early-to-mid game damage.

ㅤㅤ [Passive] (↑)

The enhanced Basic Attack deals 100 extra Base Damage.

ㅤ * [Leomord] (↓)

Slightly reduced the hero's early game farming speed and mid-to-late game durability during the Ultimate.

ㅤㅤ [Skill 1] (↓)

Damage Increase Against Creeps: 60% >> 40%

ㅤㅤ [Ultimate] (↓)

Hybrid Defense Boost: 30-110 >> 30-90

ㅤ * [Ling] (↑)

Slightly improved the hero's early-to-mid game jungling clear speed and damage.

ㅤㅤ [Attribute] (↑)

Basic Attack Speed: 1.02 >> 1.15

ㅤㅤ [Skill 2] (↑)

Cooldown: 2.5s at all levels >> 2.5-2s

ㅤㅤ [Ultimate] (↑)

Briefly reveals the position of enemy heroes hit.

ㅤ * [Marcel] (~)

We aim to reduce the negative experience of facing Marcel's excessive crowd control, while giving him more chances to showcase his individual skills or coordinate with more heroes.

ㅤㅤ [Attributes] (↑)

Base Physical Defense: 25 >> 30

Base Magic Defense: 15 >> 20

Base HP: 2740 >> 2950

Physical Defense Growth: 2 >> 1.5

Magic Defense Growth: 1 >> 0.5

HP Growth: 200 >> 160

Base HP Regen: 12.4 per second >> 22.4 per second

ㅤㅤ [Passive] (~)

Removed Effect: Basic Attack cannot Crit.

Removed Effect: Cannot benefit from extra Attack Speed >> Can partially benefit from extra Attack Speed.

Removed Effect: Basic Attacks reduce Platinum Snap's cooldown by 1s per target.

ㅤㅤ [Skill 1] (↓)

Removed the immobilize effect.

Slow Effect: 20% >> 60%

Base Damage: 370-520 >> 350-700

Damage Bonus: (50% Total Physical Attack) (+ 100% Total Magic Defense) (+ 100% Total Physical Defense) >> (50% Total Physical Attack) (+ 120% Total Magic Defense) (+ 120% Total Physical Defense)

ㅤㅤ [Ultimate] (~)

New Effect: Heroes affected by the Ultimate can be targeted.

New Effect: Damage of the frozen projectiles is reduced by 50% after a delay.

Area Duration: 3s >> 2s

ㅤ * [Mathilda] (↑)

Boosted the hero's mid-to-late game damage and optimized skill mana costs.

ㅤㅤ [Skill 1] (↑)

Magic Bonus: 80% >> 125%

ㅤㅤ [Ultimate] (↑)

Impact Damage of Dash: 320-400 >> 320-480

Base Damage per Wisp: 40 at all levels >> 40-60

Shield's Magic Bonus: 160% >> 180%

Mana Cost: 150-210 >> 120-160

ㅤ * [Minotaur] (↑)

Increased Minotaur's damage.

ㅤㅤ [Skill 1] (↑)

Base Damage: 280-355 >> 325-500

Enhanced Basic Attack Damage: 3% Total HP >> 25 (+5% Total HP)

Bonus Damage in Enraged State: 3% Total HP >> 25 (+5% Total HP)

ㅤ * [Paquito] (↓)

We're happy to see Paquito back in action, but he's currently a bit too strong. We've slightly reduced his early-to-mid game combat and lane-clearing power, but he remains a strong pick.

ㅤㅤ [Passive] (↓)

Enhanced Skill's Extra Damage to Minions: (10 + 1.3Hero Level)% >> (2Hero Level)%

Damage Reduction After Casting Enhanced Skill: (10 + 1.3Hero Level)% >> (2Hero Level)%

ㅤ * [Phoveus] (↓)

Slightly reduced the hero's laning ability in the early game.

ㅤㅤ [Attributes] (~)

Base HP: 2650 >> 2550

Base Physical Attack: 132 >> 120

Base Physical Defense: 25 >> 22

ㅤ * [Rafaela] (↑)

Reduced the cooldown of the respawn skill in the early game, boosted early-game damage, and optimized skill mana costs.

ㅤㅤ [Passive] (↑)

Base Cooldown: 40s >> 10s

Cooldown Increase Multiplier (based on target's respawn time): 500% >> 600%

The Resurrection skill can no longer be tapped when unavailable.

Death info of other players is now displayed around the button when the Resurrection skill is available.

Optimized the display of the pop-up when the Resurrection skill is tapped.

ㅤㅤ [Skill 1] (↑)

Base Damage: 225-400 >> 350-600

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-120 >> 75-100

ㅤㅤ [Ultimate] (↑)

Mana Cost: 150-200 >> 120-160

ㅤ * [Ruby] (↑)

As a Fighter, Ruby's damage threat to enemies is too low. We want to increase her damage capability while reducing her Lifesteal to balance it. However, her Lifesteal capability when at low HP will remain intact to preserve her core identity.

ㅤㅤ [Passive] (~)

Ruby no longer starts with the Spell Vamp.

Spell Vamp Ratio: 125% >> 75%. Increases Lifesteal ratio by 1% for every 1% HP lost, up to 150%.

ㅤㅤ [Skill 1] (↑)

Scythe Damage: 90 (+ 70%-130% Total Physical Attack) >> 280-480 (+ 110% Total Physical Attack)

Shockwave Damage: 90 (+ 70%-130% Total Physical Attack) >> 140-240 (+ 55% Total Physical Attack)

Optimized the skill indicator to show the two damage areas more clearly.

ㅤㅤ [Ultimate] (↑)

Base Damage: 200-480 >> 600-1200

Cooldown: 26-20s >> 40-30s

ㅤ * [Saber] (↑)

Saber relied too much on a single burst of damage and lacked sustained damage capabilities. Therefore, we've made adjustments to provide sustained damage options before and after casting his Ultimate.

We have also adjusted Saber's base attributes and damage bonuses to allow him to build Fighter equipment.

ㅤㅤ [Attributes] (↑)

Base HP: 2440 >> 2500

HP Growth: 180 >> 195

Physical Defense Growth: 4.1 >> 4.5

ㅤㅤ [Skill 1] (~)

Orbiting Sword Damage: 75-105 (+ 30% Extra Physical Attack) >> 75-125 (+ 25% Extra Physical Attack)

Extra Damage: 210-260 (+ 60% Extra Physical Attack) >> 200-300 (+ 50% Extra Physical Attack)

Mana Cost: 80-105 >> 60-85

Orbiting sword attack reduces Skill 2 cooldown by 1s >> Reduces Skill 1 cooldown by 0.5s and Skill 2 cooldown by 1s

Cooldown: 9s >> 10s

Duration: 5s >> 4s

ㅤㅤ [Skill 2] (~)

Mana Cost: 70-45 >> 40-60

ㅤㅤ [Ultimate] (↑)

First Two Strikes: 120-180 (+ 100% Extra Physical Attack) >> 120-220 (+ 80% Extra Physical Attack)

The Third Strike: 240-360 (+ 200% Extra Physical Attack) >> 240-440 (+ 160% Extra Physical Attack)

ㅤ * [Suyou] (↓)

Reduced the hero's early-to-mid-game damage output.

ㅤㅤ [Skill 2] (↓)

Base Damage (Tap): 300-492 >> 280-440

Base Damage of the First 2 Strikes (Hold): 250-410 >> 225-365

Base Damage of the Final Strike (Hold): 400-656 >> 360-584

ㅤ * [Tigreal] (~)

Slightly increased the hero's early-to-mid game survivability but reduced mid-to-late game survivability to adapt to the Roaming hero attribute adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2581 >> 2700

HP Growth: 307 >> 290

Base Physical Defense: 20 >> 25

Physical Defense Growth: 8 >> 7

ㅤ * [Yin] (↑)

We're optimizing Yin's Ultimate experience by enhancing interaction within his domain and shifting Lieh's combat style to feel more like a fighter.

ㅤㅤ [Skill 1 (Lieh Form)] (↑)

Removed Effect: The first half of the attacks will automatically lock onto nearby enemies.

Cooldown: 20-14s >> 1.5s. The cooldown now starts after the skill ends.

Damage: 130-180 (+ 110% Extra Physical Attack) >> 120-170 (+ 100% Extra Physical Attack)

ㅤㅤ [Ultimate] (↑)

Control effects (except Suppress) no longer interrupt the casting of his Ultimate, but Lieh will remain controlled after entering the domain.

ㅤ * [Zhuxin] (↓)

We've noticed that Zhuxin was incredibly powerful in both high-rank matches and in the professional matches. Therefore, we've increased the cost of her Skill 2 to balance her overall performance.

ㅤㅤ [Passive] (↑)

Mana Regen from Each Crimson Butterfly: 3% >> 5%

ㅤㅤ [Skill 2] (↓)

Mana Cost: 45 >> 75


ㅤ

III. Battlefield Adjustment

A. Control Optimizations

1. Added the Avatar Quick Cast feature in the skill settings. Under [Lock-on Targeting], you can now drag directional skills directly to a hero's avatar for a quick cast.

2. Optimized targeting logic in [Lock-on Targeting] mode: Within 3s of losing a hero lock, if no new targets are acquired, the previous lock will be restored.

3. Optimized the locking status display in [Lock-on Targeting] mode: Casting a skill on a locked enemy hero will no longer change the current hero lock status.

4. We've optimized the skill caching logic. The enhanced Basic Attacks of the following heroes will now be cached and no longer be interrupted by skills:

Aamon, Aldous, Alucard, Argus, Aulus, Badang, Bane, Belerick, Chou, Chip, Clint, Dyrroth, Edith, Estes, Fredrinn, Gatotkaca, Grock, Guinevere, Gusion, Harith, Hilda, Hylos, Julian, Kaja, Kalea, Karina, Khaleed, Khufra, Lapu-Lapu, Lesley, Ling, Lolita, Lukas, Masha, Mathilda, Natalia, Nolan, Odette, Phoveus, Saber, Selena, Thamuz, Yin, Yu Zhong, and Zilong.

5. We've optimized the skill buffering mechanic: when your hero is controlled, quickly releasing the skill will stop it from being buffered, preventing accidental casts when the control effect ends.

The detailed rules are as follows:

ㅤ a. If you release a skill within 0.3s after a control effect is applied to your hero, the skill will not be buffered.

ㅤ b. If you release it after 0.3s, the skill will be buffered and cast automatically when the control effect ends.


B. Skill Wheel Aiming Optimizations

1. Added [Skill Wheel Size] to [Skill Settings], allowing you to adjust the skill wheel size and improve aiming.

2. Added [Cast Slip Protection] to [Skill Settings], allowing you to adjust the slip protection area size of the skill joystick. Releasing inside the protection area triggers auto-cast. Releasing outside triggers a manual cast.


C. Custom UI Settings Optimizations

Custom UI settings are now supported during matches and take effect immediately after modification.


D. Equipment Adjustments

  • [Berserker's Fury] (↑)

We've noticed that Crit-based heroes were struggling to see play, as their damage against frontline heroes fell far behind that of Attack Speed and Effect heroes. To address this, we've given Crit-based heroes more ways to damage frontline heroes, while keeping their damage against the backline unchanged.

ㅤㅤ [Attributes] (↓)

Physical Attack: 65 >> 60

Crit Damage: 40% >> 30%

ㅤㅤ [Unique Passive - Doom] (Revamped)

When Basic Attacks Crit, they deal extra True Damage equal to 12% of the damage before reduction.

ㅤ * [Rapid Boots] (~)

In the current fast-paced meta, combats occur more frequently, leaving less time to be out of combat. Therefore, we've removed the out-of-combat Movement Speed boost and increased the base Movement Speed.

ㅤㅤ [Attribute] (↓)

Movement Speed: 65 >> 55

ㅤㅤ [Unique Passive - Side Effect] (Removed)

ㅤ * [Roaming Blessings] (↑)

To improve the flexibility of Roaming Blessings, all Roaming Blessings can now gain EXP and Gold by dealing damage, revealing vision, and sharing income from minions and creeps, but the income gained each time has been reduced.

We acknowledge that damage-oriented Roamers can generate Gold for the team by harassing enemies. However, we do not encourage the playstyle of boosting themselves by taking gold from minions and creeps killed by their allies. Therefore, we have extended the duration during which heroes with Roaming Blessings receive reduced Gold from minions and creeps when alone.

Duration of Reduced Gold from Minions and Creeps When Alone: 5 min >> 8 min

Solo Income from Minions and Creeps in the First 8 Minutes: 50% >> 30%

ㅤ * [Roaming Blessing - Conceal] (↑)

Cooldown: 80s >> 60s

ㅤ * [Roaming Blessing - Dire Hit] (Revamped)

Gains Force while moving, gradually increasing Movement Speed (up to 40 stacks). Upon reaching 20 stacks, the next skill or Basic Attack consumes all stacks, dealing extra damage based on the number of stacks.


E. Jungle Adjustment

To alleviate Jungler heroes' weakness when invaded by multiple enemies in the early game, we've made some optimizations and provided more possible jungle routes.

  • [Creeps] (~)

1. Reduced the base EXP of Thunder Fenrir and Molten Fiend, and increased the base EXP of other creeps, while keeping the total EXP needed to reach Lv. 4 by killing 5 creeps unchanged.

2. Killing the Horned Lizard, Fire Beetle, and Lava Golem will immediately level you up to Lv. 2, and their first respawn time has been moved up to 25s.

3. Increased the base HP of the Horned Lizard, Fire Beetle, Lava Golem, and Thunder Fenrir, and reduced the base HP of the Molten Fiend.

4. Slightly increased the late-game Gold rewards provided by the Horned Lizard, Fire Beetle, Lava Golem, Thunder Fenrir, and Molten Fiend.

ㅤ * [Retribution] (↑)

Basic Retribution Damage: 520 (+ 80Hero Level) >> 750 (+ 150Hero Level)

Advanced Retribution Damage: 780 (+ 120Hero Level) >> 750 (+ 150Hero Level)


F. [Other Adjustments]

[UI Optimizations for Resplendent Skins in the Hero Selection Screen]

Optimized the UI for Resplendent Skins in the Hero Selection Screen. During the Pick & Ban phase, once a player confirms a Resplendent Skin, all players in the match will immediately see its visual effects. Different dragonshard colors correspond to exclusive visual effects.

[Ultimate Visual Effect Adjustments for Certain Heroes]

Added and improved the visual effect indicators for the Ultimate of certain heroes:

  • [Harith]

Added a visual effect indicator on the Skill 2 button after using the Ultimate.

  • [Ixia]

Added a visual effect indicator on the Enhanced Basic Attack button after using the Ultimate.

  • [Pharsa]

Added a visual effect indicator on the Ultimate button after using the Ultimate.

ㅤ [Mythical Honor Battlefield]

As MLBB's player base and hero roster grow, we are testing a new balancing approach: applying hero stat adjustments specifically to the Mythical Honor Battlefield. Our goal is to promote hero diversity in high-rank and tournament matches without affecting the experience in other ranks.

  • [Alpha] (↑)

ㅤㅤ [Ultimate] (↑)

Cooldown: 20-16s >> 16-12s

ㅤ * [Cecilion] (↑)

ㅤㅤ [Passive] (↑)

Max Mana Increase and Mana Regen Upon Skill Hit: 10 >> 12

ㅤ * [Dyrroth] (↑)

ㅤㅤ [Skill 2] (↑)

Abyss Enhanced reduces the target's Physical Defense by: 60% >> 75%

ㅤ * [Edith] (↑)

ㅤㅤ [Skill 2] (↑)

Cooldown: 10-8s >> 8.5-6.5s

ㅤ * [Melissa] (↑)

ㅤㅤ [Skill 1] (↑)

Cooldown: 5-3.5s >> 4.5-3s

ㅤ [Bush Vision Optimizations]

Optimized the delayed vision loss logic when entering or leaving bushes: The vision delay now only applies when both sides are visible to each other, ensuring a more consistent experience during bush encounters.

ㅤ [Entering a Bush]

When entering a bush with an enemy hero nearby, the player will enter the Conceal state after a 330ms delay >> When entering a bush with an enemy hero nearby and both sides are visible to each other, the player will enter the Conceal state after a 330ms delay

ㅤ [Leaving a Bush]

New Effect: When a player leaves a bush, enemy heroes inside the bush remain visible for 330ms.

ㅤ [Layla Skill Description Optimization]

Optimized the descriptions of Layla's Skill 2 and Passive to better match the actual effects and make them easier to understand.


ㅤ

IV. System Adjustments

A. Ranked

S40 will end at 21:59:59 on 06/16 (Server Time).

S41 will start from 00:00:00 on 06/17 (Server Time). Complete Ranked matches to claim rewards, including S41 Seasonal Skin: Zhask "Icespawn Scourge" and S41 Avatar Border "Scarlet Embers".

We wish you an enjoyable gaming experience and smooth rank progression!


B. Highlights

[Feature Overview]

After a match, players with outstanding performance will have the option to generate Highlights. Once confirmed, the cloud will automatically create the Highlights for the match without affecting game performance. When the Highlights are ready, players can download and save them, or tap [Share] to post them on social media.

[Rules]

Highlights are currently only available in Classic and Ranked modes.

Supports two Highlight generation methods: [Use Template] and [Without Template]. Template Highlights include built-in music and cinematic effects. You can switch between these methods before each generation.

Tap the prompt on the post-match screen to create the video. Once it's ready, you can view it via Live > My Videos.

If you miss the prompt on the post-match screen, you can also create it via Live > My Videos > Match Replays.


C. [Other Adjustments]

[Hero Difficulty Rating Update]

To provide more accurate hero roles and in-match difficulty references, we've re-evaluated and updated the difficulty ratings for most heroes on the Official Server. The new ratings will better reflect the current match environment.

The specific changes have been synced to each hero's details screen. Please feel free to check them out.

[Twilight Coin Sacred Statue Updates]

Kimmy "Sky Blazer" Sacred Statue will be available soon—estimated 06/17. Stay tuned.

[Auction House Optimizations]

Added a Recent Sale Price display to the [Buy] and [Sell] screens. Tap to view the item's last 20 sale prices.


ㅤ

V. Mode Adjustments

Brawl

ㅤ [Map Visual Updates]

The new Necrokeep-themed Brawl map is here! The Land of Dawn faces an unprecedented crisis. Upon the walkways of Necrokeep, invaders driven by greed attempt to completely unleash the Mist. In response, Queen Vexana has chosen to awaken her defender army of the Mist's seal to stand ready. On this narrow path, a fight to the death is inevitable! Every warrior must hold the line and keep the curse of the Mist sealed. For the future of the Land of Dawn, let the Brawl begin!

ㅤ [Map Mechanics Adjustments]

1. Equipment can still be purchased for 5s after leaving the Base, but this will end early upon entering combat.

2. Added a new showcase skill. Use it to display your Recall animations and visual effects. This skill provides no actual effects.

3. Extended the barrel's duration to 30s. It can be picked up again 60s after the initial pickup. The pickup cooldown is tied to each hero, allowing multiple players to pick up barrels at the same time.

4. Added Flying Clouds near the Base, allowing players to quickly reach the battlefield. Its cooldown will reset upon respawn.

ㅤ [Hero Pool Updates]

New Hero Added to the Brawl Random Hero Pool: Faramis.

ㅤ [Hero Balance Adjustments]

Based on recent Brawl hero win and pick rates, we've made balance adjustments.

  • [Alice] (↓)

New: Damage Dealt -6%

ㅤ * [Aulus] (↓)

New: Damage Dealt -4%, Removed: Damage Taken -8%

ㅤ * [Franco] (↑)

Removed: Damage Dealt +8%. Damage Taken: -24% >> -20%. New: Reduces Skill 1 and Ultimate cooldown in Brawl.

ㅤ * [Gloo] (↓)

Damage Taken: -10% >> -2%

ㅤ * [Granger] (↑)

Damage Taken: -4% >> -8%

ㅤ * [Lapu-Lapu] (↓)

New: Damage Dealt -6%

ㅤ * [Leomord] (↓)

Damage Taken: -4% >> +2%

ㅤ * [Sun] (↓)

Damage Taken: -6% >> +2%

ㅤ * [X.Borg] (↑)

New: Damage Dealt +4%

ㅤ [Mechanics Balance Adjustments]

To optimize the mid-to-late game pacing in Brawl and improve minions' pushing ability against Magic heroes, we've adjusted the attributes of enhanced minions after 12 minutes.

  • [Enhanced Melee Minion] (↑)

Base Magic Defense: 30 >> 40

  • [Enhanced Siege Minion] (↑)

Base Magic Defense: 30 >> 50; Magic Defense Growth: 5 >> 6


r/MobileLegendsGame • • Aug 28 '26

Patch Notes Patch Notes 2.2.14 - Adv. Server

16 Upvotes
Advanced server update released on August 27, 2026 (Server Time)

I. New Hero

[New Hero: Dori - Shepherd of Smiles]

Meet the cheerful troupe floor captain of the Whimsical Wonders, a Nature Spirit born with the ability to sense emotions and a Mage who wields a banner as her weapon.

[Hero Feature]: Dori waves her banner to conjure magic rings of different sizes, protecting her troupe and, above all, everyone's smile.

ㅤㅤ [Passive: Merry Mark]

Dori's skills apply a mark to the target. Hitting a marked enemy with a skill again deals extra damage.

Dori gains Movement Speed each time she casts a skill.

ㅤㅤ [Skill 1: Timid Courage]

Dori deals damage to nearby enemies, knocks them back, and gains a shield.

ㅤㅤ [Skill 2: Banner Twirl]

Dori deals damage to enemies within a ring area and slows them.

ㅤㅤ [Skill 3: Starlit Parade]

Dori deals damage and stuns enemies within a ring area.


ㅤ

II. Hero Adjustments

The following skins have been temporarily disabled: Hayabusa "Shura" and X.Borg "Tesla Maniac".

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Argus (↓), Aulus (↓), and Lukas (~).

ㅤ * [Alpha] (↑)

Slightly increased Beta's laser damage of Alpha's Passive.

ㅤㅤ [Passive] (↑)

Laser Damage: 50 (+50% Total Physical Attack) (+ 8* Hero Level) >> 60 (+50% Total Physical Attack) (+8* Hero Level) ㅤ

  • [Argus] (↓)

Argus was stronger than intended overall. After considering player feedback, we've decided to retain the changes to his mechanics from this update and only fine-tune the scaling of certain values.

To match this update, we've also adjusted Argus's recommended builds.

Since Demonic Slash already strikes twice, it does not benefit from the additional 2x Crit Damage bonus. It can still trigger other critical-hit effects, including those from Berserker's Fury and Windtalker.

ㅤㅤ [Passive]

Optimized the skill description.

ㅤㅤ [Skill 2] (~)

Effect Adjustment: Slightly reduced the stun duration.

Removed Effect: Meteoric Sword cannot Crit.

New Effect: Damage now scales with Crit Chance and Crit Damage at 40% effectiveness.

ㅤㅤ [Ultimate] (↓)

Damage Bonus: 150% Total Physical Attack >> 180% Extra Physical Attack

Cooldown: 42-35s >> 45s ㅤ

  • [Atlas] (↑)

Reverted some of the nerfs to Atlas's Movement Speed.

ㅤㅤ [Skill 2] (↑)

Movement Speed Boost: 25% >> 30%

  • [Aulus] (↓)

Last week's buffs to Aulus's scaling, crowd control, and HP Regen made him too strong. We're reverting some of these changes this week.

ㅤㅤ [Passive] (↓)

Enhanced Basic Attack's HP Regen (Per Hit): 50 (+ 25% Total Physical Attack) >> 30 (+ 15% Total Physical Attack)

Enhanced Basic Attack's Damage: 175 (+20* Hero Level) >> 115 (+ 15* Hero Level)

ㅤㅤ [Skill 2] (↓)

The first hit stuns the target for 0.5s >> slows the target by 99% for 0.5s

ㅤㅤ [Ultimate] (↓)

Removed the slow effect added last week. ㅤ

  • [Edith] (↑)

ㅤㅤ [Skill 2] (↑)

New Effect: Edith can now pass through walls when ejecting herself from Phylax. ㅤ

  • [Hanzo] (↓)

Tanky Hanzo builds' sustainability and HP Regen still deviated from our intended design. We've slightly reduced his HP Regen from skills.

ㅤㅤ [Skill 1] (↓)

HP Regen When Targeting the Turtle, Lord, or Enemy Heroes: 200-500 (+ 80% Total Physical Attack) >> 150-450 (+ 80% Total Physical Attack)

ㅤㅤ [Ultimate] (↓)

HP Regen Upon Returning to Hanzo's Body: 400-600 (+ 100% Extra Physical Attack) >> 360-520 (+ 100% Extra Physical Attack) ㅤ

  • [Hirara] (~)

We're reverting Hirara's adjustments for now, as we need more time to evaluate the hero's performance. ㅤ

  • [Kaja] (↑)

Slightly increased Kaja's HP Regen.

ㅤㅤ [Skill 1] (↑)

Cooldown: 7s >> 5.5s

Kaja now gains additional HP Regen equal to 45% of his Total Magic Power. ㅤ

  • [Kalea] (↓)

After weeks of adjustments, Kalea has become a solid Fighter-Support, but her power was slightly higher than expected, so we've slightly reduced her HP Regen.

ㅤㅤ [Passive] (↓)

HP Regen: 40 (+12% Max HP) (+ 80% Total Magic Power) >> 12% Max HP (+80% Total Magic Power) ㅤ

  • [Karina] (↓)

Reverted some of the changes to Karina's Enhanced Basic Attack damage made in the previous patch.

ㅤㅤ [Skill 1] (↓)

Enhanced Basic Attack Damage: 180-330 (+ 65% Total Magic Power) >> 180-330 (+ 60% Total Magic Power) ㅤ

  • [Lukas] (~)

After several weeks of adjustments, Lukas's performance has met our expectations. To further improve his experience across different lanes, we've made a slight adjustment to his Skill 1.

ㅤㅤ [Skill 1] (~)

Pulverize Base Damage: 280-550 >> 280-580

Spin Damage: 100-200 >> 80-180

HP Regen: 5% of Max HP >> 9% of Max HP ㅤ

  • [Marcel] (↓)

Marcel's Ultimate has grown slightly too strong due to its interactions with more skills. We've decided to keep its effects but slightly reduce his skill casting frequency.

ㅤㅤ [Skill 1] (↓)

Cooldown: 12.5-10s >> 15-12s

ㅤㅤ [Skill 2] (↓)

Cooldown: 12.5-10s >> 15-12s

ㅤㅤ [Ultimate] (↓)

Cooldown: 74-62s >> 90-66s ㅤ

  • [Melissa] (↓)

Muddles, summoned by Melissa's Skill 2, was dealing too much Basic Attack damage, so we've reduced its damage transfer ratio and the rate at which it inherits Attack Effects.

ㅤㅤ [Skill 2] (↓)

Muddles's Damage Transfer: 60% >> 55%

Attack Effect Inheritance Ratio: 80% >> 55% (now matches the Basic Attack damage transfer ratio) ㅤ

  • [Paquito] (↓)

To prevent Paquito from snowballing too quickly and zoning enemies out of lane, we've slightly reduced his early-to-mid-game burst damage.

ㅤㅤ [Enhanced Skill 2] (↓)

Base Damage: 350-750 >> 300-800

Damage Bonus: 230% Total Physical Attack >> 210% Total Physical Attack ㅤ

  • [Yi Sun-shin] (↑)

Reverted the previous change to Yi Sun-shin's Skill 1 cooldown.

ㅤㅤ [Skill 1] (↑)

Cooldown: 13-10s >> 12-9s


ㅤ

III. Battlefield Adjustments

A. Equipment Adjustment

  • [Thunder Belt] (↓)

We've noticed that some Assassins were benefiting too much from Thunder Belt, so we've added the Assassin role to the item's role restrictions.

Effect Adjustment: 50% Effect for Marksman/Mage >> 50% Effect for Marksman/Mage/Assassin


B. Battlefield

  • [Team Bounty] (~)

Gold Deficit Required to Gain Bonus Gold from Enemy Hero Kills: 2,000 >> 1,500 ㅤ

  • [Minion] (↓)

Slightly reduced minions' Gold reward growth over time.


C. Mythical Honor Battlefield

  • [Edith] (↓)

Reverted skill values to match those outside the Mythical Honor Battlefield. ㅤ

  • [Tigreal] (↑)

ㅤㅤ [Skill 2] (↑)

Cooldown: 16-13s >> 13-10s


ㅤ

IV. System Adjustments

Ranked Mode

S41 will end at 21:59:59 on 08/27 (Server Time).

S42 will start from 00:00:00 on 08/28 (Server Time). Complete Ranked matches to claim rewards, including S42 Seasonal Skin: Popol and Kupa "Flamehide Thane" and S42 Avatar Border "Starward Decade".

We wish you an enjoyable gaming experience and smooth rank progression!


ㅤ

V. Mode Adjustments

A. Revamped Survival Mode

1. Mode name changed to Survival for Fortune.

2. Adjusted the power bonus gained from Battle Point purchases.

3. Increased the percentage of Battle Points gained from killing enemies.

4. Increased the mode's max player number from 36 to 54.

5. Added an extra equipment drop upon final elimination.

6. Attacks now interrupt the Revive action, triggering a 1s cooldown afterward.

7. Added distinct visual effects for allies and enemies during the downed state.

8. Removed the usage limit on the Final Evacuation Point granted for eliminating all players, and extended the time before the battlefield closes.

9. Increased the skill casting frequency of certain monsters.

10. Reduced the drop rate of equipment and items.

11. Reverted the respawn timing of early-match Evacuation Points.


B. Card Brawl

Thank you for your support! In this test, we've added some cards to Card Brawl, revamped the entire Crit playstyle, and adjusted the effects of several existing cards. The details are as follows:

ㅤ [New Cards]

The following cards have been added this week. Try them out in the mode!

  • [Triple Crit Shot]

On Crit, fires 2 extra missiles that deal extra damage. This damage can also Crit.

  • [Critical Might]

Gains Crit Chance and converts excess Crit Chance into Attack.

  • [Slow but Deadly]

Converts extra Attack Speed into Crit Damage, and gains Crit Chance.

  • [Critical Lifeline]

Critical hits grant a shield. This shield can be refreshed and goes on cooldown once it's broken or expires.

  • [Turret Affinity]

Gains Adaptive Attack and Mana Regen near Turrets or their ruins.

ㅤ [Card Adjustments]

  • [Replica Swords]

Renamed from [Orbiting Swords]. Changed "Resets Orbiting Swords upon a kill or assist" to "Grants 5 Orbiting Swords upon a kill or assist."

  • [Electro Airbag]

New Effect: Increases Movement Speed while shielded. Upgraded to Epic (Purple) quality.

  • [Keep Your Distance]

Renamed from [Celestial Armament].

New Effect: Deals extra damage to enemies at long range. Upgraded to Epic (Purple) quality.

  • [Instant Execute]

New Effect: Trigger a delayed AOE Damage after Executing an enemy.

  • [Not Done Yet]

Effect changed to: Continuously recover HP when health is low. Cooldown: 30s.

  • [Bounce, Bounce, Bang!]

Effect changed to: After dealing skill damage to an enemy, fire a bullet that deals extra damage to them, then bounce to deal higher damage to enemies behind.

  • [Swift Marksman]

Effect changed to: Basic Attacks reduce the current cooldown of normal skills by 10%. Also grants an Attack Speed Bonus.

  • [Molina Smooch]

Effect changed to: Upon a skill hit, throw an effigy of Molina at the enemy, turning them into a small animal.


r/MobileLegendsGame • • Jul 31 '26

Patch Notes Patch Notes 2.2.06 - Adv. Server

21 Upvotes
Advanced server update released on July 31, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Karrie (↑), Lukas (↑), and Sun (~).

ㅤ * [Gord] (↓)

ㅤㅤ [Ultimate] (↓)

Base Damage: 100-180 >> 90-160

ㅤ * [Hayabusa] (↑)

We've noticed that Hayabusa's pick rate is relatively low. To improve his performance in the jungle, we've increased his Skill 1 damage. However, to maintain balance, we've reduced the damage dealt by his Ultimate when it consumes Shadow Marks to offset this increase.

ㅤㅤ [Skill 1] (↑)

Damage: 220-280 (+ 75% Extra Physical Attack) >> 220-320 (+75%-90% Extra Physical Attack)

ㅤㅤ [Ultimate] (↓)

Extra Damage With Shadow Mark: 90-150 (+40%-60% Extra Physical Attack) >> 90-120 (+ 40%-50% Extra Physical Attack)

ㅤ * [Hylos] (~)

Hylos's previous passive effects were underwhelming, so we've adjusted them to make his growth attributes more consistent.

ㅤㅤ [Passive] (~)

Removed Effect: Hylos gains 1.5 extra Max HP for every 1 extra Max Mana gained from equipment or emblems.

New Effect: Hylos gains 1 extra Max Mana for every 2.5 Extra HP gained.

ㅤ * [Kalea] (↑)

We've noticed that Kalea underperforms in the hands of average players but performs strongly for experienced players, while her damage output is lower than that of other Fighter Roamers. To improve her effectiveness for average players, we've increased her damage.

ㅤㅤ [Skill 1] (↑)

Base Damage: 200-350 >> 200-450

Cooldown: 4s >> 3.5s

ㅤㅤ [Ultimate] (~)

Damage Bonus: 80% Physical Attack >> 6% Max HP

ㅤ * [Karrie] (↑)

Optimized the clarity and trigger mechanics of some of Karrie's skills.

ㅤㅤ [Skill 1] (~)

Optimized the sphere's visual effects and collision detection frequency, making it easier for both allies and enemies to tell whether Skill 1 will hit them.

ㅤㅤ [Skill 2] (↑)

Now detects nearby enemy heroes throughout the dash. If no enemy heroes are detected, it detects creeps and minions at the end of the dash.

ㅤ * [Lukas] (↑)

Lukas was slightly weak in the Exp Lane but too strong as a jungler. To make him stronger in the Exp Lane while preserving his jungler playstyle, we've made some adjustments to him.

ㅤㅤ [Attributes] (↑)

Base HP: 2550 >> 2620

HP Growth: 202 >> 210

Base Physical Defense: 21 >> 23

ㅤㅤ [Passive] (↑)

Resolve Gained from Attacking Enemies: 2 >> 3.5

ㅤㅤ [Skill 1] (~)

Added a fan-shaped hitbox in front of Skill 1 when used in human form with 0 stacks.

Pulverize Base Damage: 220-520 >> 280-580

Spin Damage's Physical Attack Bonus: 45% >> 40%

ㅤㅤ [Skill 2] (~)

Lightning damage after Flash Strike now only triggers once.

Sacred Lightning Damage: 50-100 (+ 25% Physical Attack) >> 110-310 (+50% Physical Attack)

ㅤㅤ [Ultimate] (↓)

Ultimate's Resolve Regen: 1-2 >> 0.5-2

Ultimate's Attribute Increase: 15%-20% >> 15%

ㅤ * [Obsidia] (↑)

To improve her weak early-to-mid game performance as a Marksman, we've increased her Attack Speed Growth and allowed Turrets to trigger her Passive to speed up her early-game stacking. We've also changed the Ultimate's on-hit bonus from Attack Speed to a shield to enhance her survivability.

ㅤㅤ [Attribute] (↑)

Attack Speed Growth: 1% >> 2%

ㅤㅤ [Passive] (↑)

New Effect: Obsidia also gains 2 Bone Energy when her Basic Attacks hit a Turret.

ㅤㅤ [Ultimate] (~)

Removed Effect: Gains 30% Attack Speed after hitting an enemy.

New Effect: Gains a shield after hitting an enemy.

Shield: 250-550 (+ 35 per Bone Shard)

ㅤ * [Odette] (↑)

Based on player feedback, we've decided to revert all previous damage reductions to Odette. For balance, some of her mechanic adjustments have been retained.

ㅤㅤ [Ultimate] (↑)

Removed the second cast. Can now move freely while the Ultimate is active, but Movement Speed is reduced by 40%.

ㅤ * [Sun] (~)

We've noticed that the large differences in the value of different equipment builds have led to the rise of an unintended Roam build for Sun. To address this, we've adjusted Sun to reduce the effectiveness of his Roam build without affecting his performance in other lanes.

ㅤㅤ [Passive] (↓)

HP Regen: 25% of Doppelganger's Physical Attack >> 12% of Doppelganger's Physical Attack

ㅤㅤ [Skill 1 & 2] (~)

The Doppelganger inherits all of Sun's attributes, but the damage it deals is reduced, and it takes extra damage.

Damage Dealt by Doppelganger: 40%

Damage Taken by Doppelganger: 200%

The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.

Cooldown: 10-8s >> 6.5-5s

ㅤㅤ [Ultimate] (~)

The Doppelganger inherits all of Sun's attributes, but the damage it deals is reduced, and it takes extra damage.

Damage Dealt by Doppelganger: 50%-60%

Damage Taken by Doppelganger: 125%

The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.

Cooldown: 36-28s >> 32-22s


ㅤ

II. Battlefield Adjustments

  • Control Settings Update

ㅤㅤ [Controls]

Added a "Drag Back to Slip Protection Area" skill cancellation option in Controls, which is now available on the Advanced Server.

ㅤ * Bug Fix

ㅤㅤ [Fixes]

Fixed an issue where using Purify would grant immunity to Clint's skill 1 damage in certain situations.


ㅤ

III. System Adjustments

System Adjustments

  • [Career Achievements]

Added the [Claim All] feature, allowing you to claim multiple achievement rewards at once.

  • [TheMLabel Skin Label]

1. The brand-new TheMLabel skin label is officially launched.

2. THE ASPIRANTS series is officially added to TheMLabel.

3. Complete the full collection achievement to unlock multiple special privileges and showcase your collector status.

4. You can also switch to the series' customization item overview to plan your collection.

5. Added the label story feature, allowing you to learn the lore behind the skin series.

  • [Season Achievements]

Added special season carryover effects and effective time to the Style Plate reward preview.

  • [Mode Unlock Display Improvements]

1. Mode entrances will no longer be displayed on the mode selection screen when the mode is locked.

2. The unlock conditions for some modes have also been adjusted.

3. [VS A.I. & Custom]: The unlock condition has been adjusted to reaching Elite rank.

  • [Multiplayer Training Camp]

Added the Multiplayer Training Camp feature. Access it via [Mode] - [VS A.I. & Custom] - [Multiplayer Training Camp].


ㅤ

IV. Mode Adjustments

A. Card Brawl

Thank you for your support! In this test, we've added some cards to Card Brawl and adjusted the overall match pacing. The details are as follows:

ㅤ [New Cards]

The following cards have been added this week. Try them out in the mode!

1. [Rapid Healing]

Gains Cooldown Reduction and Max Cooldown Reduction based on the healing effect.

2. [Spread the Love]

When healing an ally, has a chance to heal another nearby ally.

3. [Blood Tracking]

Gains Movement Speed and Adaptive Attack for each nearby hero with HP below 50% (stacks per hero).

4. [Eternal Evil]

Upon taking fatal damage, gains Death Immunity for 3s. After Death Immunity ends, recovers HP based on damage dealt. Cooldown: 60s.

5. [Blood Banquet]

Deals damage to nearby enemies and recovers HP every second.

6 [Smart Missiles]

When dealing or taking damage, has a chance to fire a missile at a random nearby target.

7. [Frigid Breath]

After casting a skill, generates Frigid Breath nearby to slow enemies. Targets continuously slowed for 2s will be frozen for 0.5s.

8. [Friendly Interaction]

When casting the Ultimate, taunts nearby enemies and gains Damage Reduction.

9. [Shark Bite]

After casting a skill, the next Basic Attack hits all nearby enemies and triggers Basic Attack effects.

10. [Combat Medic]

When a skill hits an enemy, fires extra Magic Missiles that deal damage based on Healing Effect.

11. [Hidden Blade]

Gains a damage bonus while in a bush. The bonus lasts for a short time after leaving the bush.

12. [Unrivaled]

Gains Penetration for a short time when a skill hits an enemy.

13. [Parting Gift]

Upon death, summons the Eternal Guard at your location to avenge you.

ㅤ [Match-related Adjustments]

[Turrets]

Increased their durability. Increased the Inner Turret's protection duration.


B. Survival Mode

ㅤ [Revamped Survival Mode]

Two weeks ago, we launched the revamped Survival Mode and received a lot of feedback. Players expressed nostalgia for and appreciation of certain mechanics from the original Survival Mode. Based on your feedback, we have decided to make the following changes:

1. Brought back the zone mechanic from the original Survival Mode as the Annihilation Tide. As the match progresses, the Annihilation Tide will gradually shrink toward a high-level area. Players inside the Annihilation Tide will take continuous damage.

2. When only one team remains on the battlefield, an evacuation zone appears beneath a randomly selected surviving hero, allowing all team members to evacuate before time runs out.

3. Each piece of high-level equipment equipped increases the carrier's size by 10%.

4. Added a display for the number of surviving players during matches to help players better assess the situation.

5. Adjusted the downed state to make it closer to the original Survival Mode.

6. Added a timeline to help players clearly see what will happen next.

7. Players now directly enter the hero selection screen after successful matchmaking to reduce unnecessary waiting time.

ㅤ

All the above adjustments are now live on the Advanced Server. Give them a try and share your feedback!


r/MobileLegendsGame • • Sep 23 '26

Patch Notes Patch Notes 2.2.22 - Adv. Server

20 Upvotes
Advanced server update released on September 23, 2026

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Belerick (↓), Freya (~), and Popol and Kupa (~). ㅤ

  • [Belerick] (↓)

Belerick was significantly more durable than other Tank heroes in this patch, so we've slightly reduced the HP bonus from his Passive.

ㅤㅤ [Passive] (↓)

Extra HP Gained from Equipment or Emblems: 30% >> 20% ㅤ

  • [Freya] (~)

Adjusted the hero's Regen efficiency in the early and late game.

ㅤㅤ [Passive] (~)

Base HP Regen: 40 >> 20 + 3* Hero Level ㅤ

  • [Lunox] (↓)

Preserved her late-game double-Ultimate burst potential while reducing the contribution of her Ultimate (Power of Chaos) to her early-game damage. (The early-to-mid-game damage of Power of Chaos as Skill 2 was previously increased on the Advanced Server.)

ㅤㅤ [Ultimate (Power of Chaos)] (↓)

Damage: 250-450 (+ 100% Total Magic Power) >> 150-300 (+135% Total Magic Power) ㅤ

  • [Popol and Kupa] (~)

We're improving Popol and Kupa's early-game jungle experience.

We're also looking to improve the synergy between Popol and his companion in the Gold Lane.

Instead of leaving Kupa to fight alone after casting Skill 1, good friends should attack together!

ㅤㅤ [Passive] (~)

Removed Effect: Kupa deals 150% damage to creeps.

New Effect: Kupa deals 80-120 extra True Damage to creeps (scales with level).

Removed Effect: Popol and Kupa both gain 10% Attack Speed and a 5% Movement Speed Bonus when attacking the same target.

ㅤㅤ [Skill 1] (~)

Kupa's Bite Damage: 80-125 (+70% Total Physical Attack) >> 40-100 (+40% Total Physical Attack)

New Effect: Skill 1 marks the target. When Popol attacks the target, Kupa gains 5%-8% Attack Speed and 2%-5% Movement Speed. When Kupa attacks the target, Popol gains 5%-8% Attack Speed and 2%-5% Movement Speed. These bonuses stack up to 5 times and last 4s.

ㅤㅤ [Skill 2] (~)

Movement Speed Bonus: 125% Movement Speed >> 250-400 Movement Speed

ㅤㅤ [Ultimate] (~)

Removed Effect: While Enraged, Popol and Kupa gained double the Attack Speed and Movement Speed bonuses from their Passive.

New Effect: While Enraged, Popol and Kupa gain 10%-30% extra Attack Speed.


ㅤ

II. System Adjustments

A. Moonton Youth Care Center

To provide a safer, age-appropriate gaming experience and comply with Indonesia's PP TUNAS (Government Regulation No. 17/2025) requirements for protecting minors, we will launch the Moonton Youth Care Center for users in Indonesia on the Advanced Server. It offers age-appropriate protections and parental controls to support the healthy development of young players.

ㅤ [Age Verification and Age-Appropriate Experience]

Go to Profile >> Youth Care and follow the instructions to complete Age Verification. Based on the verification result, the system will provide age-appropriate content, features, and protection settings.

Your age data will be used solely for compliance and security purposes.

ㅤ [Privacy Protection for Minors]

To protect minors' privacy and online safety, we will introduce safeguards for certain profile information and social features in accordance with applicable Indonesian laws and regulations concerning the protection of minors. These safeguards will limit the visibility of certain information and access to some features. Specific restrictions will be indicated in-game.

ㅤ [Parent Connection and Management]

Users verified as minors can follow the instructions to connect a parent. Once connected, parents can use the Moonton Youth Care Center to manage their child's social features, playtime, and other settings.

If you experience verification failures, connection errors, or any other feature issues during testing, please don't hesitate to contact us via Customer Service. Thank you for your understanding and support.


B. System Adjustments

ㅤ [Floating Text and Damage Animation Optimizations]

Optimized regular floating text and unified the animations and icons for normal damage, high damage, and critical hits.


ㅤ

III. Mode Adjustments

A. Card Brawl

Thank you for your support! In this test, we've adjusted a large number of Brawl Cards in Card Brawl. The details are as follows:

ㅤ [Card Effect Adjustments]

1. [Slow but Deadly] - Legend (Gold) Quality

Effect Adjustment: Extra Attack Speed is now converted into extra Attack.

2. [Execute Mark] - Legend (Gold) Quality

New Effect: If the mark detonates early or its damage kills the target, [Execute Mark] triggers immediately on all enemies hit by the detonation.

3. [Shadow Barrier] - Legend (Gold) Quality

Renamed to [Shadow Field]. Now triggers only when affected by control effects. Removed the damage reduction effect.

4. [Frost Curse] - Legend (Gold) Quality

Defense Steal Duration: 3s >> 1.5s; Added a 20% slow effect.

5. [Vengeful Chains] - Legend (Gold) Quality

Added an extra shield and Physical & Magic Defense based on the number of chained enemies.

6. [I'll Protect You] - Epic (Purple) Quality

The user now also gains the bonus effects.

7. [Thunder Hammer] - Epic (Purple) Quality

The stun effect has been replaced with an airborne effect. The duration remains unchanged.

8. [Tiny Build] - Epic (Purple) Quality

Stacks per Kill: 2 >> 3; Stacks per Assist: 1; Adaptive Attack per Stack: 5 >> 4.

9. [Evolving Malefic Gun] - Legend (Gold) Quality

Reduced the base attack range. Each stack now further reduces the range.

10. [Blood Growth] - Legend (Gold) Quality

Adjusted to grant stacks while near enemy heroes.

11. [Feign Death] - Legend (Gold) Quality

Increases its stats.

12. [Practice Makes Perfect] - Epic (Purple) Quality

Increases its stats.

13. [Precision] - Premium (Blue) Quality

Reduces its stats.

14. [Ultimate Frenzy] - Epic (Purple) Quality

Reduces its stats.

15. [Crit Mastery] - Epic (Purple) Quality

Reduces its stats.

16. [Critical Might] - Epic (Purple) Quality

Reduces its stats.

17. [Crit Combo] - Epic (Purple) Quality

Reduces its stats.

18. [Critical Salvo] - Legend (Gold) Quality

Reduces its stats.

19. [Critical Momentum] - Epic (Purple) Quality

Reduces its stats.

20. [Skill Crit] - Legend (Gold) Quality

Reduces its stats.

21. [Concussive Crit] - Epic (Purple) Quality

Reduces its stats.

22. [Shark!] - Legend (Gold) Quality

Reduces its stats.

ㅤ [New Cards]

1. [Concussive Strike] - Legend (Gold) Quality

When a skill hits, summons a magic orb that strikes enemies. Enemies that are too close are also knocked back.

2. [Magic Arrow] - Legend (Gold) Quality

Dealing skill damage fires a magic arrow. Subsequent hits on the same hero increase the damage dealt.

3. [Robust Physique] - Epic (Purple) Quality

Taking damage from enemy heroes has a chance to permanently increase Max HP and size.

4. [Spread the Love] - Legend (Gold) Quality

Gains 20% Healing Effect. Healing is also shared with another nearby ally. Cooldown: 8s.

5. [Timely Rescue] - Premium (Blue) Quality

When healing an allied hero with low HP, grants them an extra shield.

6. [Seed of Life] - Legend (Gold) Quality

Every 12s, creates 1 Seed of Life, up to 3. Automatically recovers HP for nearby low-HP heroes.

ㅤ [Hero Adjustments]

  • [Cici] (↓)

Reduced the damage of Skill 1.

ㅤ [General Mode Attributes Adjustments]

Adjusted the global healing reduction to 50% after 6 minutes.


r/MobileLegendsGame • • 3d ago

Patch Notes Patch Notes 2.2.28 - Adv. Server

19 Upvotes
Advanced server update released on October 24, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Aldous (↑), Masha (↓), and Melissa (↑). ㅤ

  • [Aldous] (↑)

Reverted last week's Skill 1 damage buff. Instead, we've increased Skill 2's Damage Reduction and reduced its early-game downtime.

ㅤㅤ [Skill 1] (↓)

Base Damage: 300-500 >> 200-450

ㅤㅤ [Skill 2] (↑)

Cooldown: 12-9.5s >> 9.5s at all levels

Damage Reduction: 30% at all levels >> 30%-55% ㅤ

  • [Atlas] (↓)

Atlas's Passive was freezing enemies too frequently, so we've reduced Frigid Breath's duration.

ㅤㅤ [Passive] (↓)

Frigid Breath Duration: 5s >> 4s ㅤ

  • [Gloo] (↑)

Reverted the experimental changes to Gloo.

ㅤㅤ [Skill 1] (↑)

Explosion Damage: 200-350 >> 230-380 ㅤ

  • [Kagura] (~)

Optimized the visual indicator for the maximum separation distance between the Seimei Umbrella and Kagura. ㅤ

  • [Kaja] (↑)

We've added more ways for Kaja to stay in his Soaring state longer and increased his mobility while Soaring.

ㅤㅤ [Skill 2] (↑)

Increased Kaja's turning speed while Soaring for more responsive controls.

New Effect: While Soaring, enhanced Basic Attacks extend the state's duration slightly when they hit enemies.

New Effect: While Soaring, hitting enemy minions with Skill 2 now also extends the state's duration. ㅤ

  • [Masha] (↓)

Slightly reduced the sustained high damage from Masha's Passive in the late game.

ㅤㅤ [Passive] (↓)

Extra Physical Attack Bonus: 1% Extra Physical Attack >> 0.5% Extra Physical Attack

Level Bonus: 0.3%* Hero Level >> 0.2%* Hero Level

ㅤㅤ [Ultimate] (↑)

Reverted the previous reduction to her Ultimate.

Base Damage: 240-480 >> 300-600 ㅤ

  • [Melissa] (↑)

The adjustments to Melissa in the previous patch were more severe than intended. We sincerely apologize to Melissa players. We've partially reverted these changes to help her restore some of her late-game damage.

ㅤㅤ [Skill 2] (↑)

Muddles's Damage Transfer: 52% at all levels >> 50%-60%

Attack Effect Inheritance Ratio: 52% at all levels >> 50%-60% (matches the Basic Attack damage transfer ratio)


ㅤ

II. Battlefield Adjustments

ㅤ Equipment

  • [Antique Cuirass] (↑)

This equipment underperformed compared to Chastise Pauldron.

ㅤㅤ [Unique Passive - Deter] (↑)

Reduces the attacker's Physical Damage by 6% >> 8%. ㅤ

  • [Chastise Pauldron] (↓)

This equipment was too effective at countering Attack Speed-based heroes.

ㅤㅤ [Unique Passive - Chastise] (↓)

Reduces the attacker's Attack Speed and Attack Speed cap to 75% >> 80%. ㅤ

ㅤ Mythical Honor Battlefield

  • [Gold Lane Siege Minion] (↑)

We've noticed that Fighters have been taking over the Gold Lane in both high-tier Ranked and professional matches. To help Marksmen farm faster, we've increased the Gold provided by the Gold Lane in the early game.

Extra Gold: 40% >> 60%

ㅤ ㅤ Battlefield Effects

  • [Golden Turret] (~)

Reverted last week's changes and adjusted the values of the original mechanics.

Base Turret's HP Increase: 1000 >> 2000

Team Gold provided by the Outer Turret: 100 >> 90

Team Gold provided by the Inner Turret: 140 >> 120


ㅤ

III. System Adjustments

ㅤ [Auction House Optimizations]

Added an Auction House Item Sources entry to the Auction House screen, showing a list of Auction House items available from the Bang Bang Card event. ㅤ

ㅤ [Community Academy]

The trial version of Community Academy has been temporarily disabled and will return in a future patch after further optimization. ㅤ

ㅤ [Left-Hand Medium and Large Button Custom Setups Temporarily Disabled]

In the Custom UI, we've temporarily disabled the custom setups for the left-hand medium and large buttons. These two setups will return in a future patch. ㅤ

ㅤ [Tablet Support]

Optimized interface layouts on tablet devices.


ㅤ

IV. Mode Adjustments

Card Brawl

ㅤ [Card Stat Adjustments]

Increased the stats of the following cards. Legend (Gold) Quality: Concussive Strike and Bounce.

Bounce, Bang!. Epic (Purple) Quality: Tiny Assassin, Robust Physique, Big Guy, Tiny Build, Slow but Deadly, Hidden Moonlight, Dominance Barricade, Barrel Bash, Cozy Bush, Death's Discount, Second Wind, and Come With Me. Premium (Blue) Quality: Fortitude, Frontline Emblem Set, and Life Surge.

Reduced the stats of the following cards. Legend (Gold) Quality: Evolving Malefic Gun, Critical Salvo, Tai Chi, Windrider, Crits Go Boom, and Planets Attack. Epic (Purple) Quality: Malefic Energy Boost, Berserker, Ultimate Frenzy, Crit Combo, and Critical Might.

ㅤ [Hero Stat Adjustments]

Increased the stats of the following heroes: Aulus, Kalea, Zilong, Esmeralda, Joy, Nolan, Aurora, Minsitthar, Zhuxin, Alpha, Diggie, Khufra, Akai, Grock, Guinevere, Khaleed, Barats, Yi Sun-shin, Eudora, Fanny, Gatotkaca, Angela, Kadita, Mathilda, Popol and Kupa, Lapu-Lapu, Sun, Granger, Sora, Atlas, Helcurt, Johnson, Selena, Benedetta, Dyrroth, Paquito, Harley, Arlott, Hirara, Hylos, Harith, Franco, Leomord, Badang, Tigreal, Martis, Chou, Hanzo, Thamuz, Jawhead, Natalia, Freya, and Yin.

Reduced the stats of the following heroes: Obsidia, Cici, Cyclops, Natan, Irithel, Hanabi, Claude, Valir, and Moskov.

ㅤ [Turret Mechanics and Battle Spell Adjustments]

Protection Duration of the Second Turret and Base: 2 min >> 1 min. Damage Reduction While Protected: 80% >> 50%

Shield Granted by Aegis: 750 (+90* Hero Level) >> 1,500 (+180* Hero Level)


Brawl

ㅤ [Hero Balance Adjustments]

Based on recent Brawl hero win and pick rates, we've made the following balance adjustments.

[Aamon] (↑): (New) DMG Taken -2%

[Aulus] (↓): DMG Taken +4% >> +8%

[Barats] (↓): (New) DMG -2%

[Brody] (↓): (New) DMG Taken +2%

[Bruno] (↓): DMG -10% >> -12%; (New) DMG Taken +4%

[Chip] (↑): DMG +6% >> +8%

[Cici] (↓): DMG Taken -8% >> -4%

[Cyclops] (↓): DMG Taken +6% >> +10%

[Edith] (↓): DMG Taken +4% >> +8%

[Franco] (↑): Skill DMG +10%

[Gatotkaca] (↑): DMG Taken +10% >> +8%

[Helcurt] (↑): DMG +10% >> +12%

[Hilda] (↓): DMG Taken -8% >> -6%

[Joy] (↑): DMG +10% >> +12%

[Lancelot] (↑): DMG Taken -4% >> -6%

[Lukas] (↓): DMG -2% >> -6%

[Lunox] (↑): (New) DMG Taken -2%

[Luo Yi] (↑): DMG Taken -2% >> -4%

[Martis] (↓): DMG +6% >> +4%

[Masha] (↑): (New) DMG Taken -4%

[Melissa] (↑): DMG -12% >> -10%

[Minotaur] (↓): DMG Taken +8% >> +4%; (New) Healing -6%

[Natan] (↓): DMG Taken +8% >> +10%

[Nolan] (↑): Reduced the Energy Cost of Skills 1 and 2

[Phoveus] (↓): DMG Taken +6% >> +10%

[Popol and Kupa] (↓): (New) DMG Taken +2%

[Rafaela] (↓): DMG Taken +10% >> +12%

[Roger] (↓): DMG Taken -6% >> -4%

[Terizla] (↓): DMG Taken +14% >> +18%

[Valir] (↓): (New) DMG Taken +2%

[Yi Sun-shin] (↑): (New) DMG Taken -4%

[Yu Zhong] (↓): DMG Taken -4% >> -2%

[Zhuxin] (↑): DMG +16% >> +20%


r/MobileLegendsGame • • Sep 18 '26

Patch Notes Patch Notes 2.2.20 - Adv. Server

7 Upvotes
Advanced server update released on September 18, 2026 (Server Time)

I. Hero Adjustments

In this Advanced Server patch, all skins for the following heroes are temporarily unavailable: Cyclops, as well as Popol and Kupa.

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Hirara] (↓), [Lunox] (↑), and [Xavier] (↑). ㅤ

  • [Gloo] (↓)

As a Tank, Gloo's damage was too high, so we've reduced it.

ㅤㅤ [Skill 1] (↓)

Explosion Damage: 250-400 (+12% Extra HP) >> 230-380 (+11% Extra HP)

ㅤㅤ [Skill 3] (↑)

HP Regen: 20% >> 20%-30% ㅤ

  • [Hirara] (↓)

Reverted some damage buffs made in the previous patch.

ㅤㅤ [Skill 2] (↓)

Damage Bonus: 75% Extra Physical Attack >> 65% Extra Physical Attack ㅤ

  • [Kaja] (~)

Adjusted how enemy heroes can respond to Kaja's Ultimate. They now have more time to leave the area before the Ultimate takes effect, but can no longer use Control Immunity skills to avoid the area restriction.

ㅤㅤ [Ultimate] (~)

Slightly increased the Ultimate's delay.

New Effect: Targets with Control Immunity can no longer escape the Ultimate's area when it takes effect. ㅤ

  • [Lunox] (↑)

ㅤㅤ [Ultimate (Power of Chaos)] (↑)

Restored the damage dealt to nearby enemies after the dash. ㅤ

  • [Rafaela] (↓)

Rafaela's Skill 2 provided strong team utility and could be cast too frequently. Therefore, we've increased its cooldown for balance.

ㅤㅤ [Skill 2] (↓)

Cooldown: 10.5-8.5s >> 11.5-10.5s ㅤ

  • [Uranus] (~)

Changed Basic Attack's Splash Damage to Magic Damage. ㅤ

  • [Xavier] (↑)

Optimized the control experience of the skills.

ㅤㅤ [Skill 1] (↑)

Reduced the backswing time by 50%.

ㅤㅤ [Skill 2] (↑)

Reduced the backswing time by 50%.


ㅤ

II. Battlefield Adjustments

A. Battle Spell

  • [Sprint] (↑)

Cooldown: 100s >> 75s


ㅤ

III. System Adjustments

A. System Adjustments

ㅤㅤ [Preparation Revamp]

We've streamlined the Preparation feature with more intuitive interactions for easier use.

1. Revamped all screens with the new UI visual style.

2. Added a blur effect behind all pop-up and side-panel notifications to make in-game interactions more immersive.

3. Added lane tags to Battle Setup. You can now assign a lane to your setup. When viewing or applying a Pro Setup, you can also see which lane the player used the hero in.

4. Renamed the [Battle Effects] tab to [In-Match Customization] and added a new home screen. It previews all customization items equipped by selected heroes on one screen, making item types easier to find.

5. Consolidated the subtabs under [In-Match Customization] into broader categories such as [Character Effects] and [Expressions], making items easier to find without navigating an overly long tab list.

6. Optimized the rules and interactions for using in-match customization items across multiple heroes.

7. Renamed the [Customization] tab to [Non-Match Customization] and added a new home screen. It previews all non-match customization items currently equipped on your account on one screen, making item types easier to find.

8. Consolidated access to editing all non-match customization items, making it easier to adjust Avatar Borders, Namecard Backgrounds, and more.

9. Added a new Battlefield Guide home screen that combines Battle Equipment, Battlefield Map, Battle Spells, and Skill Layout. It helps new players learn MLBB's battlefield mechanics more quickly.


ㅤ

IV. Mode Adjustments

A. Card Brawl

Thanks for all your support!

In this test, we've adjusted a large number of Brawl Cards in Card Brawl. The details are as follows:

ㅤㅤ [New Cards & Effect Adjustments]

1. [Last Will] - Legend (Gold) Quality

Grants a 10% Damage Increase, 20% Movement Speed, and 10% Hybrid Lifesteal. Upon the hero's death, transfers these buffs to all allied heroes within 6 units for 8s.

2. [Necromancer] - Legend (Gold) Quality

When another hero within 8 units dies, gains 1 stack of Soul Collection for 20s. Each stack grants 15 Adaptive Attack, 8 Physical Defense, and 8 Magic Defense, up to 8 stacks. At max stacks, enters the Netherworld for 5s. Netherworld: The hero becomes untargetable, increases in size by 20%, and retains the full-stack attribute bonuses.

3. [Evolving Malefic Gun] - Legend (Gold) Quality

Increases Basic Attack range by 1 unit. Killing an enemy hero increases it by 0.2 units. If an enemy hero dies within 3s after taking damage from the hero, increases it by 0.1 units. Basic Attack range gained from kills and assists is uncapped. Each Basic Attack hit grants 1 progress point, and a Crit grants 1 extra point. Every 20 points increases Basic Attack range by 0.1 units, up to 1 unit from progress points.

4. [Unstable Potion] - Legend (Gold) Quality

Upon obtaining this card and every 30s thereafter, randomly enters one of the following forms for 30s. Giant Form: Increases size, Physical Defense, Magic Defense, Max HP, and Resilience, but reduces Movement Speed. Shrunken Form: Increases Movement Speed, Attack Speed, and Cooldown Reduction, but reduces Physical Defense and Magic Defense. There is also a chance to enter the corresponding super form, doubling all buffs and debuffs.

5. [Vampire] - Legend (Gold) Quality

While in combat, drains HP from all enemy heroes within 3.5 units every 5s, dealing 8% of each target's Max HP as Magic Damage. Recovers HP equal to the actual damage dealt.

6. [Combat Medic] - Legend (Gold) Quality

When healing or shielding an allied hero, fires a missile at the enemy hero with the lowest HP percentage near that ally, dealing 600 Magic Damage. Each 1% Healing Effect increases the missile's damage by 2%. There is also a 10% chance to fire missiles at all enemy heroes near that ally.

7. [Recovery Gale] - Legend (Gold) Quality

For every 10% Max HP lost, fires a healing bullet at the other allied hero with the lowest HP percentage within 6 units. The target and the user each recover 800 HP. Healing bullets are fired at intervals of at least 0.5s.

8. [Aftermath Blast] - Legend (Gold) Quality

Applying a control effect to an enemy hero creates Ground Fire beneath them. It erupts after 1s, dealing 600 Magic Damage to enemies in the area. After the first trigger, this effect can trigger up to 3 additional times on other enemy heroes affected by control effects within 1s, then goes on cooldown. Cooldown: 10s.

9. [Blood Growth] - Legend (Gold) Quality

Gains 1 stack of Growth per second while fighting enemy heroes. Each stack increases Max HP by 200, Physical & Magic Defense by 5, and size by 2%. This effect has no stack limit. All stacks are removed after being out of combat for 5s.

10. [Shadow Barrier] - Legend (Gold) Quality

Magic Shield is restored 10s after being consumed. While active, gains Control Immunity and 20% extra Physical & Magic Penetration. Taking damage from an enemy hero or Turret consumes the shield, reduces that instance of damage by 80%, and removes control effects. After the shield is consumed, the penetration bonus lasts an extra 2s.

11. [Magic Turbine] - Legend (Gold) Quality

Hitting enemies with skills increases Movement Speed by 20 for 8s (up to 20 stacks).

12. [Black Hole] - Legend (Gold) Quality

Casting the Ultimate summons a Black Hole centered on the user, lasting 3s. Every 0.5s, it pulls enemy heroes in the area toward the center by about 0.3 units and deals 100 Magic Damage to them. Cooldown: 30s.

13. [Rapid Healing] - Epic (Purple) Quality

Casting a hero skill that heals or shields an allied hero reduces that skill's current cooldown by 2s. Triggers up to once per cast.

14. [Tiny Build] - Epic (Purple) Quality

Killing an enemy hero grants 2 buff stacks. If an enemy hero dies within 3s after taking damage from the hero, grants 1 buff stack. Each stack reduces size by 5% and grants 5 Adaptive Attack.

15. [Ambulance] - Epic (Purple) Quality

Gains 20% Healing Effect. Gains 15%-40% Movement Speed while moving toward an allied hero below 70% HP. The lower the allied hero's HP, the greater the bonus, reaching its maximum when the target is below 20% HP.

16. [Titan] - Epic (Purple) Quality

Increased Max HP by 20% and size by 30%.

17. [Big Guy] - Epic (Purple) Quality

Permanently gains 2 stacks after killing an enemy hero and 1 stack after an assist. Each stack increases Max HP by 100 and size by 5%.

18. [Building Momentum] - Epic (Purple) Quality

Increases 30% Attack Speed. Dashing grants an extra 50% Attack Speed for 6s.

19. [Vial Runner] - Premium (Blue) Quality

Increases healing received by 10% and secondary healing from Healing Vials by 100%. Each secondary healing from a Healing Vial permanently increases healing received by 1% for the rest of the match.

20. [At Ease] - Premium (Blue) Quality

Gains an 800 shield when casting a hero skill. Lasts 3s. Cooldown: 10s.


r/MobileLegendsGame • • Nov 05 '25

Patch Notes Patch Notes 2.1.30 - Org. Server

39 Upvotes

Original server update released on November 04, 2025 (Server Time)

From the Designers

We will continue optimizing the experience for roaming tank heroes. In previous patches, we increased the Gold income for roaming heroes. In upcoming patches, we will enhance certain tank heroes' Gold efficiency and optimize their equipment.


I. Revamped Hero & Hero Adjustments

Revamped Hero

  • [Revamped Hero: Valkyrie - Freya]

Hero Feature: A female warrior who infuses weapons with the Power of Einherjar for sustained combat.

In this revamp design for Freya, we aim to resolve the following issues and make optimizations:

1- We've noticed that Freya has to cast her Skill 2 to increase Attack Speed when jungling or clearing minions, which leaves her unprepared for sudden teamfights, so we aim to lower the cast condition for her Skill 2.

2- Freya's dominance in the early to mid-game was too powerful. Once she gained momentum, enemies found it difficult to counter her. Therefore, we will reduce the Attack Speed provided by her passive, making certain Attack Speed equipment more beneficial for Freya.

3- Gave her Ultimate the capability to enter teamfights. This should allow her to quickly enter the Valkyrie state and enter combat when allies initiate teamfights.

ㅤ [Passive - Power of Einherjar]

Freya can store up to 6 Sacred Orbs. Each Basic Attack grants 1 Sacred Orb, and they gradually recover when out of combat. Consuming 1 Sacred Orb grants Freya 100% Attack Speed Bonus for her next Basic Attack.

ㅤ [Skill 1 - Valkyrie Shieldbind]

Freya leaps to the target area and strikes the ground with her shield, gaining a shield and dealing Physical Damage to enemies within and knocking them airborne.

ㅤ [Skill 2 - Valkyrie Slash]

Freya charges forward and slashes, dealing Physical Damage. This skill has no base cooldown but consumes 2 Sacred Orbs per cast.

ㅤ [Ultimate - Valkyrie Descent]

Freya selects a target area and dives down, dealing Physical Damage and slowing enemies along the path and at the landing point. Upon landing, Freya enters the Valkyrie state, during which her Basic Attacks deal increased damage, recover HP, and deal splash damage.

ㅤ

Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment and Changes.

Heroes with major changes in this patch: Hilda (↑), Xavier (↑), Minotaur (↑), and Atlas (↑).

  • [Hilda] (↑)

Hilda's late-game minion clearing efficiency and durability are low, and she relies on Bushes to trigger her passive effect, leaving her with average performance in the Exp Lane.

So this time we redesigned Hilda's passive skill, changing the enhanced Basic Attack originally obtained from Skill 1 to entering a Bush, improving her Exp Lane presence and minion clearing efficiency. Meanwhile, Skill 1 has been redesigned to grant a shield and speed boost, reducing her dependence on bushes.

We've also optimized the control experience of Basic Attacks after Skill 2, improving passive stacking efficiency and combo smoothness.

To balance this, we've reduced how much the Passive Wilderness Mark reduces Physical & Magic Defense.

ㅤ [Passive] (Revamped)

When entering a Bush, Hilda enhances her next Basic Attack to deal 140 (+ 70% Total Physical Attack) (+ 9*hero level) Physical Damage and slow the target by 40% for 3s. Enemies behind the target take 70 (+50% Total Physical Attack) (+ 7*hero level) Physical Damage. After using this enhanced Basic Attack, it enters a 6s cooldown.

Pursuit Speed of Enhanced Basic Attack: 10 >> 13

Each stack reduces the target's Physical Defense and Magic Defense by: 4% >> 3%

ㅤ [Skill 1] (Revamped)

Hilda activates the runic power of her giant axe, increasing her Movement Speed by 60% and gaining a shield equal to 10-20% of her Max HP for 3s.

ㅤ [Skill 2] (↑)

Reduced the foreswing of Skill 2's third attack by 33%.

ㅤ [Ultimate] (↑)

Optimized the Ultimate's pursuit range and increased its hit rate after locking on.

  • [Xavier] (↑)

Xavier relies on continuously hitting enemies with Skills 1 and 2 to enhance and enter the Transcendence state for stronger damage output. This doesn't align with our design expectations. Therefore, we've increased the width of all skills, changed Stage I to a permanent passive, and removed the original Stage II effect, allowing Xavier to enter the Transcendence state more quickly.

To balance this change, we've reduced the duration of Skill 2's immobilization.

ㅤ [Passive] (~)

When Xavier hits an enemy hero with his skills, he gains 50% Movement Speed that decays over 1.2s. Each enemy hero hit by Xavier's skills generates one Energy charge. Upon reaching three charges, his next skill cast will enter the Transcendence state.

ㅤ [Skill 1] (↑)

Skill Width in Normal State: 0.6 >> 0.9

Mana Cost: 50-75 >> 30-55

ㅤ [Skill 2] (~)

Immobilizing Time: 1.2s >> 0.8s

Skill Width in Normal State: 3.5 >> 4.3

Skill Width in Transcendence State: 5.0 >> 4.3

ㅤ [Ultimate] (~)

Skill Width in Normal State: 2.2 >> 3.0

Skill Width in Transcendence State: 3.8 >> 3.0

  • [Minotaur] (↑)

As a tank-roaming hero, Minotaur's ability to provide healing and buffs to his team far exceeds his own survivability as a tank. We want his combat ability to better match his character.

We've revamped the original Enraged Regen effect that enhanced Skill 2 as Minotaur's new passive to improve his durability in combat.

We've also added Slow Effects to the first 2 hits of his Ultimate to improve the hit rate of the final hit's Airborne effect.

For balance, we have reduced Minotaur's ability to provide healing and buffs to allies, though he remains a unique tank with the ability to heal teammates.

ㅤ [Passive] (Revamped)

Minotaur motivates for 3s after using the skill. When Enraged, the Regen effect is doubled.

[Motivation]: Recover HP equal to 5% of damage taken from enemy heroes (+ 1%*hero level).

ㅤ [Skill 2] (Revamped)

Healing Range: Minotaur recovers himself and all surrounding allies >> Minotaur recovers himself and the ally with the lowest HP nearby

Additional Lost HP Recovery: 5% >> 8%

Enraged: Remove previous Enraged effects. Now Minotaur recovers himself and all surrounding allies

ㅤ [Ultimate] (~)

Slow Effect: 40% >> 60%

Airborne Duration: 1s >> 0.8s

  • [Atlas] (↑)

Atlas's Skill 2 and Ultimate lack clear range indicators in actual combat to determine whether they can hit enemies.

So we've adjusted the ranges of his passive Frigid Breath, Skill 2's stun, and the Ultimate's first-stage slow effect to be completely consistent. Players can now use the visual effect circle of Frigid Breath as a range indicator for other skills, improving overall skill hit rate.

Additionally, the Physical & Magic Defense boost from Atlas's Passive cannot scale with his economic growth, so we've adjusted its numerical structure to scale based on his Extra HP.

To balance this change, we've slightly reduced the stun duration after Atlas returns to Mecha in Skill 2.

ㅤ [Passive] (↑)

Frigid Breath Range: 2 >> 3

Physical & Magic Defense Boost: 16-30 >> 20+0.5% Extra HP

ㅤ [Skill 2] (~)

Damage and Stun Range after Atlas Returns to Mecha: 2.5 >> 3

Stun Duration after Atlas Returns to Mecha: 1s >> 0.8s

ㅤ [Ultimate] (↓)

Slow Range of the First Stage: 3.5 >> 3

  • [Benedetta] (↑)

When Benedetta's skills hit consecutively, her Sword Intent accumulates quickly to full. However, holding the Basic Attack button to enter the Swordout state may affect the control experience of skill-combo transitions into Swordout Slash.

Therefore, we've shortened the detection time for entering the Swordout state when holding the Basic Attack button, allowing Benedetta to enter the state more quickly and improving control fluidity and responsiveness.

Additionally, after dealing damage 3 times with Basic Attacks or skills, Benedetta's Sword Intent gauge falls slightly short of being full, affecting the controls of her Swordout Slash combos.

Therefore, we've increased the amount of Sword Intent gained from dealing damage. It now only takes 3 hits from Basic Attacks or skills to fully charge her Sword Intent.

We've also fixed an issue where Benedetta would continue charging Swordout Slash after being interrupted by control effects, which could cause her to cast it unintentionally once the control effect ended.

ㅤ [Passive] (↑)

Sword Intent Gained from Dealing Damage: 30 >> 34

The detection time for entering the Swordout state when holding the Basic Attack button has been reduced by 40%.

When Benedetta is interrupted by control effects while charging Swordout Slash, the charge state will be interrupted, and her current Sword Intent will be retained. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state.

When Benedetta is in Swordout state and gets controlled while Sword Intent decays, her Swordout state will be interrupted and restored to full Sword Intent. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state.

  • [Martis] (↑)

Increased Martis's damage in the mid-to-late game.

ㅤ [Passive] (↑)

Extra Attack at Full Stacks: 6* Hero Level >> 8* Hero Level

ㅤ [Ultimate] (↑)

Damage: 800-1000 (+100% Total Physical Attack) >> 700-1100 (+120% Total Physical Attack)

Improved the visibility of the target indicator for his Ultimate.

New Effect: Sky Piercer's damage will contribute to the activation of indicator effects on the target.

  • [Balmond] (↑)

We aim to slightly raise Balmond's control ceiling in high-level matches.

ㅤ [Skill 1] (↑)

New Effect: Hitting an enemy hero reduces their Physical Defense by 40% for 3s.

Slow Effect: 60% for 2s >> 40% for 3s

Cooldown: 8-5s >> 8-6s

  • [Harley] (↑)

Enhanced his mobility and the controls of his Ultimate.

ㅤ [Skill 2] (↑)

Cooldown: 11-8s >> 8-6s

New Effect: Returning to the hat's location with Skill 2 no longer cancels the Movement Speed boost.

ㅤ [Ultimate] (↑)

New Effect: The ring of fire will no longer be blocked by enemy heroes.

Foreswing: 0.4s >> 0.33s

Slow Effect: Slow enemy heroes by 40% for 1.5s >> Slow enemy heroes by 40% for 1.5s, decaying to 15% after 1.5s

  • [Faramis] (↑)

Optimized Skill 2's Mana Cost and the controls of the Ultimate to make HP support for allies more timely.

ㅤ [Skill 2] (↑)

Mana Cost: 75-125 >> 45-70

ㅤ [Ultimate] (↑)

Removed the foreswing.

  • [Thamuz] (↑)

Thamuz currently takes too long to scale, making him unable to fulfill the Fighter/Tank role until he has three or more equipment items. To address this, we've increased his early game survivability.

ㅤ [Ultimate] (↑)

Extra Max HP: 600 >> 800-1200

Extra Max HP Bonus: 30%-50% Extra Max HP >> 50% Extra Max HP

  • [Layla] (↑)

As a late-game Marksman, Layla's farming speed was greatly affected by the decrease in Gold from Minions. Therefore, we've slightly increased her damage in the mid to late game.

ㅤ [Attribute] (↑)

Physical Attack Growth: 8.5 >> 10

  • [Chang'e] (~)

Chang'e's tower pushing efficiency in the early-mid game is too high compared to other Mages, so we reduced her enhanced Basic Attack Damage and balanced it by reducing Skill 1's mid-late game cooldown.

ㅤ [Skill 1] (↑)

Cooldown: 7s at all levels >> 7-5s

ㅤ [Skill 2] (↓)

Crescent Moon Damage: 20 (+ 35% Total Physical Attack) (+35% Total Magic Power) >> 20 (+35% Total Magic Power)

  • [Obsidia] (~)

We aim to improve Obsidia's fighting capability when her Ultimate hits in the early game, while reducing her damage output in the late game.

ㅤ [Attribute] (↓)

Physical Attack Growth: 7.5 >> 5

ㅤ [Ultimate] (↑)

New Effect: Increases Attack Speed by 30% after the Ultimate hits.

  • [Alucard] (↓)

Alucard's scaling ability is too strong in the current patch, so we've reduced his mid to late-game damage to restore balance.

ㅤ [Passive] (↓)

Enhanced Basic Attack's Total Physical Attack Bonus: 140% >> 125%

ㅤ [Skill 1] (↓)

Total Physical Attack Bonus: 110% >> 85%

  • [Yi Sun-shin] (↓)

Yi Sun-shin can trigger his Control Immunity too often and for too long, making him hard to counter. And we aim to reduce its duration while preserving his mobility.

ㅤ [Skill 1] (↓)

Control Immunity Duration: 1s >> 0.4s (matching the dash duration)

ㅤ [Ultimate] (↓)

Map Vision Duration: 5s >> 2s

  • [Arlott] (↓)

Arlott's damage was too high with the defense build, so we've slightly reduced his Base Damage.

ㅤ [Skill 2] (↓)

Base Damage: 135-335 >> 135-285

  • [Cici] (↓)

Cici's Delight stacks decay gradually when not dealing damage, granting her Movement Speed and Spell Vamp boost most of the time, making it difficult for enemies to counter. Therefore, we have increased the decay speed.

ㅤ [Passive] (↓)

Stack Removal: 1 stack reduced every 1s >> 1 stack reduced every 0.3s

  • [Natan] (↓)

Decreased Irithel's mid-to-late game damage potential.

ㅤ [Passive] (↓)

Magic Power Bonus: 65% >> 60%

Attack Effect Inherited: 65% >> 60%

Attack Speed Boost per Stack of Entanglement: 7.5% >> 10%

Movement Speed Boost per Stack of Entanglement: 7.5% >> 5%

ㅤ [Skill 1] (↓)

Magic Power Bonus: 130% >> 120%

ㅤ [Skill 2] (↓)

Magic Power Bonus of Launching Gravitational Attractor: 65% >> 60%

Magic Power Bonus of Attractor Detonation: 13% >> 12%

  • [Irithel] (↓)

Decreased Irithel's mid-to-late game damage potential.

ㅤ [Ultimate] (↓)

Base Damage of Empowered Crossbow Shot: 120-200 >> 100-160

  • [Bane] (↓)

We've noticed that Bane's fully charged Skill 2 venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.

ㅤ [Skill 2] (↓)

Magic Power Bonus When Fully Charged: 250% >> 200%


II. Equipment Adjustments

  • [Dominance Ice] (~)

We aim to enhance this equipment's versatility, allowing tank players to choose this equipment against all heroes to reduce enemy healing effectiveness, rather than targeting only Attack Speed based heroes.

ㅤ [Attributes]

Max HP: 250 >> 0

Physical Defense: 55 >> 40

Magic Defense: 0 >> 40

ㅤ [Unique Passive - Arctic Cold] (Removed)

ㅤ [Unique Passive - Frost Shield] (New)

For each enemy hero within 5 units, Physical & Magic Defense is increased by 8, up to 40.

  • [Black Ice Shield] (~)

ㅤ [Attributes]

Max HP: 250 >> 0

Physical Defense: 18 >> 20

Magic Defense: 0 >> 20

ㅤ [Unique Passive - Arctic Cold) (Removed)

ㅤ [Unique Passive - Frost Shield] (New)

For each enemy hero within 5 units, Physical & Magic Defense is increased by 4, up to 20.

  • [Guardian Helmet] (↑)

Moved the excess damage reduction effect from Twilight Armor to Guardian Helmet and removed the in-combat HP Regen effect for balance.

ㅤ [Unique Passive - Recovery] (↓)

Removed in-combat HP Regen effect.

ㅤ [Unique Passive - Defender] (New)

Upon taking more than 500 damage in a single instance, the excess damage beyond that amount is reduced by (20 + 0.3% Max HP)%.

  • Twilight Armor replaced by Chastise Pauldron (↑)

Enhanced the Attack Speed reduction effect and moved it from Dominance Ice to Chastise Pauldron.

ㅤ [Attributes]

HP: 1200 >> 900

Physical Defense: 15 >> 40

ㅤ [Unique Passive - Redemption] (↑)

HP Regen Time: 3s >> 2s

ㅤ [Unique Passive - Twilight] (Removed)

ㅤ [Unique Passive - Chastise] (New)

Taking damage will reduce the Attack Speed and Attack Speed cap of the attacker to 75% of normal for 2s.


III. Battlefield Adjustments

[Optimizations]

1- Revamped Balmond's in-match and out-of-match art assets for an improved visual presentation.

2- Optimized the visual clarity of in-match indicators.

3- Optimized the visual effects of the following Equipment: Blade of the Heptaseas, Starlium Scythe, Athena's Shield, and Cursed Helmet.

Bug Fix

Fixed an issue where Wanwan would still dash if her Basic Attack missed a target while Tiger Pace was active, but no stacks were consumed.


IV. System Adjustments

New Feature

  • [Surprise Flip]

Adjusted the difficulty of some daily events. You can now earn rewards from fewer matches. Battle Chest, Free Chest, and Daily Quest are now included in the Bang Bang Card system. You'll get a Bang Bang Card after each match and obtain a random reward from it. There are also chances to directly obtain a skin or a hero.

System Adjustments

  • [Main Interface]

Adjusted the Main Interface layout and visuals, improving art quality and text clarity. Adjusted the entry location for some features to improve usability.

  • [Lane Matchmaking]

In Lane Matchmaking, players can select only one lane when choosing [Needed Lane].


V. Game Modes

ㅤ Chaos Clash Now Available for a Limited Time

The Chaos Clash mode will be available for a limited time from 11/21 to 12/16 (Server Time)!

  • [Chaos Clash - Gameplay Introduction]

Welcome to Chaos Clash! This is a fast-paced, unpredictable 18-player elimination mode (6 teams of 3).

The battle is split into multiple rounds where teams are paired up to fight. A team loses a round when all its heroes are killed. The losing team's HP will be deducted, and they are eliminated once the team's HP reaches 0.

When there's an odd number of surviving teams, a random team will sit out the round.

Before each round begins, you can customize your build by selecting a suitable Chaos Fragment (a global buff, such as increased Attack Speed or Cooldown Reduction).

  • [Hero Adjustments]

1- Increased the Energy Regen for certain energy-based heroes: Granger, Nolan, Hayabusa, and Fanny.

2- Faramis gains 10 stacks of his Passive each round. These stacks are not removed upon death and have no cap.

3- Granger gains 60 stacks of Passive each round.

4- Cecilion gains 30 stacks of Passive each round.

5- Yve gains 2 stacks of Passive each round.


r/MobileLegendsGame • • May 21 '26

Patch Notes Patch Notes 2.1.84 - Adv. Server

13 Upvotes
Advanced server update released on May 22, 2026 (Server Time)

I. Advanced Server Matchmaking Test

A matchmaking test is currently underway on Advanced Server (Servers 57061-57095).

During the test, some social features for all players in the 57 servers may be affected, including but not limited to:

1. Profile access

2. Gifting (Skins, Battle Points, Items, and Live gifts)

3. Social interactions (Super Likes, Pokes, and Team/Squad invitations)

This feature test is expected to end on 05/25. Thank you for your support and understanding!


ㅤ

II. Localization Adjustments

Thai

1.Skin Name Optimizations:

Optimized the names of select skins for 132 heroes.

2.Skill Names:

Optimized the names of select skills for 66 heroes.

3.Skill Descriptions:

Optimized the descriptions of select skills for 23 heroes.


ㅤ

III. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Balmond] (↑), [Eudora] (↑), and [Hirara] (↑).

ㅤ * [Argus] (~)

We aim to give experienced Argus players advantages in a more practical way.

ㅤㅤ [Ultimate] (~)

Removed Effect: Actively casting the Ultimate reduces its cooldown by 30%.

Cooldown: 60s-50s >> 42s-35s

Eternal Evil Auto-Trigger Duration: 4s >> 3s

ㅤ * [Balmond] (↑)

ㅤㅤ [Skill 2] (↑)

Total Physical Attack Bonus for Damage: 20% >> 25%

ㅤ * [Edith] (↑)

Slightly increased the hero's mid to late game mobility.

ㅤㅤ [Skill 2] (↑)

Cooldown: 10s at all levels >> 10-8s

ㅤ * [Eudora] (↑)

We've adjusted Eudora's Skill 1 to make triggering lightning chains easier.

ㅤㅤ [Passive] (↑)

Superconductor Duration: 3s >> 5s

ㅤㅤ [Skill 1] (↑)

Cooldown Reduction from Delayed Damage: 1.5s >> half of the skill's cooldown

ㅤ * [Hirara] (↑)

ㅤㅤ [Passive] (↑)

Damage to Minions: (30 + 3* Hero Level)% >> (30 + 4* Hero Level)%

ㅤㅤ [Skill 1] (↑)

Cooldown: 8.5s-5s >> 7.8s-5s

ㅤㅤ [Skill 2] (↑)

Crimson Maple Damage: 160-265 (+53%-88% Extra Physical Attack) >> 165-270 (+55%-90% Extra Physical Attack)

ㅤ * [Masha] (↑)

Experimental Adjustments: We want to make it easier for Masha to enter the Feral state while maintaining the thrill of her gameplay.

ㅤㅤ [Passive] (~)

Feral Adjustments: The Wound is now larger. Breaking a Wound triggers the Feral state for 3s and transforms the next 3 Basic Attacks into large-area claw strikes. The number of claw strikes can be stacked up to 6 times.

ㅤㅤ [Skill 2] (↑)

New Effect: Resets Skill 2 each time an HP bar is depleted.

Damage: 120-240 (+120% Total Physical Attack) >> 240-440 (+60% Total Physical Attack)

ㅤ * [Odette] (~)

We have adjusted Odette's Ultimate to prevent it from being accidentally "interrupted" or disabled when immobilized.

ㅤㅤ [Skill 1] (↑)

Movement Speed Reduction: 30% >> 40%

ㅤㅤ [Ultimate] (~)

Removed Effect: Leaps to the target location on cast.

Movement Slowed: 90% >> 20%

ㅤ * [Ruby] (~)

Reverted some of her damage back to Spell Vamp.

ㅤㅤ [Passive] (↑)

Base Spell Vamp Ratio: 60% >> 75%

ㅤㅤ [Skill 1] (↓)

Scythe Damage: 280-480 (+120% Total Physical Attack) >> 280-480 (+100% Total Physical Attack)

Shockwave Damage: 140-240 (+60% Total Physical Attack) >> 140-240 (+50% Total Physical Attack)

ㅤ * [Zhuxin] (↓)

We've noticed that Zhuxin is incredibly powerful in both high-rank Ranked matches and in the professional matches. We're increasing the cost of her Skill 2 to balance her overall performance.

ㅤㅤ [Passive] (↑)

Mana Regen from Each Crimson Butterfly: 3% >> 4%

ㅤㅤ [Skill 2] (↓)

Mana Cost: 45 >> 75


ㅤ

IV. Battlefield Adjustments

A. Battlefield Effect Test

ㅤ [Update Content]

New battlefield effects are back! We have made some optimizations and upgraded the visual effects based on feedback from the last test.

We will make the relevant effects available shortly after this week's patch update. Due to testing requirements, this gameplay test will only be available to selected players this week.

The battlefield effects tested in this patch are as follows:

1. Nowhere to Hide: Pickable wisps are available across the map. Upon picking one up, the wisp circles around the hero for several seconds. If there are hidden enemy heroes within a large range, the wisp will move to their location and grant vision of the area for several seconds.

Based on everyone's feedback and to ensure the best experience across all 5 lanes, we have decided to keep 5 spots, but their positions have been slightly adjusted.

2. Fire Turtle renamed to Healing Turtle: Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the enemy's strongest lane to help push it. Allied heroes near the allied Turtle will recover HP rapidly.

3. Golden Turret: Greatly increased the Gold shared to the entire team when any Turret is destroyed. Inner Turret and Base Turret HP are also increased.


B. Equipment Adjustments

  • [Berserker's Fury] (↑)

Maintained the damage dealt to back-row heroes while increasing the damage dealt to front-row heroes.

ㅤㅤ [Attributes] (↓)

Physical Attack: 65 >> 60

Crit Damage: 40% >> 30%

ㅤㅤ [Unique Passive - Doom] (Reworked)

When Basic Attacks Crit, they deal extra True Damage equal to 12% of the damage before reduction.

ㅤ * [Great Dragon Spear] (~)

Retained the unique mechanics of Great Dragon Spear while reverting the equipment back to the Official Server version. The new Passive is moved to Berserker's Fury.

ㅤ * [Roaming Blessing - Conceal] (↑)

Cooldown: 80s >> 60s

ㅤ * [Roaming Blessing - Dire Hit] (↑)

Movement Distance for 1 Stack of Force: 2 >> 1


C. Other Battlefield Adjustment

ㅤ [Custom UI Settings Optimization]

Custom Ul settings are now supported during matches and take effect immediately after modification.

ㅤ [Mythical Honor Battlefield]

As MLBB's player base and hero roster grow, we are testing a new balancing approach: applying hero stat adjustments specifically to the Mythical Honor Battlefield. Our goal is to promote hero diversity in high-rank and tournament matches without affecting the experience in other ranks.

For testing purposes on the Advanced Server, we've lowered the trigger condition for the Mythical Honor Battlefield down to Master rank.

  • [Alpha] (↑)

ㅤㅤ [Ultimate] (↑)

Cooldown: 20-16s >> 16-12s

  • [Dyrroth] (↑)

ㅤㅤ [Skill 2] (↑)

Abyss Enhanced reduces the target's Physical Defense by: 60% >> 75%

  • [Edith] (↑)

ㅤㅤ [Skill 2] (↑)

Cooldown: 10-8s >> 8.5-6.5s

  • [Melissa] (↑)

ㅤㅤ [Skill 1] (↑)

Cooldown: 5-3.5s >> 4.5-3s

  • [Vale] (↑)

ㅤㅤ [Ultimate] (↑)

Slow Effect: 20% >> 50%

ㅤ

ㅤ [Bush Vision Optimizations]

We've optimized the logic for vision loss delay when entering and leaving a bush to ensure a more consistent experience.

ㅤㅤ [Entering a Bush]

Same as the Current: When a hero enters a bush, their location remains visible to nearby enemies for 330ms before disappearing.

Optimized: When a hero enters a bush with no enemies nearby, they will disappear from enemy vision immediately.

ㅤㅤ [Leaving a Bush]

New Effect: If two allied heroes are in the same bush and one leaves, the hero remaining inside will remain visible to enemies for an extra 330ms.


ㅤ

V. System Adjustment

A. Namecard Feature

ㅤ [Update Content]

Added the Main Hero Namecard. You can now show off stats for your best heroes!


B. Chat Channel

ㅤ [Update Content]

We have optimized the Public Chat channel by removing content unrelated to the Advanced Server.


C. In-Match Likes

ㅤ [Update Content]

We've optimized the transparency of like notifications to reduce visual obstruction during matches. We also improved the feedback for consecutive likes and extended the duration of like notifications. Liking an ally's assist highlights and receiving a like back now triggers a new fist-bump notification.


D. Offline Mode Experience Optimization

ㅤ Offline Mode Supports:

1. Owned heroes will gain Hero Mastery and have their Ranked matches unlocked (up to 2 matches).

2. Offline Mode now supports random maps.

3. Offline Mode now supports quick restarts after matches (tap Play Again to enter the hero selection phase directly).


ㅤ

VI. Mode Adjustments

A. Brawl

ㅤ [Update Content]

ㅤㅤ [Hero Balance Adjustments]

Based on recent Brawl hero win and pick rates, we've made the following balance adjustments.

  • [Aulus] (↓)

New: Damage Dealt -4%, Removed: Damage Taken -8%

  • [Alice] (↓)

New: Damage Dealt -6%

  • [Franco] (↑)

Removed: Damage Dealt +8%. Damage Taken: -24% >> -20%.

New: Reduces Skill 1 and Ultimate cooldown in Brawl.

  • [Gloo] (↓)

Damage Taken: -10% >> -2%

  • [Granger] (↑)

Damage Taken: -4% >> -8%

  • [Lapu-Lapu] (↓)

New: Damage Dealt -6%

  • [Leomord] (↓)

Damage Taken: -4% >> +2%

  • [Sun] (↓)

Damage Taken: -6% >> +2%

  • [X.Borg] (↑)

New: Damage Dealt +4%

ㅤ

ㅤ [Mechanics Balance Adjustments]

To optimize the mid-to-late game pacing in Brawl and improve minions' pushing ability against Magic heroes, we've adjusted the attributes of enhanced minions after 12 minutes.

  • [Enhanced Melee Minion] (↑)

Base Magic Defense: 30 >> 40

  • [Enhanced Siege Minion] (↑)

Base Magic Defense: 30 >> 50; Magic Defense Growth: 5 >> 6


B. Chaos Brawl

ㅤ [New Mode Available]

To provide a better entertainment experience for you, we plan to launch the new mode [Chaos Brawl] on 05/23.

ㅤ [Chaos Brawl - Mode Introduction]

Welcome to Chaos Brawl! This is a fast-paced 5vs5 brawl. Upon reaching Lv. 4, 6, 9, and 12, players can choose a suitable Chaos Fragment (global buffs such as Attack Speed boost, Cooldown Reduction, etc.) to enhance themselves! Join the continuous battles with the help of Chaos Fragments, and secure the winner with the power of chaos!

For balance, damage adjustments in Chaos Brawl are only 30% of those in normal Brawl.


C. Chaos Clash

ㅤ [Update Content]

Brand-new gameplay is here! Every round, a random hero is summoned to the battlefield to shake things up.

Hero Lineup for the Gameplay:

  • [Estes - Moonlight Immersion]

Estes periodically heals the hero with the lowest HP on the battlefield.

  • [Helcurt - Darkness Falls]

Helcurt periodically obscures all heroes' vision. Unknown threats lurk in the dark.

  • [Hylos - Quadra Pathway]

Hylos periodically creates a speed pathway in one of the map's four corners to control the pace of the battlefield.

ㅤ ㅤ [Element Eye Mechanics Adjustment]

The delivery method of Element Eye has been fully optimized. It is now delivered in 4 stages during each match round, bringing a better-layered pace and richer strategic space.

ㅤ ㅤ [Revamped Interface]

The brand-new interface design is now live. We've optimized numerous interactions and visual effects to provide a smoother experience.


r/MobileLegendsGame • • Nov 20 '25

Patch Notes Patch Notes 2.1.36 - Adv. Server

20 Upvotes

Advanved server update released on November 20, 2025 (Server Time)

ㅤ

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

ㅤ

Heroes with major changes in this patch: Revamped Eudora (~), Barats (↑), Estes (↑), Freya (↑), Hilda (↑), Kimmy (↓), Lylia (↑), Sora (↑), and Zilong (↑). ㅤ

  • [Revamped Eudora] (~)

To help Eudora leverage Superconductor through different skill orders, we've reduced the Ultimate's cooldown.

At the same time, we've adjusted the difficulty of landing Lightning Chain and the rewards for doing so.

To balance this, Skill 2 now primarily provides crowd control, so it only deals single-target damage when hitting targets without Superconductor.

ㅤㅤ [Skill 1] (~)

Cooldown: Fixed 5s >> 7-5s

Delayed Damage: 280-400 (+50% Total Magic Power) >> 280-530 (+130% Total Magic Power)

Movement Speed is only increased when the lightning chain is connected to a target.

Adjusted the skill description. Skill 1 only deals increased damage to minions.

ㅤㅤ [Skill 2] (↓)

When hitting a non-Superconductor unit, it deals single-target damage.

ㅤㅤ [Ultimate] (↑)

Cooldown: 32-26s >> 26-20s

  • [Angela] (↓)

To encourage coordinated combat with allies rather than emergency rescues, we have reverted the previous adjustment to the shield of Angela's Ultimate.

ㅤㅤ [Ultimate] (↓)

Reverted the previous adjustment that increased the shield value.

  • [Aurora] (↑)

Aurora was slightly underperforming among Mages. We've enhanced her overall ability scaling.

ㅤㅤ [Skill 2] (↑)

New Effect: Gain 0.1s additional freezing time for every 100 Magic Power.

  • [Barats] (↑)

The payoff for landing Barats' Ultimate was low, while missing it was too punishing. Therefore, we've made some adjustments to improve this.

ㅤㅤ [Ultimate] (↑)

New Effect: If the Ultimate misses, its cooldown will be reduced by 50%.

New Effect: If the Ultimate hits, Detona immediately gains max stacks of Big Guy.

Effect Change: 60% cooldown refund when the cast is canceled >> 50% cooldown refund when the cast is canceled

Removed Effect: Detona gains Big Guy stacks upon respawn.

  • [Cecilion] (~)

Optimized Cecilion's early-game skill casting experience, allowing him to cast skills more frequently.

ㅤㅤ [Skill 1] (~)

Mana Cost Increase Per Cast: 1.5 times at all levels >> 1.3-1.8 times

Mana Cost: 75-150 >> 75 at all levels

  • [Cici] (~)

Cici's Passive Delight grants her higher mobility than other Fighters. With the optimized decays, she could maintain high Movement Speed to support teammates.

Therefore, we've reduced Cici's base Movement Speed and reverted last week's reduction to the Passive's Movement Speed boost.

ㅤㅤ [Attributes] (↓)

Movement Speed: 260 >> 250

ㅤㅤ [Passive] (↑)

Reverted last week's reduction to the Movement Speed boost.

  • [Estes] (↑)

Enhanced Estes' ability to protect backline heroes.

ㅤㅤ [Passive] (↑)

Estes' healing scales with the target's Extra Attack (the higher of Extra Physical Attack or Extra Magic Power). Every 7 extra attack increases healing to that target by 1%.

ㅤㅤ [Skill 1] (↓)

Instant Healing: 200-325 (+110% Total Magic Power) >> 200-325 (+75% Total Magic Power)

Sustained Healing: 250-400 (+60% Total Magic Power) >> 250-400 (+80% Total Magic Power)

Enhanced Skill 1 Instant Healing: 400-650 (+220% Total Magic Power) >> 400-650 (+150% Total Magic Power)

Enhanced Skill 1 Sustained Healing: 1020-1500 (+225% Total Magic Power) >> 1020-1500 (+ 300% Total Magic Power)

ㅤㅤ [Ultimate] (↑)

Self Healing: 1020-1500 (+225% Total Magic Power) >> 1020-1500 + (300% Total Magic Power)

Enhanced Moonlight Immersion doubles the Hybrid Defense increase.

Optimized the skill description.

  • [Freya] (↑)

Enhanced the hero's combat ability without Ultimate. Ultimate now serves as a skill to engage in combat.

ㅤㅤ [Passive] (↑)

When consuming a Sacred Orb, the next Basic Attack Damage is increased by 20 (+ 2* Hero Level).

ㅤㅤ [Skill 1] (~)

Airborne Duration: 0.4s >> 0.6s

Removed the shield effect.

ㅤㅤ [Skill 2] (↑)

Upon use, it gains a shield (up to 3 stacks).

Optimized Skill 2's control handling. It no longer hits targets behind the caster, which could cause the charge to fail.

ㅤㅤ [Ultimate] (↓)

Gain 50% damage reduction while diving down.

Slightly increased the speed when diving down.

Removed Basic Attack damage increase and HP recovery after activating Ultimate.

  • [Hilda] (↑)

We found that there was an issue with Hilda's enhanced Basic Attack. As compensation, we've increased its damage and balanced her lane clearing efficiency and combat power in the early and late game.

ㅤㅤ [Passive] (↑)

Fixed an issue where the enhanced Basic Attack could ignore enemy Physical Defense.

Enhanced Basic Attack Base Damage: 140 (+ 70% Total Physical Attack) (+ 9* Hero Level) >> 160 (+130% Total Physical Attack) (+12* Hero Level)

Piercing Base Damage: 70 (+50% Total Physical Attack) (+7* Hero Level) >> 70 (+ 100% Total Physical Attack) (+ 10* Hero Level)

ㅤㅤ [Ultimate] (~)

Added a [Target's HP Percentage] row to the Ultimate's stats table, showing the extra damage per Wilderness Mark stack at each level.

  • [Kimmy] (↓)

Slightly reduced Kimmy's dominance in the early to mid game.

ㅤㅤ [Passive] (↓)

Basic Attack Damage: 21% of Total Physical Attack + 26% of Total Magic Power >> 15% of Total Physical Attack + 25% of Total Magic Power

Enhanced Basic Attack Damage: 26% of Total Physical Attack + 31% of Total Magic Power >> 20% of Total Physical Attack + 30% of Total Magic Power

Attack Effects: 21% >> 25%

Enhanced Basic Attack Effects: 26% >> 30%

ㅤㅤ [Skill 2] (↓)

Cooldown: 10-8s >> 12-10s

  • [Lancelot] (↓)

Reduced the hero's margin for error in the mid to late game.

ㅤㅤ [Skill 2] (↓)

Cooldown: 10-7s >> 11-9s

  • [Leomord] (↑)

We've slightly increased the efficiency of Oath Keeper energy gain, allowing Leomord to trigger Critical Basic Attacks faster against a single target.

ㅤㅤ [Passive] (↑)

Oath Keeper Energy from Dealing Damage: 20 >> 25

  • [Lolita] (↓)

ㅤㅤ [Passive] (↓)

Reverted the previous adjustment that increased the shield value.

  • [Lylia] (↑)

Experimental Adjustments: Due to Lylia's Skill 2 short casting range and Gloom's small area of effect after devouring Shadow Energy, she has struggled in the current meta.

Therefore, we've increased the cast range of her Skills 1 and 2, and increased the area of effect after Gloom devours Shadow Energy.

As this adjustment involves updates to skill effects and skin optimizations, all of Lylia's skins are temporarily unavailable. Please understand.

ㅤㅤ [Skill 1] (↑)

Cast Range: 7 >> 8

ㅤㅤ [Skill 2] (↑)

Cast Range: 5 >> 6

Area of Effect After Gloom Devours Shadow Energy: 5 >> 6

  • [Nolan] (↓)

Reverted some buffs from the previous patch.

ㅤㅤ [Passive] (↓)

Energy Regen: 25 >> 20

  • [Rafaela] (~)

Reverted adjustments to healing targets and healing amount.

ㅤㅤ [Skill 2] (~)

HP Regen for Self and the Most Injured Nearby Allied Hero: 150-250 (+90% Total Magic Power) >> 150-250 (+45% Total Magic Power)

Re-added Effect: Recover HP for other nearby allied heroes.

  • [Sora] (↑)

Reverted last week's nerfs and optimized the Ultimate's skill performance when in cloud form.

ㅤㅤ [Skill 2] (~)

Additional Slam Damage Bonus: 6% Total HP >> 8% Total HP

Torrent Form Adjustment: Leaping forward now knocks enemies airborne instead of back.

Torrent Form Adjustment: Ground Smash Stun Duration 1s >> 0.4s

ㅤㅤ [Ultimate] (↑)

Cooldown: 32-18s >> 24-16s

  • [Zilong] (↑)

Improved Zilong's early and mid game combat ability and adjusted the skill reset mechanics to give players more control.

ㅤㅤ [Attributes] (↑)

Basic Attack Speed: 1.2 >> 1.05

Physical Attack Growth: 6.65 >> 10

ㅤㅤ [Passive] (↑)

Basic Attack Damage: 100% Total Physical Attack >> 100 (+ 80% Total Physical Attack)

Dragon Flurry Damage: 30 (+40% Total Physical Attack) >> 80 (+ 30% Total Physical Attack)

Dragon Flurry Trigger Condition: Deal damage 3 times with Basic Attacks >> Deal damage 3 times with Basic Attacks or skills

New Effect: Triggering Dragon Flurry reduces the cooldown of Skills 1 & 2 by 2s.

Removed Effect: When the target's HP is below 50%, Zilong's skills and Basic Attacks deal increased damage.

ㅤㅤ [Skill 2] (↓)

Removed Effect: Zilong resets the skill cooldown when killing an enemy.

Removed Effect: Launches a Basic Attack after casting the skill.


ㅤ

II. Battlefield Adjustments

[Mythic Battlefield] has been renamed to [Mythical Honor Battlefield]

Mythic Battlefield's exclusive stat adjustments now only take effect after reaching Mythical Honor.

ㅤ

Equipment Adjustment

  • Roaming Blessing (↑)

Dealing damage to enemies in the mid-to-late game occurs less frequently, so we've increased the bonus per instance.

ㅤㅤ [Conceal] & [Dire Hit]

Gold from Dealing Damage to Enemy Heroes: 20 >> 30 (+ 2 * Hero Level)

ㅤ

Battle Spell Adjustment

ㅤㅤ Vengeance (↓)

We found that some offensive Fighters using Vengeance posed too great a threat to the backline, so we've reduced its damage to the attacker.

Damage: 35% of damage taken (before reduction) >> 25% of damage taken (before reduction)


III. Mode Adjustments

  • Brawl Mode >

Based on recent Brawl hero win and pick rates, we've made balance adjustments.

[Hero Balance Adjustments]

Alice (↓): DMG Taken -6% >> +10%

Fanny (↑): DMG Taken -12% >> -16%

Franco (↑): DMG Taken -20% >> -24%

Grock (↓): DMG +10% >> +4%

Hanzo (↑): DMG +12% >> +16%

Kalea (↑): Added DMG Taken -6%

Lapu-Lapu (↓): Added DMG Taken +12

Valentina (↑): DMG +16% >> +20%


  • Hyper Blend Mode >

New Random Heroes and Skills Added to Hyper Blend Mode

New Heroes: Alice, Nana, Minotaur, Hayabusa, Vale, X.Borg, Lylia, and Sora.

New Skills: Black Boots, Ejector, and Violet Requiem.


r/MobileLegendsGame • • Jun 05 '26

Patch Notes Patch Notes 2.1.88 - Adv. Server

3 Upvotes
Advanced server update released on June 05, 2026 (Server Time).

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Hilda] (↑), [Khaleed] (↑), and [Marcel] (~).

ㅤ * [Argus] (~)

Improved Argus's turret pushing ability, but slightly reduced his late-game Attack Speed.

ㅤㅤ [Passive] (↑)

New Effect: Argus gains Malice Energy when attacking Turrets.

ㅤㅤ [Skill 2] (↓)

Attack Speed Increase: 30%-80% >> 30%-55%

ㅤ * [Aulus] (↑)

ㅤㅤ [Passive] (↑)

Enhanced Basic Attack Base Damage: 120 >> 160

ㅤ * [Balmond] (↓)

Slightly reverted previous buffs to this hero.

ㅤㅤ [Skill 2] (↓)

Total HP Damage Bonus: 1.4% >> 1.3%

ㅤ * [Carmilla] (↓)

Slightly reduced the previous buff to Skill 1, but it remains a clear improvement over the official server version.

ㅤㅤ [Skill 1] (↓)

Base Damage: 100-150 >> 85-135

ㅤ * [Claude] (↓)

Compared to other Marksmen, Claude hits his power spike a bit too early. To address this, we've adjusted the damage composition of his Ultimate, reducing its early-to-mid game damage while keeping its late-game damage unchanged. Additionally, we've reverted the previous nerf to Skill 2's cooldown.

ㅤㅤ [Skill 2] (↑)

Cooldown: 14-11.5s >> 13-10.5s

ㅤㅤ [Ultimate] (↓)

Damage: 120-180 (+ 10% Total Physical Attack) >> 40-60 (+40% Total Physical Attack)

ㅤ * [Freya] (↓)

ㅤㅤ [Ultimate] (↓)

Cooldown: 34-26s >> 44-28s

ㅤ * [Harley] (↓)

Slightly reduced Skill 2's mobility.

ㅤㅤ [Skill 2] (↓)

Cooldown: 8-6s >> 9-7s

Skill Cost: 75-0 >> 75-100

ㅤ * [Hilda] (↑)

Slightly reverted previous nerfs to this hero.

ㅤㅤ [Attributes] (↑)

Base Physical Attack: 103 >> 123

Physical Attack Growth: 8 >> 6.85

ㅤ * [Kaja]

Temporarily reverted the adjustments to Kaja.

ㅤ * [Kalea] (↓)

ㅤㅤ [Skill 2] (↓)

Cooldown: 13-11s >> 16-13s

ㅤ * [Khaleed] (↑)

Slightly reverted previous nerfs to this hero.

ㅤㅤ [Attribute] (↑)

Base HP: 2550 >> 2600

ㅤㅤ [Skill 1] (↑)

Physical Bonus per Hit: 120% Total Physical Attack >> 130% Total Physical Attack

ㅤ * [Ling] (↓)

Reverted some buffs made in the previous patch.

ㅤㅤ [Skill 2] (↓)

Cooldown: 2s at all levels >> 2.5-2s

Energy Cost: 30 >> 35

ㅤ * [Marcel] (~)

Removed Marcel's out-of-combat Regen, but significantly increased his Basic Regen and balanced his early-game damage.

ㅤㅤ [Attributes] (↑)

Base HP Regen: 12.4 per second >> 22.4 per second

ㅤㅤ [Passive] (↓)

Removed Effect: Gains 300% HP Regen when out of combat.

ㅤㅤ [Skill 1] (↓)

Base Damage: 450-700 >> 350-700

ㅤ * [Masha]

Temporarily reverted the adjustments to Masha.

ㅤ * [Odette]

Temporarily reverted the adjustments to Odette.

ㅤ * [Paquito] (↓)

We're happy to see Paquito back in action, but he's currently a bit too strong. We've slightly reduced his early-to-mid game combat and lane-clearing power, but he remains a strong pick.

ㅤㅤ [Passive] (↓)

Enhanced Skill's Extra Damage to Minions: (10 + 1.3Hero Level)% >> (2Hero Level)%

Damage Reduction After Casting Enhanced Skill: (10 + 1.3Hero Level)% >> (2Hero Level)%

ㅤ * [Phoveus] (↓)

Slightly reduced the hero's laning ability in the early game.

ㅤㅤ [Attributes] (~)

Base HP: 2650 >> 2550

Base Physical Attack: 132 >> 120

Base Physical Defense: 25 >> 20


ㅤ

II. Battlefield Adjustments

[Other Adjustments]

  • [Layla Skill Description Optimization]

Optimized the descriptions of Layla's Skill 2 and Passive to better match the actual effects and make them easier to understand.


ㅤ

III. System Adjustments

  • Season Achievements

After last week's Season Achievement update, we noticed that progress in some lane tracks was advancing too fast. We have revised the tasks and requirements for each lane. During the testing phase, Season Achievement points and levels may change. Thank you for your understanding.


r/MobileLegendsGame • • Dec 25 '25

Patch Notes Patch Notes 2.1.46 - Adv. Server

29 Upvotes
Advanced server update released on December 25, 2025 (Server Time)

ㅤ

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment and Changes.

ㅤ

Heroes with major changes in this patch: [Revamped Eudora] (↑), [Marcel] (↓), and [Saber] (↑)

ㅤ

  • [Revamped Eudora] (↑)

We have restored and enhanced the Magic Defense reduction effect of the previous Eudora, allowing for different combo choices in different situations.

When facing a single target, the Skill 2-Ultimate-Skill 1 combo still deals the highest damage. When supported by allies' crowd control, the Skill 1-Skill 2-Ultimate combo deals higher AOE burst damage.

ㅤㅤ [Skill 1] (↑)

Delayed Damage: 280-530 (+130% Total Magic Power) >> 410-710 + (150% Total Magic Power)

Removed Effect: Delayed Damage scales with the target's lost HP.

Damage Delay and Speed Boost Time of the Lightning Chain: 1.5s >> 1s

ㅤㅤ [Skill 2] (↑)

New Effect: Stunning the target also reduces their Magic Defense. If the target is affected by Superconductor, the lightning orb stuns all nearby enemies and reduces their Magic Defense.

ㅤㅤ [Ultimate] (↑)

Diffusion Damage: 200-400 (+130% Total Magic Power) >> 470-710 (+150% Total Magic Power)

ㅤ

  • [Marcel] (↓)

This dark magician and his unique skills have caused quite a stir in the Advanced Server. We have made some adjustments to balance him.

ㅤㅤ [Passive] (↓)

Removed Effect: Marcel gains extra HP Regen.

Base True Damage: 4% Max HP >> 3% Max HP

Cooldown: 8s >>12s

Cooldown Reduction from Basic Attacks: 0.5s >> 1s

ㅤㅤ [Skill 1] (↑)

New Effect: Framed Moment applies 20% slow effect to enemy heroes within range.

ㅤㅤ [Skill 2] (↓)

Cooldown: 10-8s >> 12.5-10s

ㅤㅤ [Ultimate] (↓)

Cooldown: 65-50s >> 74-62s

ㅤ

  • [Saber] (↑)

Saber relied too much on one-shot combos. Therefore, we've made adjustments to increase his sustained damage capabilities before and after casting his Ultimate. To balance, we've also slightly reduced his early-game burst capabilities.

ㅤㅤ [Skill 1] (~)

Base Damage: 75-105 >> 55-105

Orbiting Sword Damage (Extra Damage): 210-260 >> 160-260

Mana Cost: 80-105 >> 60-85

Orbiting sword damage reduces Skill 2's cooldown by 1s >> Orbiting sword damage reduces Skill 1 & 2 cooldowns by 0.5s

New Effect: Orbiting sword damage deals 50 extra damage to creeps.

Cooldown: 10s >> 9s

Duration: 5s >> 4s

ㅤㅤ [Skill 2] (↑)

New Effect: Enhanced Basic Attacks reduce Skill 2's cooldown by 30% on hit.

Mana Cost: 70-45 >> 40-60

ㅤㅤ [Ultimate] (↓)

Extra Physical Attack Bonus of the First Two Strikes: 100% >>80%

Extra Physical Attack Bonus of the Third Strike: 200% >> 160%

ㅤ

  • [Yve] (~)

Optimized the camera angle when casting the Ultimate.

Resolved an issue where the camera angle and UI layout prevented players from viewing information or casting the Ultimate at the desired location.

ㅤㅤ [Ultimate] (~)

Increased the top-down camera angle during the Ultimate to better focus on the center of the Starfield.

Relocated kill notifications and other messages during the Ultimate so they no longer block the view.


II. Battlefield Adjustments

[Equipment Adjustments]

Regarding Mage equipment, we have enhanced two burst equipment items and adjusted two equipment items with excessive utility.

ㅤ

  • [Genius Wand] (↑)

ㅤㅤ [Unique Passive - Magic] (↑)

Magic Defense Reduction per stack: 3 + (0.3* Hero Level) >> 3 + (0.5* Hero Level)

ㅤ

  • [Glowing Wand] (↓)

ㅤㅤ [Attribute] (↓)

Magic Power: 75 >> 50

ㅤ

  • [Lightning Truncheon] (↑)

ㅤㅤ [Unique Passive - Resonate] (↑)

Base Damage: 170 >> 255

ㅤ

  • [Wishing Lantern] (↓)

ㅤㅤ [Unique Passive - Butterfly Goddess] (↓)

Damage required to trigger Butterfly Goddess: 800 >> 1000

ㅤ

  • [War Axe] (↓)

War Axe is too well-rounded, providing Attack, HP, Cooldown Reduction, extra damage, and sustainability. We have adjusted it to shift some of its sustainability to other equipment.

ㅤㅤ [Attribute] (↓)

12% Spell Vamp >> 5% Spell Vamp

ㅤ

  • [Queen's Wings] (↑)

ㅤㅤ [Attributes] (↑)

10% Spell Vamp >> 15% Spell Vamp

ㅤ

[Other Adjustments]

  • [Minions] (↑)

Increased the farming speed of Mid Lane heroes in the early to mid game to provide more viability for damage Mages.

ㅤㅤ [Base Gold Rewards] (↑)

Ranged Minion Base Gold Reward: 21 >> 25

ㅤ

  • [Creeps] (↓)

Reduced Gold rewards from Legend Creeps in the early and mid game to provide more room for growth for late-game lineups.

ㅤㅤ [Base Gold Rewards] (↓)

Turtle: 40 >> 30

Lord: 80 >> 60

ㅤ

New Battlefield Effect & In-Match System Optimizations

  • [Battlefield Effect Test]

New Battlefield Effects are here! Visuals related to this gameplay are in testing and do not represent final quality. We will continue to optimize gameplay, values, and visuals. We hope you'll try them out and share your feedback with us. We'll keep communicating with you through [Layla's Workshop]. We will make the relevant gameplay available shortly after this week's patch update and close the previously tested [Golden Turtle] gameplay.

ㅤ

[Gameplay Tested in This Version]

1- Omni-Sentries: Magic Sentries have been moved behind each Turret. Only the outermost Magic Sentry in each lane can be activated. Each Magic Sentry has a 90s cooldown.

2- Fire Turtle: Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the enemy's weakest lane to help push. Allied heroes near the allied Turtle will recover HP rapidly.

ㅤ

  • [In-Match System Optimizations]

1- Scoreboard: Tap the Team Gold area at the top to send a signal showing the Gold difference.

2- Scoreboard: Tap a hero's avatar to send a signal based on their current status and Bounty status.

3- When your team is behind in Gold and the enemy has a hero with a high Bounty, the system will automatically send a chat message regarding that hero.


III. Skin(s) Disabled Notice

Skins Disabled

As this adjustment involves updates to skill effects and skin optimizations, all of Angela's skins are temporarily unavailable. Please understand.


r/MobileLegendsGame • • 13d ago

Patch Notes Patch Notes 2.2.16 - Additional Balance Adjustments - Org. Server

25 Upvotes
Original server update released on October 14, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Aulus] (↓), [Hirara] (↓), and [Kalea] (↑). ㅤ

  • [Aulus] (↓)

Reduced Aulus's sustainability while retaining his early-to-mid game burst potential.

ㅤㅤ [Passive] (↓)

Attack Speed of Enhanced Basic Attack: 20% (+2%* Hero Level) >> 20% at all levels

Enhanced Basic Attack's Base Damage: 135 (+15* Hero Level) >> 120 (+12* Hero Level)

HP Regen from Enhanced Basic Attacks: 30 (+15% Total Physical Attack) >> 15 (+20% Total Physical Attack)

ㅤㅤ [Skill 1] (↓)

Cooldown: 14-12s >> 15s at all levels

ㅤㅤ [Ultimate] (↑)

Base Damage (First 4 Strikes): 110-270 >> 150-230

Base Damage (Last Slash): 330-810 >> 450-690

Reduced the foreswing of the final hit. ㅤ

  • [Hirara] (↓)

Hirara could use her invincibility skill too frequently, making her difficult to deal with. We've reduced how often she can use her skills but slightly increased the burst damage of her full combo in the mid-to-late game.

ㅤㅤ [Skill 1] (↓)

Cooldown: 9-5.5s >> 10-6.5s

ㅤㅤ [Skill 2] (↑)

Damage: 150-255 (+ 65% Extra Physical Attack) >> 165-270 (+42%-70% Extra Physical Attack) ㅤ

  • [Eudora] (↓)

Eudora was too oppressive in the early to mid game, so we've slightly reduced her Ultimate's damage at all levels.

ㅤㅤ [Ultimate] (↓)

Center Area Damage: 600-1000 (+160% Total Magic Power) >> 540-900 (+145% Total Magic Power)

Damage Outside the Center Area: 300-500 (+100% Total Magic Power) >> 270-450 (+90% Total Magic Power)

Delayed Damage: 330-550 (+110% Magic Power) >> 300-500 (+ 100% Magic Power) ㅤ

  • [Rafaela] (↓)

Rafaela's frequent skill casts provided excessive poke and team utility, so we've increased the cooldowns of Skills 1 and 2 at higher skill levels.

ㅤㅤ [Skill 1] (↓)

Cooldown: 5-3s >> 5s at all levels

ㅤㅤ [Skill 2] (↓)

Cooldown: 10.5-8.5s >> 10.5-9.5s ㅤ

  • [Kalea] (↑)

Kalea couldn't effectively threaten the enemy backline on her own and remained heavily reliant on her allies. Therefore, we've increased her solo kill potential.

ㅤㅤ [Passive] (↑)

Damage of Enhanced Third Basic Attack: 70 (+4* Hero Level) >> 120 (+12* Hero Level)

New Effect: Gains 60% Movement Speed for 1s when absorbing the Water Zone.

ㅤㅤ [Skill 3] (↑)

Damage Bonus: 8% of Max HP >> 14% of Max HP


r/MobileLegendsGame • • Jul 03 '26

Patch Notes Patch Notes 2.1.96 - Adv. Server

22 Upvotes
Advanced server update released on July 02, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Aulus (↑), Eudora (↑), and Novaria (↑).

As these hero adjustments involve updates to skill effects, corresponding skins are still being optimized. The following heroes' skins are temporarily unavailable: Masha, Moskov, and Rafaela. ㅤ

  • [Argus] (↑)

We've decided to improve Argus's early-to-mid game combat and laning capabilities. The mighty "Fallen Angel" shouldn't be limited to the late game.

ㅤㅤ [Passive] (~)

Demonic Slash Damage: 80 (+50% Total Physical Attack) >> 140 (+ 25% Total Physical Attack)

Demonic Slash Regen: 100 (+10% Total Physical Attack) >> 140

ㅤㅤ [Skill 2] (↑)

Base Damage: 60-180 >> 120-180 ㅤ

  • [Aulus] (↑)

To reinforce his role as a Fighter reliant on sustained Basic Attacks, we've improved Aulus's sustainability and ability to stay on targets, while slightly reducing his mid-to-late game damage for balance.

ㅤㅤ [Passive] (~)

New Effect: Enhanced Basic Attack reduces the target's Movement Speed by 15% for 1s.

Enhanced Basic Attack's Base Damage: 135 (+ 20* Hero Level) >> 135 (+ 15* Hero Level)

ㅤㅤ [Skill 2] (↓)

New Effect: The first phase of fan-shaped damage grants 20% Hybrid Lifesteal for 2.5s on hit.

Removed Effect: The first phase of fan-shaped damage reduces the target's Movement Speed on hit.

ㅤㅤ [Ultimate] (↑)

Slightly reduced the backswing time. ㅤ

  • [Bruno] (↓)

Adjusted the skill's Mana cost and cooldown.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 60-85 >> 50-75

ㅤㅤ [Skill 2] (↓)

Cooldown: 8-6s >> 9-7s

Mana Cost: 60 >> 90 ㅤ

  • [Eudora] (↑)

ㅤㅤ [Skill 1] (↑)

Mana Cost: 60-90 >> 40-65 ㅤ

  • [Gloo] (↓)

The last two nerfs had little impact on Gloo's dominance, but further reducing his durability and damage would hurt his gameplay. Instead, we're taking a different approach: Gloo shouldn't be able to easily reach max Passive stacks with little to no trade-off.

ㅤㅤ [Skill 2] (↓)

Base Damage: 100-200 >> 140-280

Damage Interval: 0.25s >> 0.5s ㅤ

  • [Kadita]

Updated Kadita's voice-over effects. ㅤ

  • [Revamped Kaja] (↓)

We've toned down the effects of the Soaring state to give enemies more room for counterplay.

ㅤㅤ [Skill 2] (↓)

Removed the airborne effect, but retained the knockback and stun effects.

Movement Speed Boost Upon Soaring: 20% >> 15% ㅤ

  • [Marcel] (~)

Improved Marcel's skill synergy with other heroes, allowing him to work better with a wider range of heroes. As a balance adjustment, we've slightly reduced his early-game damage.

ㅤㅤ [Skill 1] (↓)

Base Damage: 350-700 >> 300-650

ㅤㅤ [Ultimate] (↑)

Location-targeted skills can now be frozen by "Golden Hour". ㅤ

  • [Masha] (~)

We've improved Masha's Feral-to-HP conversion efficiency, but reduced her Feral gain rate.

ㅤㅤ [Passive] (↑)

Effect Adjustment: No longer consumes Feral when at Max HP.

HP Conversion Efficiency: 30% >> 50%

Slightly reduced Masha's Feral gain efficiency when attacking heroes.

ㅤㅤ [Skill 2] (↓)

Damage: 200-400 (+ 90% Extra Physical Attack) >> 120-240 (+ 80% Extra Physical Attack) ㅤ

  • [Novaria] (↑)

We've noticed that Novaria's Skill 2 had too big a gap between average and high-level performance. To address this, we've made it easier to use effectively without lowering its high-end potential.

ㅤㅤ [Skill 2] (↑)

Movement Speed Boost: 20% initially and 60% after passing through obstacles >> 80% initially, gradually decaying to 30%

Base Damage: 230-380 (+90% Total Magic Power) (+ 4% target's Max HP) >> 260-410 (+ 100% Total Magic Power) (+ 5% target's Max HP)

Max Extra Damage Increase: 150% >> 120% (15% damage increase per buff stack remains unchanged) ㅤ

  • [Odette] (↓)

Since Odette can now move and cast skills during her Ultimate, its effectiveness has significantly increased.

To balance this change, we've reduced the damage of Odette's Skill 2.

ㅤㅤ [Skill 2] (↓)

Damage: 250-400 (+50% Total Magic Power) >> 150-250 (+ 30% Total Magic Power)


ㅤ

II. Mode Adjustments

A. Card Brawl

In this test, we've added a large number of cards to Card Brawl and changed the mode's name. The details are as follows:

ㅤ [Mode Name Change]

To make the mode name easier to understand, we've changed the original name [Chaos Brawl] to [Card Brawl]. We hope you like the new name! ㅤ

ㅤ [New Buffs]

  • [Pharmacist]

Permanently gains the effects of Power Potion, Magic Potion, and Rock Potion.

  • [Tough Recovery]

Gains extra healing effect and healing received based on your Hybrid Defense.

  • [Fast Mage]

Moving 5 units reduces all skill cooldowns by 1s.

  • [Vampire]

Upon entering battle, drains a certain amount of HP from all nearby enemy heroes every 4s.

  • [Crit Charge]

Hitting enemies with skills or Basic Attacks increases Crit Chance. Resets upon landing a Crit.

  • [Winter Ascended]

Gains 2,000 Gold and upgrades your Winter Crown. You can move while using Winter Crown.

  • [Get One Free]

When a skill deals damage, triggers an extra Attack Effect. Selling equipment refunds full Gold.

  • [Endless Rage]

Doubles Energy and Fury regen.

  • [Transcendence I]

Refunds half the cooldown after casting Skill 1.

  • [Transcendence II]

Refunds half the cooldown after casting Skill 2.

  • [Jet Thruster]

Gains Movement Speed. The bonus Movement Speed increases Attack Speed.

  • [Soul Fragments]

Gains stacks after dealing damage to heroes. When healing or shielding allies, consumes stacks to provide additional healing.

  • [Damage Bonus]

Damage shatters the target's Hybrid Defense.

  • [Endurance]

Removes all control effects on the hero when HP falls below 50%.

  • [Crash Course]

After casting a skill, the next Basic Attack hits all nearby heroes, dealing Magic Damage and stunning them.

  • [Last Stand]

Gains damage and Spell Vamp based on HP lost.

  • [Catch Me If You Can]

Deals increased damage to targets with lower Movement Speed than yourself, scaling with the speed difference.

  • [Overwhelm]

Reduces skill cooldowns when applying control effects to enemies.

  • [Practice Makes Perfect]

Gains extra Adaptive Attack upon casting skills.

  • [Midas Touch]

Gains extra Gold when dealing damage to enemies.

  • [Share for All]

Gains massive Attack Speed when attacking different heroes.

  • [Ironclad Defense]

Increases Hybrid Defense when taking damage.

All the above adjustments are now live on the Advanced Server. Give them a try and share your feedback!


B. Chaos Clash Mode

We've adjusted several buffs in Chaos Clash. The details are as follows:

ㅤ [Balance Adjustments]

  • [Crash Course] (Reduced)

After casting a skill, the next Basic Attack hits all heroes near the target and stuns them.

Adjustments: Reduced the trigger cooldown (now triggers up to once every 2s) and reduced the stun duration to 0.3s.

  • [Assassin's Instinct] (Revamped)

Adjusted the trigger condition for the kill buff: It now triggers after dealing high damage multiple times within a short time. Also added an initial stack mechanic (stacks are granted based on match rounds).

Stats adjusted accordingly.

  • [Damage Spread] (Buffed)

Slightly increased the damage.

  • [Magic Scour] (Buffed & Quality Upgraded)

Upgraded to Epic (Purple) quality. Its damage has been changed to Magic Damage and now scales with Magic Power and Physical Attack.

  • [Tank Smash] (Buffed & Quality Upgraded)

Upgraded to Epic (Purple) quality and increased the effect's stats.

ㅤ [Selectable Ability Adjustments]

  • [Newly Added]

Titan

  • [Temporarily Removed]

Medical Airplane, Shield Resonance, Battle Mage, Awakening Vault, and Prime Vault.

r/MobileLegendsGame • • Apr 30 '26

Patch Notes Patch Notes 2.1.78 - Adv. Server

34 Upvotes
Advanced server update released on April 29, 2026 (Server Time)

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Argus] (↑), [Masha] (↑), [Rafaela] (↑), and [Ruby] (↑)

ㅤ * [Angela] (↑)

Optimized the Mana Cost of her skills.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 60-110 >> 60-85

ㅤㅤ [Skill 2] (↑)

Mana Cost: 90-140 >> 90-115

ㅤ * [Argus] (↑)

We've adjusted Argus' attributes from being Assassin-leaning to more of a Fighter, and enhanced his combat capability in the early-to-mid game for smoother power scaling. We've also given his Ultimate a more powerful effect.

ㅤㅤ [Attributes] (↑)

Base Attack: 111 >> 120

Base HP: 2450 >> 2600

Attack Growth: 6 >> 8

Attack Speed Growth: 1% >> 2%

Extra Attack Speed Bonus: 100% >> 80%

ㅤㅤ [Passive] (~)

New Effect: Demonic Slash has a longer attack range than normal Basic Attacks and allows Argus to dash a short distance.

Attribute Adjustment: Malice Energy's cap is adjusted to 200.

Demonic Slash Damage: 180 (+ 80% Total Physical Attack) >> 100 (+50% Total Physical Attack)

Energy Regen per Basic Attack: 10 >> 25

Extra Energy Regen on Crit: 10 >> 25

ㅤㅤ [Skill 1] (↑)

Cooldown: 12s >> 12-10s

New Effect: The wide slash slows enemies by 40% for 2s.

ㅤㅤ [Skill 2] (↑)

Cooldown: 10-8s >> 8-6s

Removed Effect: No longer leaves a Cursed Trail.

New Effect: If hitting an enemy hero, he gains 50-100% Attack Speed (scales with skill level) for the next 3s, during which Demonic Slash only costs half Malice Energy.

New Effect: The damage of this attack can Crit.

ㅤㅤ [Ultimate] (~)

Removed Effect: Hitting an enemy hero enhances Warmonger.

New Effect: The skill will be cast automatically if Argus takes fatal damage when the skill is not on cooldown.

ㅤ * [Diggie] (~)

Adjusted the Mana Cost of his skills.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 70-120 >> 70-95

ㅤㅤ [Skill 2] (↓)

Mana Cost: 90 at all levels >> 90-115

ㅤ * [Estes] (↑)

Adjusted the hero's early-to-late game power curve and optimized skill mana costs.

ㅤㅤ [Skill 1] (↑)

Hybrid Defense Increase: 15-30 >> 15 at all levels (+10% Magic Power)

Mana Cost: 60-120 >> 60-85

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-130 >> 80-105

ㅤㅤ [Ultimate] (↑)

Mana Cost: 150-350 >> 140-200

ㅤ * [Floryn] (↑)

Optimized the Mana Cost of her skills.

ㅤㅤ [Skill 1] (↑)

Mana Cost: 90-140 >> 75-100

ㅤㅤ [Skill 2] (↑)

Mana Cost: 100-150 >> 90-115

ㅤ * [Hirara] (~)

Revamped and optimized the mechanics of some skills.

ㅤㅤ [Passive] (~)

[Crimson/Death] Energy Cap: 4 >> 2. Casting a basic skill no longer costs energy, while casting a combo skill costs 1 stack of energy.

Removed the immobilize effect.

[Crimson/Death] energy recovery time is the same as Skill 1's cooldown.

ㅤㅤ [Skill 1 & 2] (~)

Swapped their positions and adjusted their cooldowns and damage.

ㅤㅤ [Skill 1-2 Combo] (Revamped)

Dashes in the joystick's direction and spins to deal damage and immobilize enemies.

ㅤㅤ [Skill 2-1 Combo] (Revamped)

Hirara becomes untargetable and unable to move. After a short delay, she deals massive damage and can then dash in the joystick direction.

ㅤㅤ [Ultimate] (Removed)

Hirara only has two skills. Upgrading Skill 2 increases damage, while upgrading Skill 1 reduces cooldown.

ㅤ

ㅤ * [Lolita] (~)

Reverted last week's adjustments.

ㅤ * [Masha] (↑)

Improved Masha's early to mid game combat and lane-clearing ability.

ㅤㅤ [Attribute] (↑)

Base HP: 1000 >> 1400

ㅤㅤ [Skill 1] (↑)

Damage Bonus: 50% Total Physical Attack >> 70% Total Physical Attack

ㅤㅤ [Skill 2] (↑)

Base Damage: 75-150 >> 120-240

ㅤ * [Mathilda] (↑)

Boosted the hero's mid-to-late game damage and optimized skill mana costs.

ㅤㅤ [Skill 1] (↑)

Magic Bonus: 80% >> 125%

ㅤㅤ [Ultimate] (↑)

Impact Damage of Dash: 320-400 >> 320-480

Base Damage per Wisp: 40 at all levels >> 40-60

Shield's Magic Bonus: 160% >> 180%

Mana Cost: 150-210 >> 120-160

ㅤ * [Rafaela] (↑)

Reduced the cooldown of the respawn skill in the early game, boosted early-game damage, and optimized skill mana costs.

ㅤㅤ [Passive] (↑)

Base Cooldown: 40s >> 10s

Cooldown Increase Multiplier (based on target's respawn time): 500% >> 600%

ㅤㅤ [Skill 1] (↑)

Base Damage: 225-400 >> 350-600

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-120 >> 75-100

ㅤㅤ [Ultimate] (↑)

Mana Cost: 150-200 >> 120-160

ㅤ * [Ruby] (↑)

As a Fighter, Ruby's damage threat to enemies is too low. We want to increase her damage capability while reducing her Lifesteal to balance it. However, her Lifesteal capability when at low HP will remain intact to preserve her core identity.

ㅤㅤ [Passive] (~)

Ruby no longer starts with the Spell Vamp.

Spell Vamp Ratio: 125% >> 75%. Increases Lifesteal ratio by 1% for every 1% HP lost, up to 150%.

Removed the effect where Basic Attacks cannot trigger Lifesteal.

ㅤㅤ [Skill 1] (↑)

Scythe Damage: 90 (+70%-130% Total Physical Attack) >> 240-490 (+140% Total Physical Attack)

Shockwave Damage: 90 (+70%-130% Total Physical Attack) >> 120-245 (+70% Total Physical Attack)

ㅤㅤ [Ultimate] (↑)

Damage: 200-480 (+200% Total Physical Attack) >> 600-1200 (+300% Total Physical Attack)

Cooldown: 26-20s >> 40-30s


ㅤ

II. Battlefield Adjustments

A. Ultimate Visual Effect Adjustments for Certain Heroes

Added and improved the visual effect indicators for the Ultimate of certain heroes:

  • [Harith]

Added a visual effect indicator on the Skill 2 button after using the Ultimate.

  • [Ixia]

Added a visual effect indicator on the Enhanced Basic Attack button after using the Ultimate.

  • [Pharsa]

Added a visual effect indicator on the Ultimate button after using the Ultimate.


B. Control Optimizations

We've optimized the skill caching logic. The enhanced Basic Attacks of the following heroes will now be cached and no longer be interrupted by skills: Saber, Alucard, Karina, Bane, Clint, Zilong, Lolita, Natalia, Chou, Estes, Hilda, Lapu-Lapu, Gatotkaca, Grock, Argus, Odette, Hylos, Lesley, Gusion, Kaja, Selena, Aldous, Belerick, Thamuz, Harith, Badang, Khufra, Guinevere, Ling, Dyrroth, Masha, Yu Zhong, Khaleed, Mathilda, Phoveus, Aulus, Aamon, Edith, Yin, Julian, Fredrinn, Nolan, Chip, Lukas, and Kalea.


C. Battlefield Effect Test

  • [Nowhere to Hide]

Adjusted the locations of Mid Lane Pickable Crystals and removed the ones behind the Lord's location for further testing and data collection.

  • [Fire Turtle]

Enhanced the allied Turtle's attributes to make it a greater threat when pushing alone.


ㅤ

III. System Adjustments

  • Highlights Notification

ㅤㅤ [Update Content]

This week, we've released exclusive Highlights Notifications for some roaming heroes. Discover each hero's unique Highlights Notification on the battlefield!

We will also continue to monitor the data of the notification area and the new Highlights Notifications, and make adjustments accordingly.

More exclusive Highlights Notifications for other heroes will be released in the future. Stay tuned!


r/MobileLegendsGame • • Oct 24 '25

Patch Notes Patch Notes 2.1.18 - Additional Balance Adjustments - Org. Server

39 Upvotes

Hero Adjustments

ㅤ

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment and Changes.

  • [Thamuz] (↑)

Thamuz currently takes too long to scale, making him unable to fulfill the Fighter/Tank role unti he has three or more equipment items. To address this, we've increased his early game survivability.

[Ultimate] (↑)

Extra Max HP: 600 >> 1000-1200

Extra Max HP Bonus: 30%-50% Extra Max HP >> 50% Extra Max HP

  • [Layla] (↑)

As a late-game Marksman, Layla's farming speed was greatly affected by the decrease in Gold from Minions. Therefore, we've slightly increased her damage in the mid to late game.

[Attribute] (↑)

Physical Attack Growth: 8.5 >> 10

  • [Bane] (↓)

We've noticed that Bane's fully charged Skill venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.

[Skill 2] (↓)

Magic Power Bonus When Fully Charged: 250% >> 200%

r/MobileLegendsGame • • 12d ago

Patch Notes Patch Notes 2.2.26 - Adv. Server

10 Upvotes
Advanced server update released on October 15, 2026 (Server Time)

I. Revamped Hero

Revamped Hero: Natalia

Hero Features:

An Assassin who stays hidden and waits to strike, then eliminates targets with swift skill combos.

From the Designers:

Staying hidden and launching close-range ambushes are the core features of Natalia. Therefore, we will retain these features in the revamped Natalia while optimizing synergy between her skills. We've redesigned her Passive, Skill 2, and Ultimate. Our goal is to preserve the element of surprise in her Assassin gameplay while adding more variety to attack timing and skill combos.

ㅤㅤ [Passive - Assassin Instinct]

After hiding in a bush, Natalia enters Conceal. During Conceal, she applies full stacks of [Alert Mark] to nearby enemy heroes and creeps.

Basic Attacks against targets with max stacks of [Alert Mark] are enhanced. Staying near an enemy hero with max stacks for too long ends Conceal.

ㅤㅤ [Skill 1 - Claw Dash]

Retained the directional dash and the ability to recast the skill after hitting an enemy.

ㅤㅤ [Skill 2 - Veiled Pursuit]

Natalia releases smoke. While inside the smoke, she enters Conceal faster, and taking damage does not end Conceal.

Using Claw Dash or an enhanced Basic Attack outward from within the smoke extends the smoke in that direction.

ㅤㅤ [Ultimate - Shadow Flurry]

Natalia dashes to the target location and strikes enemies within her Attack Range multiple times, dealing Physical Damage.

Natalia is invincible while attacking.


ㅤ

II. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Belerick (↑), Lukas (↑), and Popol and Kupa (~). ㅤ

  • [Aldous] (↑)

Slightly increased his early-to-mid-game damage.

ㅤㅤ [Skill 1] (↑)

Base Damage: 200-450 >> 300-500 ㅤ

  • [Atlas] (↓)

Atlas's Passive was freezing enemies too frequently, so we've reduced Frigid Breath's duration.

ㅤㅤ [Passive] (↓)

Frigid Breath Duration: 5s >> 3s ㅤ

  • [Barats] (~)

Reverted last week's experimental changes to Barats. ㅤ

  • [Belerick] (↑)

Reverted all recent changes to Belerick.

ㅤㅤ [Attributes] (↑)

HP Growth: 225 >> 240

ㅤㅤ [Skill 1] (↑)

Cooldown: 10-8s >> 8-6s ㅤ

  • [Dori] (↓)

Slightly reduced her skill cast frequency.

ㅤㅤ [Skill 2] (↓)

Cooldown: 3.5s >> 4.5s ㅤ

  • [Gloo] (↓)

Gloo's damage was still too high for a Tank, so we've reduced it.

ㅤㅤ [Skill 1] (↓)

Explosion Damage: 230-380 >> 200-350 ㅤ

  • [Lukas] (↑)

The previous adjustment weakened Lukas too much, so we've increased his strength.

ㅤㅤ [Attributes] (↑)

Base HP: 2550 >> 2620

Base Physical Defense: 21 >> 23 ㅤ

  • [Masha] (~)

To improve Masha's lane clear and help her push minion waves faster, we've moved the slow effect to Skill 2. This lets her keep chasing after dashing to an enemy and follow up with Basic Attacks to break Wounds. We've also narrowed Skill 2's path to reduce cases where nearby enemies block her dash when retreating. To balance this, we've reduced Skill 1's damage bonus and the Ultimate's base damage.

ㅤㅤ [Passive] (↑)

New Effect: Skill hits randomly replace one of the target's existing Wounds with a new one in the direction of the hit.

ㅤㅤ [Skill 1] (~)

Damage Bonus: 70% >> 55%

Damage to Minions: 100%-150% >> 200%

Removed Effect: Hitting an enemy hero slowed them by 50% for 1s.

ㅤㅤ [Skill 2] (↑)

New Effect: Hitting an enemy hero with the slash slows them by 50% for 1s.

Reduced Skill 2's path width by 20%.

ㅤㅤ [Ultimate] (↓)

Base Damage: 300-600 >> 240-480 ㅤ

  • [Popol and Kupa] (~)

We're reducing Popol and Kupa's ramp-up time before entering combat, while improving their ganking effectiveness.

ㅤㅤ [Skill 1] (~)

Slow Duration: 0.5s >> 0.75s

Attack Speed Boost per Stack: 5%-8% >> 7%-10%

Max Stacks: 5 >> 3


ㅤ

III. Battlefield Adjustments

ㅤ Battlefield Effect Test

New Battlefield Effects are here! Visuals related to this gameplay are in testing and do not represent final quality. We will continue to optimize gameplay, values, and visuals. We hope you'll try them out and share your feedback with us.

We will make the relevant gameplay available at a later time after this week's patch update.

The battlefield effects tested in this patch are as follows:

Glowing Lantern: Periodically, a random lane is selected, and one hero from each team in that lane becomes the Lantern Bearer. The first team to defeat the enemy Lantern Bearer within the time limit earns a team-wide reward and lights the Golden Lantern at their Base.

[Golden Turret] (~)

We've noticed that teams falling behind early had difficulty making a comeback in this mode. To keep Turret gold rewards high without making matches too long, we've adjusted Turret defense mechanics.

Removed Effect: Extra HP for Inner Turrets and Base Turrets.

Added Effect: All Turrets gain significantly increased Hybrid Defense during the first 12 minutes.

[Healing Turtle] (~)

We've noticed that the income from killing the Turtle in a lane was significantly lower than that from a minion wave, leaving the defending team at an additional economic disadvantage.

Therefore, we've significantly increased the Gold and EXP from killing an enemy Turtle. This income is shared among allied heroes within range and now roughly matches that of a minion wave.


ㅤ

IV. System Adjustments

ㅤ MLBB Community Academy

[MLBB Community Academy Beta Now Live]

To help players learn hero strategies in-game, we've merged the Layla's Workshop entry on the main interface with the new community guides section.

1. Find guide videos for all heroes in the MLBB Community Academy.

2. Layla's Workshop is still accessible as a tab within the new entry.


ㅤ

V. Mode Adjustments

Card Brawl

[Hero Stat Adjustments]

Overall stat boosts for Assassins.

Reduced the stats of the following heroes: Irithel, Barats, Hanabi, Lunox, Kalea, Moskov, and Valir. Increased the stats of the following heroes: Mathilda, Faramis, Tigreal, Badang, Kagura, Jawhead, Chip, Baxia, Hilda, Silvanna, Zilong, Arlott, Minsitthar, Uranus, Kaja, Brody, Harith, Aldous, Franco, Grock, Johnson, Fredrinn, Chou, and Khaleed.

[Card Stat Adjustments]

Reduced the stats of the following cards: Epic (Purple) Quality: Berserker, Balanced Growth, and Tiny Build. Legend (Gold) Quality: Evolving Malefic Gun, Power of Einherjar, Automated Swords, Windrider, and Hyperfire.

Increased the stats of the following cards: Epic (Purple) Quality: Big Guy and Magic Hat. Legend (Gold) Quality: Wraith Chains and Phantom Armor.

Adjusted the quality of the following card: Slow but Deadly - Legend (Gold) Quality >> Epic (Purple) Quality.

[General Mode Attributes Adjustments]

Adjusted to: Global healing effect is reduced by 25% before 6 minutes and by 50% after 6 minutes.


r/MobileLegendsGame • • May 14 '26

Patch Notes Patch Notes 2.1.82 - Adv. Server

9 Upvotes
Advanced server update released on May 14, 2026 (Server Time)

I. Revamped Hero

  • [Revamped Hero: Nazar King - Kaja]

Hero Feature: A highly mobile control Support who masters Primal Lightning to soar freely across the battlefield.

In this revamp design for Kaja, we've optimized the following points based on player feedback:

Revamped the much-discussed Skill 2 into [Soaring Wings], granting Kaja the ability to fly and ignore obstacles.

Upgraded his Ultimate from a single-target suppress to an AOE restraint. His new Ultimate, [Divine Binding], can now restrain and continuously drag multiple enemies at once.

The revamped Kaja now has a clear role as a highly mobile crowd controller, capable of both initiating team fights and continuously pursuing and harassing enemies.

ㅤㅤ [Passive - Wings of Lightning]

Kaja's skill damage paralyzes enemies, briefly slowing them and reducing their damage. He can enter the Soaring state to gain Movement Speed, ignore obstacles, and deal AOE Basic Attacks.

ㅤㅤ [Skill 1 - Ring of Order]

Kaja summons a ring of Primal Lightning, dealing damage to enemies while recovering HP.

ㅤㅤ [Skill 2 - Soaring Wings]

Kaja dashes to the target, dealing damage and knocking them Airborne, and enters the [Soaring] state. Hitting a hero while in the Soaring state extends its duration and reduces skill cooldowns. The state ends if he misses.

ㅤㅤ [Ultimate - Divine Binding]

Kaja hurls a lasso at the target area, restraining enemy heroes within. Can drag to shrink its radius while the skill is active.


ㅤ

II. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Hanzo] (↑), [Hirara] (↑), and [Yin] (~).

ㅤ * [Argus] (~)

To ensure a smoother performance throughout the match, we've partially reverted Argus's stats.

ㅤㅤ [Passive] (~)

Demonic Slash Base Damage: 65 >> 80

Demonic Slash Basic Regen: 80 >> 100

Demonic Slash ignores: 40% of the target's Physical Defense >> 30% of the target's Physical Defense

New Effect: Demonic Slash can also ignore buildings' Physical Defense.

ㅤ * [Balmond] (↓)

Reverted some buffs made from the previous patch.

ㅤㅤ [Skill 2] (↓)

Total HP Damage Bonus: 1.5% >> 1.4%

ㅤ * [Freya] (↓)

Slightly reduced the duration and effect of Freya's role as a "Marksman", and reverted the previous nerf to her HP Regen.

ㅤㅤ [Skill 2] (↓)

Range: 3.5 >> 3.3

ㅤㅤ [Ultimate] (↓)

Enhanced Basic Attack Range: 3.5 >> 3.3

Ultimate Duration: 12s >> 10s

Base HP Regen per Basic Attack: 10-80 >> 40-80

ㅤ * [Gloo] (↓)

Gloo has been sitting high on the win rate and ban rate leaderboards for too long. We've decided to make some adjustments to free him from the ban list.

ㅤㅤ [Skill 1] (↓)

Explosion Base Damage: 300-450 >> 250-400

ㅤㅤ [Ultimate] (↓)

Attached Regen: 25%-30% Total HP >> 20%-30% Total HP

ㅤ * [Hanzo] (↑)

Optimized the control experience of Skill 2's dash in Hanekage form.

ㅤㅤ [Skill 2 (Hanekage)] (↑)

Can now choose the landing area within a certain range.

ㅤ * [Hirara] (↑)

Reverted some nerfs made from the previous patch.

ㅤㅤ [Skill 2] (↑)

Crimson Maple Damage: 150-241 (+50%-78% Extra Physical Attack) >> 160-265 (+53%-88% Extra Physical Attack)

Cooldown: 6s >> 5s

ㅤㅤ [Skill 1] (↑)

Cooldown: 9-5.5s >> 8.5-5s

ㅤ * [Paquito] (↓)

Balanced his late-game strength.

ㅤㅤ [Passive] (↓)

Extra Damage against Minions: 10%-40% >> 10%-30%

Damage Reduction: 10%-40% >> 10%-30%

ㅤ * [Ruby] (~)

Reverted some of the previous adjustments and adjusted her early-to-late game power curve.

ㅤㅤ [Passive] (~)

Spell Vamp Ratio: 50% >> 60%. For every 1% HP lost, her Spell Vamp Ratio increases by 1%, up to 125% >> 150%.

New Effect: Basic Attacks can no longer trigger Lifesteal.

Scythe Damage: 240-490 (+140% Total Physical Attack) >> 280-480 (+120% Total Physical Attack)

Shockwave Damage: 120-245 (+ 70% Total Physical Attack) >> 140-240 (+ 60% Total Physical Attack)

Optimized the skill indicator to show the two damage areas more clearly.

ㅤ

  • [Yin] (~)

Last week's adjustments significantly increased Yin's strength. However, we've noticed some players felt that removing the auto-aim and reducing the slow effect of his enhanced Skill 1 made his skills harder to hit. Therefore, we've further optimized him based on last week's adjustments.

ㅤㅤ [Skill 1 (Lieh Form)] (~)

Slow Effect: Reverted the previous nerf so it is now the same as on the Official Server.

Damage: 130-180 (+110% Extra Physical Attack) >> 120-170 (+ 100% Extra Physical Attack)


ㅤ

III. Battlefield Adjustments

A. Equipment Adjustment

  • [Great Dragon Spear] (↑)

Few heroes worked well with Great Dragon Spear's attributes and passive effect, so we've adjusted its passive to give Crit heroes more tools to deal extra damage to Tanks.

ㅤㅤ [Price] (↓)

2140 >> 2390

ㅤㅤ [Attribute] (↑)

Crit Chance: 20% >> 25%

ㅤㅤ [Unique Passive - Supreme Warrior] (Removed)

ㅤㅤ [Unique Passive - Sunder] (New)

Basic Attack critical hits deal extra True Damage to the target.

ㅤ * [Roaming Blessings] (↓)

Solo Income from Minions and Creeps in the First 8 Minutes: 50% >> 30%


C. Other Adjustments

ㅤㅤ [Control Optimizations]

We've optimized the skill buffering mechanic: when your hero is controlled, quickly releasing the skill will stop it from being buffered, preventing accidental casts when the control effect ends.

The detailed rules are as follows:

If you release a skill within 0.3s after a control effect is applied to your hero, the skill will not be buffered.

If you release it after 0.3s, the skill will be buffered and cast automatically when the control effect ends.


ㅤ

IV. System Adjustments

A. Namecard Feature

ㅤㅤ [New Feature]

The brand-new Namecard feature is now live, featuring a larger display area and more content to show off! We look forward to seeing your personalized Namecard!

A larger display area allows you to show off your favorite heroes.

More display content provides various ways to show off your progression.

Added in-match and non-match achievements. Whenever you accomplish something impressive inside or outside of a match, it will be automatically displayed on your Namecard. You can go to the edit screen to equip them and check the details.

This update marks the debut of the brand-new Namecard feature. We look forward to your feedback and suggestions. Our goal is to provide a faster way for everyone to show off themselves and connect with others in the game!


B. Season Achievements

ㅤㅤ [Update Content]

Temporarily removed the feature where the lane icon changes color after sending the Season Achievement level.

Also removed the feature where the lane icon changes color on the Lane Selection and Recent Matches screens in the lobby.


C. Honor Badge

ㅤㅤ [Update Content]

We've adjusted the minimum Season Achievement level required to equip it on the Honor Badge screen to Lv.4. Go try it out!


ㅤ

V. Mode Adjustments

A. Brawl

ㅤㅤ [Update Content]

  • [Yi Sun-shin]

Fixed an issue regarding Yi Sun-shin and re-enabled the hero.

  • [Faramis] (↓)

ㅤㅤ [Passive] (↓)

Respawn Time Reduction Per Soul Fragment: 3% >> 2%

ㅤㅤ [Skill 2] (↑)

Damage Decay Optimization: After hitting the same target more than 3 times with a single skill cast, subsequent damage decays to 50% >> 60%.


B. Chaos Clash

ㅤㅤ [New Buffs]

  • [Super Winter Crown]

Upgrade your Winter Crown. You can move while using it. Gains 2,000 Gold.

  • [Vampire]

Upon entering battle, drains a certain amount of HP from all nearby enemy heroes every 6s.

  • [Fast Mage]

Moving a certain distance reduces all skill cooldowns by 1s.

  • [Crit Charge]

Casting skills and hitting enemies with attacks grants Charges. Each Charge increases Crit Chance.

  • [Tough Recovery]

Gains extra Healing Effect based on your Hybrid Defense.

  • [Alchemy]

After casting the Ultimate, gains extra Gold for dealing damage, taking damage, healing, or moving a certain distance within a period of time.

  • [Medical Airplane]

After moving a certain distance, applies a small shield to an ally.

  • [Magic Web]

Links you and allied heroes, dealing damage to enemies along the links' paths.

  • [Overload Recovery]

Your excess healing is converted into a shield.

Mana Cost: 100-0 >> 100 at all levels


r/MobileLegendsGame • • Nov 28 '25

Patch Notes Patch Notes 2.1.38 - Adv. Server

28 Upvotes

Advanced server update released on November 28, 2025 (Server Time)

ㅤ

From the Designers

As the testing for certain features has concluded, the number of heroes available for a limited time on the Advanced Server will be restored to match the Official Server this week.


I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment and Changes.

ㅤ

Heroes with major changes in this patch: Estes (↑), Freya (↑), Rafaela (↑), and Zhuxin (↑).

ㅤ

  • [Angela] (~)

At max Cooldown Reduction, if Fleeting Time was triggered, Angela could use her Ultimate again immediately after the attached state ends. This left little room for counterplay. Therefore, we've increased the Ultimate's cooldown.

To balance this change, we've reverted the previous nerfs to Skill 2.

ㅤㅤ [Skill 2] (↑)

Reverted previous adjustments.

ㅤㅤ [Ultimate] (↓)

Cooldown: 50s >> 60s

ㅤ

  • [Atlas] (↑)

Increased the stability of Atlas's Skill 1 damage.

ㅤㅤ [Skill 1] (↑)

Damage: 215-390 (+60% Total Magic Power) >> 400-600 (+ 100% Total Magic Power)

New Effect: Each target can be damaged only once.

ㅤ

  • [Aurora] (↓)

Reverted some adjustments from last week.

ㅤㅤ [Skill 2] (↓)

Additional Freezing Time: Gains 0.1s for every 100 Magic Power >> Gains 0.06s for every 100 Magic Power

ㅤ

  • [Barats] (↑)

Increased Barats' Ultimate explosion damage on collision after spitting out the target.

ㅤㅤ [Ultimate] (↑)

HP Bonus of the Additional Damage: 1.8% Total HP >> 5% Total HP

ㅤ

  • [Benedetta] (↑)

To improve the fluidity of Benedetta's Swordout Slash combos during skill casts, we have reduced the foreswing of Swordout Slash.

ㅤㅤ [Passive] (↑)

Reduced the foreswing of Swordout Slash by 20%.

ㅤ

  • [Estes] (↑)

Some of last week's adjustments have been reverted. The following are the adjustments made based on the Official Server version.

Enhanced Estes's sustained healing and ability to protect fragile heroes.

ㅤㅤ [Skill 1] (↑)

Sustained Healing: 250-400 (+ 60% Total Magic Power) >> 360-585 (+90% Total Magic Power)

Duration of Hybrid Defense Increase: 3s >> 5s

Cooldown: 11-7s >> 11-8.5s

Mana Cost: 110-210 >> 60-120

ㅤㅤ [Ultimate] (↑)

Enhanced Moonlight Immersion doubles the Hybrid Defense increase.

Optimized the skill description.

ㅤ

  • [Fredrinn] (↑)

Reverted previous adjustments.

ㅤ

  • [Freya] (↑)

Some of last week's adjustments have been reverted. The following are the adjustments made based on the Official Server version.

Freya's combat effectiveness was relatively weak without her Ultimate. To improve balance while preserving her highlight performance during Ultimate, we've reduced its cooldown.

ㅤㅤ [Skill 1] (↑)

Airborne Duration: 0.4s >> 0.6s

ㅤㅤ [Ultimate] (↑)

Cooldown: 54-46s (Starts on cast) >> 30-20s (Starts after cast)

Gain 50% damage reduction while diving down.

Slightly increased the speed when diving down.

ㅤ

  • [Gatotkaca] (↓)

Compared to other Tank heroes, the control duration of Gatotkaca's Skill 2 was too long and easy to cast.

ㅤㅤ [Skill 2] (↓)

Taunt Duration: Fixed 1.5s >> 0.5-1.5s (scales with channel time)

Sprint Distance: 3-4.4 >> 2.2-4.4

ㅤ

  • [Grock] (↓)

Grock boasts incredible durability and can gain Control Immunity from his Passive. Therefore, we've slightly reduced his ability. Grock can still cast his skills uninterrupted, but he will be affected by control effects.

ㅤㅤ [Passive] (↓)

Removed Effect: Gains Control Immunity while casting skills.

New Effect: The skill cannot be interrupted.

ㅤㅤ [Ultimate] (↑)

New Effect: Gains Control Immunity while charging.

ㅤ

  • [Harith] (↓)

Further reduced Harith's competitiveness in the Gold Lane.

ㅤㅤ [Skill 2] (↓)

Enhanced Basic Attacks deal damage equal to a normal Basic Attack to Turrets.

ㅤ

  • [Harley] (↓)

Reverted previous adjustments.

ㅤ

  • [Hayabusa] (↑)

Hayabusa's output stability dropped significantly after the nerf to Skill 2. To compensate, we've increased his skill casting frequency.

ㅤㅤ [Skill 2] (↑)

Cooldown: 20-16s >> 16-14s

ㅤㅤ [Ultimate] (↑)

Cooldown: 50s >> 40s

ㅤ

  • [Hilda] (↓)

Reverted some buffs to the Enhanced Basic Attack from last week.

ㅤㅤ [Passive] (↓)

Enhanced Basic Attack Base Damage: 160 >> 110

Base Damage to Enemies Behind the Target: 70 >> 40

ㅤ

  • [Leomord] (↓)

We are happy to see Leomord riding more actively on the battlefield, but Leomord's passive HP regen with a Tank build is a bit too high. Therefore, we have reduced the Extra HP bonus of his Passive's HP regen.

ㅤㅤ [Passive] (↓)

HP Regen on Crit Damage: +20% Extra Max HP >> +10% Extra Max HP

ㅤ

  • [Lolita] (↑)

The shield provided by Lolita's Passive is insufficient for protection during fast-paced combats in the mid to late game. Therefore, we have increased the trigger frequency of her Passive's shield in the mid to late game to improve her durability.

ㅤㅤ [Passive] (↑)

Shield Frequency: Every 6s >> Every 7-4s (scales with the Noumenon Blast level)

ㅤㅤ [Ultimate] (↑)

New Passive: Each level-up reduces the interval of the shield provided by Noumenon Energy Core by 1s.

ㅤ

  • [Lukas] (↑)

To improve Sacred Beast's viability in the current meta, we've increased his sustained damage capability.

ㅤㅤ [Skill 2] (↑)

Cooldown: 14-8s >> 12-8s

Lightning Storm Base Damage: 40 >> 50-100

ㅤ

  • [Lylia] (↓)

Reverted some buffs from last week. The hero remains stronger than on the Official Server.

As this adjustment involves updates to skill effects and skin optimizations, all of Lylia's skins are temporarily unavailable. Please understand.

ㅤㅤ [Skill 1] (↓)

Cast Range: 8 >> 7.5

ㅤㅤ [Skill 2] (↓)

Cast Range: 6 >> 5.5

Area of Effect After Gloom Devours Shadow Energy: 6 >> 5.5

ㅤ

  • [Paquito] (↑)

To let this skill-based Fighter unleash combos more frequently, we've made adjustments.

ㅤㅤ [Skill 2] (↑)

Cooldown: 8-6s >> 7-5.5s

ㅤㅤ [Ultimate] (↑)

Cooldown: 17-13s >> 15-12s

ㅤ

  • [Rafaela] (↑)

Some of last week's adjustments have been reverted. The following are the adjustments made based on the Official Server version.

Increased Rafaela's healing and speed-up effects as a Support.

ㅤㅤ [Skill 1] (↓)

Removed Effect: Each mark no longer increases the damage of the next Skill 1 by 20%.

ㅤㅤ [Skill 2] (↑)

Magic Bonus on the Additional Healing for Self and the Most Injured Allied Hero: 45% >> 65%

The Movement Speed bonus increases by 1% for every 20 Magic Power >> The Movement Speed bonus increases by 1% for every 10 Magic Power

ㅤㅤ [Ultimate] (↑)

Cooldown: 42-34s >> 38-30s

ㅤ

  • [Sora] (↑)

Fixed an issue with Sora's recommended lanes and removed Sora's Roaming lane. Adjusted Sora's stat structure to make him more suitable for the EXP Lane.

ㅤㅤ [Skill 1] (~)

Strike Damage: 150-250 (+40% Total Physical Attack) >> 140-220 (+50% Total Physical Attack)

ㅤ

  • [Zhuxin] (↑)

Increased the damage after the control effect ends.

ㅤㅤ [Passive] (~)

Base Mana: 1200 >> 800

Mana Regen from Each Crimson Butterfly: 2% >> 5%

ㅤㅤ [Skill 2] (↑)

New Effect: Skill 2 deals 25%-50% increased damage to targets that cannot be stacked with Soul Snare.

ㅤ

  • [Zilong] (↑)

Further reduced Skill 2's cooldown.

ㅤㅤ [Skill 2] (↑)

Cooldown: 12-9.5s >> 9.5-7s


II. Battlefield Adjustments

  • Mythical Honor Battlefield Adjustments

On the Advanced Server, we are temporarily lowering the entry requirement for Mythical Honor Battlefield to Master rank or above to support system monitoring and optimization.

We've noticed that in high-rank matches, more Fighters are taking the Gold Lane, severely limiting the viability of Marksmen. Therefore, we've made Mythic Honor Battlefield adjustments to address this.

ㅤㅤ [Gold Lane Siege Minion]

Extra Gold: 30% >> 40%

ㅤㅤ [Base Turret]

HP: 7300 >> 8200

ㅤㅤ [Base]

HP: 7900 >> 9000

ㅤ

  • Equipment Adjustment >

ㅤㅤ Roaming Blessing (~)

As match time increases, Gold from minions and creeps rises, while vision reveals and damage opportunities for roamers decrease in the late game. Therefore, we've adjusted the reward values for Roaming heroes' different actions to balance the Gold income of different Roaming styles.

ㅤ

ㅤㅤ [All Blessings] (↑)

1- Gold Gained from Vision Reveal: 30 >> 30 (+ 1* Hero Level)

2- EXP Gained from Vision Reveal: 30 in first 2 min, 60 after 2 min >> 25.5+ (4.5* Hero Level)

3- Gold Gained Every 5s After 8 Min: 9 >> 10

4- EXP Gained Every 5s After 8 Min: 18 >> 20

ㅤ

ㅤㅤ [Encourage] & [Favor] (↓)

Gains from Minions and Creeps When Allied Heroes Are Nearby: 40% >> 35%


III. Mode Adjustments

  • Hyper Blend Mode >

New Random Heroes and Skills Added to Hyper Blend Mode

New random heroes added to Hyper Blend mode: Franco and Saber.

New random skills added to Hyper Blend mode: Bats Feast, Falling Starmoon, I'm Offended!, Feathered Air Strike, and Triple Sweep.

ㅤ

  • Overdrive Mode >

Overdrive Mode Optimization

Since the Attack Speed bonus is ineffective on Clint, any bonus Attack Speed he gains will be converted to Physical Attack.


r/MobileLegendsGame • • Jan 30 '26

Patch Notes Patch Notes 2.1.56 - Adv. Server

22 Upvotes
Advanced server update released on January 30, 2026 (Server Time).

From the Designers

In this patch, we have adjusted the attributes and Mana Costs of most Mid Lane Mages to bring them closer to the average level. We have also made specific adjustments to certain strong and weak Mages. We hope to see more heroes picked in the Mid Lane.


ㅤ

I. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: [Aurora] (↑), [Gord] (↑), and [Nana] (↑).

ㅤ * [Revamped Aulus] (↑)

Revamped the trigger condition for enhanced Basic Attacks and optimized the controls of the Ultimate.

ㅤㅤ [Passive] (~)

Revamped: Aulus adds a stack of [C7Fighting Spirit] to his axe every second after dealing damage to any unit. Each stack will increase his Attack Speed. Last for 4s, up to 6 stacks. His Basic Attacks are enhanced at max [C7Fighting Spirit] stacks.

ㅤㅤ [Skill 1] (↑)

New Effect: Starts to gain Fighting Spirit stacks upon cast. The stacks apply to both his Passive and War Axe (if equipped).

ㅤㅤ [Skill 2] (↓)

Removed HP Regen effect on the 2nd cast.

ㅤㅤ [Ultimate] (↑)

Movement Speed Boost: Continuous 20% Movement Speed boost >> Brief burst Movement Speed boost when swinging the axe.

Greatly reduced the foreswing of the final hit.

ㅤ * [Aurora] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have reduced the cooldown of Skill 2.

ㅤㅤ [Attribute] (↓)

Physical Defense Growth: 4.1 >> 4

ㅤㅤ [Skill 1] (↓)

Cooldown: 6-4s >> 6-4.5s

Mana Cost: 45-70 >> 60-85

ㅤㅤ [Skill 2] (↑)

Cooldown: 14-11s >> 12-9s

ㅤㅤ [Ultimate] (↓)

Mana Cost: 120-160 >> 140-180

ㅤ * [Cecilion] (~)

Adjusted the hero to align with Mage Attributes adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2335 >> 2380

Base Physical Defense: 18 >> 17

Physical Defense Growth: 4.1 >> 4

Movement Speed: 255 >> 250

ㅤ * [Chang'e] (~)

Adjusted the hero to align with Mage Attributes and Mana Cost adjustments.

ㅤㅤ [Attributes] (↓)

Base HP: 2380 >> 2320

HP Growth: 145.5 >> 145

Base Physical Defense: 16 >> 17

Physical Defense Growth: 3.7 >> 4

Movement Speed: 250 >> 240

ㅤㅤ [Skill 1] (↑)

Mana Cost: 70-95 >> 60-85

ㅤㅤ [Skill 2] (↑)

Mana Cost: 60-110 >> 60 at all levels

ㅤㅤ [Ultimate] (↑)

Mana Cost: 150-250 >> 120-160

ㅤ * [Claude] (~)

Fixed some issues and adjusted the damage structure of the Ultimate.

ㅤㅤ [Ultimate] (~)

Fixed an issue where the number of hits would be missing at certain Attack Speeds. The number of hits of the Ultimate now scales with Attack Speed.

Attack Effect: 50% >> 40%

ㅤ * [Cyclops] (~)

To align with the adjustments to Mage attributes and Mana Cost, we have reduced Skill 1's cooldown and damage, and adjusted Skill 2's damage scaling ratio across the early and late game.

ㅤㅤ [Attributes] (~)

Base HP: 2400 >> 2440

HP Growth: 175.1 >> 175

Physical Defense Growth: 4.2 >> 4

ㅤㅤ [Skill 1] (↑)

Cooldown: 8.5s >> 7.5s

Base Damage: 275-400 >> 240-400

ㅤㅤ [Skill 2] (↓)

Decay Ratio: 60%-90% of original damage >> 60%-80% of original damage

Magic Bonus: 40% >> 50%

ㅤ * [Eudora] (↓)

Adjusted the hero to align with Mage Attributes and Mana Cost adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2403 >> 2440

HP Growth: 173 >> 175

Base Physical Defense: 19 >> 18

Physical Defense Growth: 4.2 >> 4

ㅤㅤ [Skill 1] (↓)

Mana Cost: 50-70 >> 70-95

ㅤㅤ [Skill 2] (↓)

Mana Cost: 70-95 >> 80-105

ㅤ * [Faramis] (~)

To align with the adjustments to Mage attributes and Mana Costs, we've adjusted the Ultimate's early and late game cooldown.

ㅤㅤ [Attributes] (↑)

Base HP: 2422 >> 2500

HP Growth: 181 >> 185

Physical Defense Growth: 4.2 >> 4.5

Movement Speed: 245 >> 240

ㅤㅤ [Skill 2] (↓)

Mana Cost: 45-70 >> 60-90

ㅤㅤ [Ultimate] (~)

Cooldown: 80s at all levels >> 90-70s

ㅤ * [Gord] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have adjusted the damage distribution and reduced the cooldown of Skill 1.

ㅤㅤ [Attributes] (↑)

Base HP: 2357 >> 2380

HP Growth: 142.5 >> 145

Base Physical Defense: 13 >> 17

Movement Speed: 240 >> 250

ㅤㅤ [Passive] (↑)

Damage: 140 (+ 60% Total Magic Power) >> 140 + (8* Hero Level) (+40% Total Magic Power)

ㅤㅤ [Skill 1] (↑)

Cooldown: 10-7.5s >> 8-6s

Mana Cost: 90-115 >> 80-110

ㅤㅤ [Skill 2] (↓)

Damage: 30-80 (+14% Total Magic Power) >> 30-60 (+10% Total Magic Power)

Mana Cost: 60-85 >> 60-90

ㅤ * [Kadita] (~)

Adjusted the hero to align with Mage Attributes adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2370 >> 2440

HP Growth: 169.7 >> 165

Movement Speed: 255 >> 250

ㅤ * [Kagura] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have adjusted the damage distribution and reduced the cooldown of the Ultimate.

ㅤㅤ [Attributes] (~)

Base HP: 2375 >> 2380

HP Growth: 146.8 >> 145

Base Physical Defense: 19 >> 18

Physical Defense Growth: 3.9 >> 4

ㅤㅤ [Skill 1] (↑)

Base Damage: 315-590 >> 365-590

Mana Cost: 50-80 >> 45-70

ㅤㅤ [Ultimate (When Holding the Umbrella)] (~)

Base Damage: 330-470 >> 280-470

Cooldown: 43-33s >> 36-30s

Mana Cost: 85-115 >> 60-90

ㅤㅤ [Ultimate (Without Umbrella)] (~)

1st Damage (Base Damage): 290-390 >> 260-390

2nd Damage (Base Damage): 550-800 >> 530-800

Cooldown: 43-33s >> 36-30s

Mana Cost: 85-115 >> 60-90

ㅤ * [Kimmy] (~)

Adjusted the hero to align with Mage Attributes adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2450 >> 2380

HP Growth: 117.5 >> 145

Base Physical Defense: 22 >> 17

Physical Defense Growth: 4.3 >> 4

ㅤ * [Lukas] (↓)

Reverted some of the previous adjustments.

ㅤㅤ [Skill 1] (↓)

Effect Adjustment: Recover 6% Max HP when hitting a hero or minion >> Recover 5% Max HP when hitting a hero or minion.

ㅤ * [Lunox] (~)

Adjusted the hero to align with Mage Attributes adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2621 >> 2440

HP Growth: 151 >> 165

Base Physical Defense: 15 >> 18

Physical Defense Growth: 3.6 >> 4

ㅤ * [Luo Yi] (~)

To align with the adjustments to Mage attributes and Mana Cost, we have adjusted the damage distribution.

ㅤㅤ [Attributes] (↓)

Base HP: 2480 >> 2440

HP Growth: 195 >> 175

Base Physical Defense: 20 >> 18

Physical Defense Growth: 4.3 >> 4

ㅤㅤ [Passive] (↓)

Base Damage: 365 (+ 20* Hero Level) >> 300 (+ 25* Hero Level)

ㅤㅤ [Skill 1] (↑)

Base Damage: 210-510 >> 285-510

Mana Cost: 50-90 >> 50-80

ㅤ * [Lylia] (↑)

Adjusted the hero to align with Mage Attributes and Mana Cost adjustments.

ㅤㅤ [Attributes] (↓)

HP Growth: 147 >> 145

Physical Defense Growth: 4.1 >> 4

ㅤㅤ [Skill 1] (↑)

Mana Cost: 50-75 >> 40-70

ㅤㅤ [Skill 2] (↑)

Mana Cost: 32-72 >> 30-60

ㅤ * [Marcel] (↑)

We've noticed a significant gap between Marcel's early and late game strength. Therefore, we've balanced some of his base attributes.

ㅤㅤ [Attribute] (↑)

Base HP: 2650 >> 2740

ㅤㅤ [Passive] (↑)

Control Duration: 0.3s >> 0.5s

ㅤ * [Nana] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have increased Skill 2's damage and cast frequency in the late game.

ㅤㅤ [Attributes] (↑)

HP Growth: 142.5 >> 155

Physical Defense Growth: 3.9 >> 4

ㅤㅤ [Skill 1] (↓)

Cooldown: 5.5-4s >> 6-4.5s

Mana Cost: 50-75 >> 55-80

ㅤㅤ [Skill 2] (↑)

Cooldown: 14.5-12s >> 12-9s

Cooldown: 14.5-12s >> 12-9s

Damage: 150-275 (+ 30% Total Magic Power) >> 250-375 (+50% Total Magic Power)

Magic Defense Reduction: 30%-40% >> 30% at all levels

ㅤ * [Novaria] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have increased the slow effect of Skill 1 and the late-game damage of Skill 2.

ㅤㅤ [Attributes] (↓)

Base HP: 2280 >> 2260

HP Growth: 143 >> 135

Base Physical Defense: 12 >> 15

Physical Defense Growth: 3.6 >> 3.5

ㅤㅤ [Skill 1] (~)

Slow Effect: 20% (base) / 50% (explosion) >> 20%-50% (increases over time)

Explosion Damage Based on Target's Max HP: 4%-6% >> 4% at all levels

Mana Cost: 60-110 >> 60-100

ㅤㅤ [Skill 2] (↑)

Damage: 230-340 (+ 70% Total Magic Power) (+4%-6% of target's Max HP) >> 230-405 (+ 100% Total Magic Power) (+ 4% of target's Max HP)

Mana Cost: 100-200 >> 50-90

ㅤ * [Obsidia] (~)

To improve Obsidia's performance with Attack Speed builds, we have optimized her recommended Equipment.

ㅤ * [Odette] (↑)

Adjusted the hero to align with Mage Attributes and Mana Cost adjustments.

ㅤㅤ [Attributes] (↑)

Base HP: 2370 >> 2440

HP Growth: 154.7 >> 175

Physical Defense Growth: 4.1 >> 4

Movement Speed: 240 >> 250

ㅤㅤ [Skill 1] (↑)

Mana Cost: 80-105 >> 70-100

ㅤㅤ [Skill 2] (↓)

Mana Cost: 90-115 >> 90-120

ㅤ * [Pharsa] (↓)

To align with the adjustments to Mage attributes, we have increased the cooldown of Skill 2 and reduced her burst potential in the early and mid game.

ㅤㅤ [Attributes] (~)

Base HP: 2300 >> 2320

HP Growth: 143.5 >> 145

Base Physical Defense: 17 >> 16

ㅤㅤ [Skill 2] (↓)

Cooldown: 5s at all levels >> 6.5-5s

Base Damage: 525-700 >> 475-700

ㅤㅤ [Ultimate] (↓)

Base Damage: 570-870 >> 530-870

ㅤ * [Selena] (↓)

Adjusted the hero to align with Mage Mana Cost adjustments.

ㅤㅤ [Skill 1] (↓)

Mana Cost: 50-75 >> 60-85

ㅤㅤ [Skill 2] (↓)

Mana Cost: 80-120 >> 80-130

ㅤ * [Vale] (↑)

To align with the adjustments to Mage attributes and Mana Costs, we've increased the early-game cooldown of Skill 2 and reduced the Ultimate's cooldown.

ㅤㅤ [Attributes] (↑)

Base HP: 2280 >> 2380

HP Growth: 145.5 >> 145

Base Physical Defense: 15 >> 17

ㅤㅤ [Skill 2] (↓)

Cooldown: 10-8s >> 12-8s

Mana Cost: 90-115 >> 75-100

ㅤㅤ [Ultimate] (↑)

Cooldown: 44-36s >> 36-30s

Mana Cost: 150-250 >> 140-180

ㅤ * [Valentina] (~)

To align with the adjustments to Mage attributes and Mana Cost, we have adjusted the damage distribution.

ㅤㅤ [Attributes] (↓)

Base HP: 2580 >> 2500

HP Growth: 200 >> 185

Base Physical Defense: 21 >> 20

Physical Defense Growth: 4.3 >> 4.5

ㅤㅤ [Skill 1] (↑)

Damage: 300-600 (+165% Total Magic Power) >> 475-700 (+145% Total Magic Power)

ㅤㅤ [Skill 2] (↓)

Base Damage: 125-225 >> 90-180

ㅤ * [Valir] (↑)

To align with the adjustments to Mage attributes and Mana Cost, we have reduced Skill 1 cooldown in the mid and late game.

ㅤㅤ [Attributes] (↑)

Base HP: 2395 >> 2440

HP Growth: 155 >> 165

Base Physical Defense: 20 >> 18

Physical Defense Growth: 4.1 >> 4

Movement Speed: 245 >> 250

ㅤㅤ [Skill 1] (↑)

Recharge Interval: 9s at all levels >> 9-7s

Mana Cost: 50-90 >> 40-65

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-110 >> 75-100

ㅤ * [Vexana] (↑)

To align with the adjustments to Mage attributes, we have reduced the Ultimate cooldown.

ㅤㅤ [Attributes] (↑)

Base HP: 2360 >> 2380

HP Growth: 150 >> 155

Physical Defense Growth: 4.2 >> 4

Movement Speed: 245 >> 250

ㅤㅤ [Ultimate] (↑)

Cooldown: 60-46s >> 50-40s

ㅤ * [Xavier] (↓)

To align with the adjustments to Mage attributes, we have reduced the late-game cooldown of Skill 2.

ㅤㅤ [Attributes] (↓)

Base HP: 2495 >> 2380

HP Growth: 155 >> 155

Base Physical Defense: 15 >> 17

Physical Defense Growth: 4.1 >> 4

ㅤㅤ [Skill 2] (↑)

Cooldown: 13s at all levels >> 13-11s

ㅤ * [Yve] (↓)

To align with the adjustments to Mage attributes, we've increased Skill 1's cooldown and reduced the slow effect.

ㅤㅤ [Attributes] (↓)

Base HP: 2530 >> 2320

HP Growth: 185 >> 145

Base Physical Defense: 19 >> 16

Physical Defense Growth: 4.3 >> 4

ㅤㅤ [Passive] (↑)

Shield: 50 (+ 10* Hero Level) (+ 20% Total Magic Power) >> 120 (+ 10* Hero Level) (+50% Total Magic Power)

ㅤㅤ [Skill 1] (↓)

Cooldown: 3-1.5s >> 3.5-2.5s

ㅤㅤ [Skill 2] (~)

Cooldown: 14-12s >> 14-10s

Base Slow Effect: 30% >> 20%

Max Slow Effect: 60% >> 40%

ㅤㅤ [Ultimate] (↓)

Slow Effect: 60% >> 40%

ㅤ * [Zetian] (~)

Adjusted the hero to align with Mage Attributes adjustments.

ㅤㅤ [Attributes] (~)

Base HP: 2550 >> 2380

HP Growth: 135 >> 155

Base Physical Defense: 18 >> 17

Physical Defense Growth: 3.9 >> 4

ㅤ * [Zhask] (↑)

To align with the adjustments to Mage attributes, we have reduced the Ultimate cooldown.

ㅤㅤ [Attributes] (↑)

Base HP: 2280 >> 2380

Base Physical Defense: 15 >> 17

Physical Defense Growth: 3.5 >> 4

Movement Speed: 240 >> 250

ㅤㅤ [Ultimate] (↑)

Cooldown: 60s-50s >> 44s-36s

ㅤ * [Zhuxin] (↓)

To align with the adjustments to Mage attributes and Mana Cost, we have reduced early and mid game damage and wave-clearing speed.

ㅤㅤ [Attributes] (↑)

Base HP: 2480 >> 2440

HP Growth: 145 >> 165

Base Physical Defense: 20 >> 18

Physical Defense Growth: 3.5 >> 4

ㅤㅤ [Skill 2] (↓)

Base Damage When Hold: 45-95 >> 35-70

Base Damage When Release: 200-300 >> 200-400


ㅤ

II. Battlefield Adjustments

Equipment Adjustments

  • [Dominance Ice] (~)

Increased the range of the equipment's Healing Reduction effect, and reduced the Hybrid Defense range to match it.

ㅤㅤ [Unique Passive - Fortress Shield] (↓)

Trigger Range: 5 units>> 3.5 units

ㅤㅤ [Unique Passive - Lifebane] (↑)

Reduces attacker's HP Regen when taking damage >> Reduces HP Regen of enemies within 3.5 units

ㅤ * [Enchanted Talisman] (~)

After equipping 10% Cooldown Reduction from Talents, purchasing Enchanted Talisman often leads to a 5% excess in Cooldown Reduction. Therefore, the Cooldown Reduction has been reduced and replaced with equivalent Magic Power and Max HP.

ㅤㅤ [Attributes] (~)

Magic Power: 50 >> 60

Max HP: 250 >> 300

Cooldown Reduction: 20% >> 15%

ㅤ * [Glowing Wand] (~)

Slightly increased Magic Power and reduced HP.

ㅤㅤ [Attributes] (~)

Magic Power: 50 >> 60

Max HP: 400 >> 300

ㅤ * [Ice Queen Wand] (~)

Increased control effects and reduced Magic Power.

ㅤㅤ [Attribute] (↓)

Magic Power: 75 >> 60

ㅤㅤ [Unique Passive - Ice Bound] (↑)

Internal Cooldown per Stack: 1s >> 0.4s


[Battlefield Adjustments]

  • [Stat Adjustments]

ㅤ [Ranged Minion]

Base HP: 1288 >> 1188


Battlefield Special Gameplay Test

  • [Special Gameplay Test]

We are launching a special gameplay test this week. To align with related events on the Advanced Server, matches in Classic and Ranked modes will drop extra Chests and Treasure Hunt Coins, which can be exchanged for event rewards. Please note that we may adjust the drop rates based on player feedback and data.

ㅤ [How to Obtain Treasure Hunt Coins]

1- Team Rewards: [Treasure Hunt Coin amount varies by action]

Each time your team kills the Turtle.

Each time your team kills the Lord (starting from the 2nd kill).

Each time your team destroys a Turret.

When your team picks up Treasure Hunt Coins dropped on the map.

For every 2,500 Gold increase in your team's total Gold.

2- Individual Rewards: [Treasure Hunt Coin amount varies by action]

Each time you kill an enemy hero.

Each time you get an assist.

Each time you trigger an in-match Highlight Notification.

3- Winning the match grants 100% of the Treasure Hunt Coins, while losing grants only 40%

ㅤ [How to Obtain Chests]

When your team kills the Lord for the first time, all team members get 1 Chest, regardless of the match result.

ㅤ [Match Drop Limits]

Up to 5 Chests per day, and up to 70 Chests during the event.

Up to 300 Treasure Hunt Coins per match, 1,000 per day (excluding Treasure Hunt Coins from Chests), and 14,000 during the event (excluding Treasure Hunt Coins from Chests).


Other Adjustments

  • [Visual Effects Optimization]

ㅤ [Battle Spells]

We have improved the clarity of the visual effects for the Battle Spells "Execute", "Petrify", and "Retribution".


ㅤ

III. Mode Adjustments

New Mode: Tide Siege

Welcome to the perilous Tidal Ruins! The new 3-player co-op PVE mode [Tide Siege] is now available on the Advanced Server! This time, you are no longer rivals, but guardians fighting side by side, defending against monsters together, and protecting the base!

ㅤ [Tide Siege - Guide]

In [Tide Siege], you will form a team of guardians with two allies to battle enemies from the deep sea. The enemy will launch 18 waves of relentless attacks that intensify as the waves progress. You must eliminate all monsters before they reach and destroy the Base! Between enemy waves, take the initiative to defeat creeps in the Jungle Area to earn Gold for the entire team. This reward multiplies with the number of creep kills. Investing in the Jungle Area early on will yield massive returns in the mid to late game.

For every 3 waves successfully defended, each player can choose one of three buffs. These provide bonuses to Attack, Defense, Cooldown Reduction, or grant unique special effects.

Mechanics for respawning, earning Gold, and purchasing equipment have been optimized for the Co-op PVE gameplay, placing greater emphasis on teamwork and sustained combat.

ㅤ [Tide Siege - Hero Adjustments]

Only select heroes are available in this mode. All available heroes have received ability enhancements to adapt to the PVE combat pace.

Key Adjustments:

  • [Aldous]

Removed the stack limit of his Passive.

The Ultimate now deals massive damage to nearby enemies and knocks them airborne.

ㅤ * [Balmond]

Skill 1 leaves a lava path after the charge, dealing sustained damage to enemies on it.

Skill 2 Cyclone Sweep damage can stack indefinitely.

Each kill with the Ultimate reduces its cooldown.

ㅤ * [Belerick]

Belerick's Passive is now guaranteed to shoot the nearest enemy after taking a set amount of damage. Casting a skill now grants Spell Vamp.

ㅤ * [Cecilion]

Removed Mana cost increase for casting Skill 1 in succession. Each Ultimate hit deals AOE Damage to enemies around the target.

ㅤ * [Hanabi]

Passive bounce count changed to 8.

Skill 2 knocks back targets and marks them. Basic Attacks against marked targets consume the marks and deal AOE Damage to nearby enemies.

ㅤ * [Karrie]

Skill 1's sphere now stops immediately upon hitting an enemy and applies Passive marks to all targets hit.

Skill 2 now attacks all nearby enemies after the dash and applies Passive marks.

ㅤ * [Vexana]

Greatly improved the combat capability of the [Eternal Guard].

ㅤ * [Uranus]

Increased Passive's stack limit. Each stack now grants extra Attack Speed.

Skill 2's shield explosion now pulls nearby enemies close and taunts them.


Mode Update: [Frozen Sea Showdown]

ㅤ [Update Content]

1- Moved the Crab skill and Ultimate buttons to the 3rd and 4th slots of the right wheel.

2- The Ultimate is no longer automatically obtained. Destroying Chests grants passive effects to the whole team and unlocks the Ultimate for yourself.

3- Skill 2's damage range is increased by 30%.

4- Players start with 1 stack of [Glacial Hook], and their level will match the number of [Glacial Hook] stacks.

5- Iron Hook's base launching speed is increased by 15%.

6- Added a snowfall effect as the match nears its end, appearing alongside the kill count warning.


Mayhem Mode Returns

ㅤ [Available Time]

To meet Summoners' expectations, Mayhem Mode will return with new heroes in the upcoming Advanced Server update!

Available Time: Limited full-day access starting 01/30/2026.

ㅤ [Guide]

In MAYHEM mode, players can freely choose their favorite heroes from owned heroes, mode-specific free heroes, and heroes unlocked by Trial Cards.

Heroes will receive tailored super skill enhancements. Heroes start at Lv.4 with faster Gold gain and reduced Arrival cooldown. Let the mayhem begin!

ㅤ [New Heroes]

New available heroes: Freya, Eudora, Granger, Alpha, Layla, Yu Zhong, Cici, Leomord, Belerick, Badang, X.Borg, Nolan, Zetian, Obsidia, and Sora.


r/MobileLegendsGame • • Apr 24 '26

Patch Notes Patch Notes 2.1.76 - Adv. Server

11 Upvotes
Advanced server update released on April 23, 2026 (Server Time)

From the Designers

In this patch, we've toned down certain Roamers with excessive early-to-mid game damage, and boosted the damage of several Tank heroes whose damage was too low.


ㅤ

II. Revamped Hero

  • [Revamped Hero: Wild-oats Fist - Masha]

Hero Feature: A Berserker who enters the Feral state by breaking the enemy's wound.

Masha's core gameplay has been revamped. We want her to thrive as a high-skill ceiling Berserker capable of sustained combat, rather than an Assassin limited to split-pushing or burst damage.

ㅤㅤ [Passive - Primal Pact]

Masha has 3 HP bars and dies only when the last one is depleted. Masha gains Fury when dealing damage to heroes or creeps. Fury converts to HP when out of combat. Masha leaves a Wound on the enemy when dealing damage to them. Attacking from the direction of the Wound will break it, dealing extra damage and recovering HP. After breaking 3 Wounds consecutively, Masha enters the Feral state, gaining massive Resilience, Attack Speed, and Movement Speed. Each attack counts as breaking a Wound.

ㅤㅤ [Skill 1 - Feral Swipe]

Masha releases energy forward, dealing Physical Damage to enemies in its path and slowing enemy heroes.

ㅤㅤ [Skill 2 - Claw Strike]

Masha dashes in the target direction and enhances her next Basic Attack, launching a shockwave at nearby enemies.

ㅤㅤ [Skill 3 - Savage Maul]

Masha charges toward the target hero, dealing Physical Damage and stunning them, while knocking back nearby enemies.


ㅤ

. Hero Adjustments

The following uses (↑) (↓) (~) to indicate Buff, Nerf, and Adjustment.

Heroes with major changes in this patch: [Balmond] (↑), [Chou] (↑), [Paquito] (↑), and [Saber] (↑)

ㅤ * [Atlas] (↑)

Increased Atlas's early-to-mid-game damage frequency.

ㅤㅤ [Skill 1] (↑)

Cooldown: 7-4.5s >> 4.5s at all levels

ㅤ * [Balmond] (↑)

Moved Skill 1's physical defense reduction effect to Skill 2 to make it easier to trigger.

ㅤㅤ [Passive] (~)

HP Regen Upon a Kill: 20% Max HP >> HP Regen Upon a Kill or Assist: 10% Max HP

ㅤㅤ [Skill 1] (↑)

Removed Effect: Reduces the target's Physical Defense.

ㅤㅤ [Skill 2] (↑)

New Effect: Each hit reduces the target's Physical Defense by 5% (up to 8 stacks).

Removed Effect: Hitting the same target increases subsequent damage from this skill.

Movement Speed Boost: 15% that decays over time >> 15% that no longer decays

Damage Bonus: 25% Total Physical Attack + 2% Extra HP (Physical Attack bonus can Crit) >> 20% Total Physical Attack + 1.3% Max HP (cannot Crit)

ㅤ * [Belerick] (↑)

Compared to similar skills, Belerick's Skill 1 has a long delay. We've slightly reduced its delay to improve the hit rate.

ㅤㅤ [Skill 1] (↑)

Taunt Delay: 1s >> 0.8s

ㅤ * [Carmilla] (↑)

Greatly increased Carmilla's threat when closing in on enemies in the early game and optimized the growth curve of her Passive.

ㅤㅤ [Skill 1] (↑)

Base Damage: 65-130 >> 100-150

ㅤㅤ [Passive] (↑)

Stolen Hybrid Defense: 7-11 >> 6-13

ㅤ * [Chou] (↑)

We've optimized the responsiveness of weaving Basic Attacks between skills, enhanced the late-game strength of his Ultimate, and slightly reduced the second-phase knockback distance to ensure Chou can immediately follow up with an enhanced Basic Attack.

ㅤㅤ [Attribute] (↑)

Basic Attack Range: 1.4 >> 1.6

ㅤㅤ [Skill 1] (↑)

Removed the backswing. A Basic Attack can now be used immediately after the skill.

ㅤㅤ [Ultimate] (↑)

Cooldown: 34s at all levels >> 36-30s

Base Damage: 400-500 >> 400-600

Chase Damage: 480-580 >> 480-680

Second-Phase Knockback Distance: 1.5 >> 1.15

ㅤ * [Freya] (↓)

Reduced the hero's HP Regen in the early-to-mid-game.

ㅤㅤ [Ultimate] (↓)

Base HP Regen per Basic Attack: 40-80 >> 10-80

ㅤ * [Harley] (↓)

Reduced the hero's mid-game burst damage to lower his snowball potential.

ㅤㅤ [Skill 1] (↓)

Base Damage per Card: 130-210 >> 130-190

ㅤ * [Hilda] (↓)

Reduced the hero's early to mid game burst capability, and increased her durability to improve overall balance.

ㅤㅤ [Attributes] (↓)

Base Physical Attack: 123 >> 103

Physical Attack Growth: 6.85 >> 8

ㅤㅤ [Skill 1] (↑)

Shield: 10%-20% of Max HP >> 10%-30% of Max HP

ㅤㅤ [Skill 2] (↓)

Damage: 220-420 (+ 100% of Total Physical Attack) >> 200-400 (+ 90% of Physical Attack)

ㅤ * [Khaleed] (~)

Reduced the hero's early to mid game burst capability, and increased his durability to improve overall balance.

ㅤㅤ [Skill 1] (↓)

Damage: 200-400 (+140% of Total Physical Attack) >> 175-400 (+120% of Total Physical Attack)

Damage on Minions: 50%-75% >> 60%-85%

ㅤㅤ [Skill 2] (↑)

Cooldown: 22-17s >> 18-13s

ㅤ * [Khufra] (↑)

Slightly increased Khufra's early-to-mid-game damage.

ㅤㅤ [Passive] (↑)

The enhanced Basic Attack deals 100 extra Base Damage.

ㅤ * [Lolita] (↑)

Increased Lolita's offensive potential.

ㅤㅤ [Skill 1] (↑)

Cooldown: 10-8s >> 7-5.5s

ㅤㅤ [Skill 2] (↓)

Reflected Projectile Damage: 100% >> 50%

ㅤ * [Marcel] (~)

We aim to reduce the negative experience of facing Marcel's excessive crowd control, while giving him more chances to showcase his individual skills.

ㅤㅤ [Attributes] (~)

Base Physical Defense: 25 >> 30

Base Magic Defense: 15 >> 20

Base HP: 2740 >> 2950

Physical Defense Growth: 2 >> 1.4

Magic Defense Growth: 1 >> 0.5

HP Growth: 200 >> 160

ㅤㅤ [Passive] (~)

Removed Effect: Basic Attack cannot Crit.

Removed Effect: Cannot benefit from extra Attack Speed >> Can partially benefit from extra Attack Speed.

Removed Effect: Basic Attacks reduce Platinum Snap's cooldown by 1s per target.

New Effect: Marcel gains 300% HP Regen when out of combat.

ㅤㅤ [Skill 1] (~)

Removed the immobilize effect.

Slow Effect: 20% >> 60%

Base Damage: 370-520 >> 450-700

Damage Bonus: (50% Total Physical Attack) (+ 100% Total Magic Defense) (+ 100% Total Physical Defense) >> (50% Total Physical Attack) (+ 120% Total Magic Defense) (+ 120% Total Physical Defense)

ㅤㅤ [Ultimate] (~)

Reverted last week's changes to the Ultimate.

ㅤ * [Minotaur] (↑)

Increased Minotaur's damage.

ㅤㅤ [Skill 1] (↑)

Base Damage: 280-355 >> 325-500

Enhanced Basic Attack Damage: 3% Total HP >> 25 (+5% Total HP)

Bonus Damage in Enraged State: 3% Total HP >> 25 (+5% Total HP).

ㅤ * [Paquito] (↑)

As an agile boxer, Paquito is meant to excel at kiting in lane and engaging teamfights in the late game. Therefore, we've increased his skill ceiling and lane-pushing capabilities.

ㅤㅤ [Passive] (↑)

Removed Effect: Each Basic Attack only deals 85% Total Physical Attack.

New Effect: Paquito's enhanced skills deal 10%-40% extra damage (scales with level) to minions.

Enhanced Skill Movement Speed Boost: 60% extra Movement Speed that decays over 1.8s >> 60% extra Movement Speed that decays over 1.2s

New Effect: Using an enhanced skill grants 10%-40% Damage Reduction (scales with level) for 1.2s.

ㅤㅤ [Skill 1] (↑)

Adjustment: Hitting a hero or creep grants a shield >> Hitting an enemy grants a shield

ㅤ * [Saber] (↑)

Saber relied too much on one-shot combos. Therefore, we've made adjustments to increase his sustained damage capabilities before and after casting his Ultimate.

We have also adjusted Saber's base attributes and damage bonuses to allow him to build Fighter equipment.

ㅤㅤ [Attributes] (↑)

Base HP: 2440 >> 2500

HP Growth: 180 >> 195

Physical Defense Growth: 4.1 >> 4.5

ㅤㅤ [Skill 1] (~)

Orbiting Sword Damage: 75-105 (+ 30% Extra Physical Attack) >> 75-125 (+25% Extra Physical Attack)

Extra Damage: 210-260 (+60% Extra Physical Attack) >> 200-300 (+50% Extra Physical Attack)

Mana Cost: 80-105 >> 60-85

Orbiting sword attack reduces Skill 2 cooldown by 1s >> Reduces Skill 1 cooldown by 0.5s and Skill 2 cooldown by 1s

Cooldown: 9s >> 10s

Duration: 5s >> 4s

ㅤㅤ [Skill 2] (~)

Mana Cost: 70-45 >> 40-60

ㅤㅤ [Ultimate] (↑)

First Two Strikes: 120-180 (+ 100% Extra Physical Attack) >> 120-220 (+ 80% Extra Physical Attack)

The Third Strike: 240-360 (+200% Extra Physical Attack) >> 240-440 (+ 160% Extra Physical Attack)


ㅤ

III. Battlefield Adjustment

A. Battlefield Effect Test

ㅤㅤ [Nowhere to Hide]

Adjusted the locations of some Pickable Crystals for further testing and data collection.


B. Equipment Adjustments

  • [Roaming Blessings] (↓)

We acknowledge that damage-oriented Roamers can generate Gold for the team by harassing enemies. However, we do not encourage the playstyle of boosting themselves by taking gold from minions and creeps killed by their allies. Therefore, we have extended the duration during which heroes with Roaming Blessings receive reduced Gold from minions and creeps when alone.

Duration of Reduced Gold from Minions and Creeps When Alone: 5 min >> 8 min

ㅤ * [Roaming Blessing - Dire Hit] (~)

Trigger Condition of Extra Damage: Basic Attack >> Basic Attack or Skill


C. Other Adjustments

ㅤㅤ [UI Optimizations for Resplendent Skins in the Hero Selection Screen]

Optimized the UI for Resplendent Skins in the Hero Selection Screen. During the Pick & Ban phase, once a player confirms a Resplendent Skin, all players in the match will immediately see its visual effects. Different dragonshard colors correspond to exclusive visual effects.


ㅤ

III. Mode Adjustments

Brawl

ㅤ Update Content

ㅤㅤ [Hero Pool Updates]

New Hero Added to the Brawl Random Hero Pool: Faramis.

  • [Faramis]

Faramis is too dominant in Brawl's compact terrain. While adding him to the random hero pool, we've adjusted his wave-clearing ability for better balance.

ㅤㅤ [Skill 2] (↓)

New Decay Mechanic: After hitting the same target more than 3 times with a single skill cast, subsequent damage decays to 50%.


r/MobileLegendsGame • • Sep 18 '26

Patch Notes Patch Notes 2.2.16 - Org. Server

15 Upvotes
Original server update released on September 16, 2026 (Server Time)

From the Designers

In this patch, we've improved several underperforming Jungler and Exp Lane heroes to help them perform better.

To celebrate MLBB's 10th anniversary, this patch also features a comprehensive art overhaul for several iconic heroes from different regions, including Masha, Bruno, Paquito, Kadita, Clint, Luo Yi, Brody, and Badang. We've also revamped and optimized the skill mechanics for Masha and Bruno.


ㅤ

I. Revamped Heroes

  • 10th Anniversary Revamped Hero: The Protector - Bruno

Hero Feature: A Marksman who deals massive damage to enemies by continuously kicking powerballs.

We've made several optimizations to Bruno. While preserving his core identity, we've improved his controls and made adjustments across his kit. These changes make him a more agile and formidable striker.

ㅤㅤ [Skilll 1 - Volley Shot] (~)

We believe the original Volley Shot placed too much burden on players. In the current environment, players might fail to pick up the Powerball even after planning their movement and positioning correctly. Therefore, we've optimized it.

ㅤㅤ [Controls Optimizations]

The landing distance of Powerball now scales with Bruno's Movement Speed.

The Movement Speed boost is now granted when kicking the Powerball instead of upon dealing damage.

The Movement Speed boost now decays over time.

The landing position of Powerball will no longer cross walls.

Powerball can now be cast even when affected by control effects (except Silence).

Powerball now remains on the ground for 3s, up from 2s. Multiple Powerballs can now be retrieved separately.

Fixed an issue where Bruno would occasionally lose a Powerball while performing his two-Powerball combo.

Now casting the skill no longer interrupts Basic Attacks.

ㅤㅤ [Stat Adjustments]

Base Damage: 100-225 >> 75-150

Mana Cost: 60-85 >> 50-75

ㅤㅤ [Skilll 2 - Slide] (↑)

We believe the original skill effect might lead players into relatively dangerous positions. Therefore, we've redesigned the skill to focus more on assisting players with pursuit or escape.

ㅤㅤ [Controls Optimizations]

Adjusted the default direction of dash effects to the joystick's direction.

Now, when Bruno's Powerball begins to bounce back after dealing damage while he is sliding with Flying Tackle, it will tend to land near his dash destination instead of his starting position.

ㅤㅤ [Mechanics Optimizations]

Removed Powerball's pullback effect. Bruno now gains a Powerball when his slide ends.

ㅤㅤ [Stat Adjustments]

Removed the damage effect. Stun Duration: 0.5s >> 0.1s

Cooldown: 7s at all levels >> 9-7s

Mana Cost: 60 >> 90

ㅤㅤ [Ultimate - Worldie] (↓)

We believe the original skill had too many effects, making it difficult to understand and use correctly. Therefore, we've redesigned the skill to focus on initiating team fights from a distance and rapidly gaining Passive stacks.

ㅤㅤ [Mechanics Optimizations]

It now applies a brief stun and a massive decaying slow effect on the first target hit, and no longer reduces Physical Defense.

Optimized the knockback effect on the first target hit. The target will now be knocked back to Bruno's maximum attack range. Knockback & Stun Duration: 0.1s >> 0.5s

Energy Ball now prioritizes enemy heroes when bouncing between enemy units.

ㅤㅤ [Stat Adjustments]

Cast Range: 5.6 >> 6

First Hit Damage (Base Damage): 250-450 (+ 83% Total Physical Attack) >> 200-400 (+80% Total Physical Attack)

Bounce Damage (Extra Damage): 150-270 (+50% Total Physical Attack) >> 100-200 (+40% Total Physical Attack)


  • 10th Anniversary Revamped Hero: Wild-oats Fist - Masha

Hero Feature: A Berserker who enters the Feral state by breaking the enemy's wound. Masha's core gameplay has been revamped. We want her to thrive as a high-skill ceiling Berserker capable of sustained combat, rather than an Assassin limited to split-pushing or burst damage.

ㅤㅤ [Passive - Primal Pact]

Masha has 3 HP bars and dies only when the last one is depleted. Masha gains Feral when dealing damage to heroes or creeps. Feral converts to HP when out of combat. Masha leaves a Wound on the enemy when dealing skill damage to them. Attacking again with a Basic Attack from the direction of the Wound will break it, putting Masha into the Feral state. While in the Feral state, her next 3 Basic Attacks become wide-range claw strikes, and she gains massive Resilience, Attack Speed, and Movement Speed.

ㅤㅤ [Skilll 1 - Feral Swipe]

Masha releases energy forward, dealing Physical Damage to enemies in its path and slowing enemy heroes.

ㅤㅤ [Skilll 2 - Claw Strike]

Masha dashes in the target direction, unleashing a wide-range claw strike upon reaching max range or colliding with a non-minion enemy unit. This skill's cooldown resets each time she loses a life.

ㅤㅤ [Ultimate - Savage Maul]

Masha charges toward the target hero, dealing Physical Damage and stunning them, while knocking back nearby enemies.


ㅤ

II. Hero Adjustments

The following uses (↑) (↓) (~) >> to indicate Buff, Nerf, Adjustment, and Changes.

Heroes with major changes in this patch: Aldous (↑), Argus (↑), Aulus (↑), Lukas (↑), Marcel (~), Odette (~), and Sun (~). ㅤ

ㅤ * [Aldous] (↑)

Exp Lane heroes need to serve as a primary force in early-game skirmishes. Aldous's reliance on Skill 1 stacks for damage forced him to farm passively in the early game, leaving him completely out of sync with the team's pace. To boost his early-game combat capability and income while keeping his core playstyle intact, we've made the following adjustments.

ㅤㅤ [Passive] (↑)

Gains a shield on the 3rd Basic Attack, Cooldown: 5s >> Gains a shield on the next Basic Attack every 8s

Base Shield: 500 >> 350

New Effect: Upon gaining a shield, Aldous gains 60% extra Movement Speed for 1s.

ㅤㅤ [Skilll 1] (↑)

New Effect: Gains 20% Movement Speed when moving toward enemy heroes while the skill is active.

New Effect: Gains 5 stacks of Soul Steal if the attack hits an enemy hero.

Soul Steal Stacks Gained on Siege Minion / Other Non-hero Unit Kill: 10/4 >> 12/5

Soul Steal Stacks Gained on Enemy Hero Kill: 10 >> 12

Soul Steal Stacks Gained on Siege Minion Kills by Nearby Allies: 5 >> 6

Soul Steal Stack Cap: 650 >> 1000

Bonus Damage per Soul Steal Stack: 5 >> 3

ㅤㅤ [Skilll 2] (~)

Removed the Movement Speed boost.

Base Damage: 100-200 >> 200-300

Max Damage: 200-400 >> 400-600 ㅤ

  • [Alpha] (↑)

Alpha's early-game laning was relatively weak, so we've adjusted his Passive to scale with Total Physical Attack, improving his early- to mid-game performance. We've also optimized Skill 2's Regen mechanics by increasing its base HP recovered per hit and reducing the additional HP recovered per hit, improving its sustain when hitting a single target.

ㅤㅤ [Passive] (↑)

Laser Damage: 80 (+ 80% Extra Physical Attack) (+8* Hero Level) >> 60 (+50% Total Physical Attack) (+8* Hero Level)

ㅤㅤ [Skilll 2] (↑)

Effect Adjustment: Recover HP for each enemy hit >> Recover HP when hitting an enemy (healing decays by 40% for subsequent enemies hit).

HP Regen per Hit: 40-200 (+ 30% Extra Physical Attack) >> 80-330 (+40% Extra Physical Attack) ㅤ

  • [Argus] (↑)

Based on your feedback, we've decided to make another round of balance adjustments and gameplay improvements to Argus.

Argus can now trigger Demonic Slash more often and stun enemies with Skill 2. The increased Ultimate damage helps him counterattack or secure kills.

ㅤㅤ [Passive] (~)

New Effect: Argus gains 30% initial Crit Chance.

Effect Adjustment: Argus's Crit now triggers an additional Demonic Slash instead of dealing extra damage, but can still trigger other critical-hit effects, including those from Berserker's Fury and Windtalker.

ㅤㅤ [Skilll 2] (↑)

After a charge, he thrusts his Meteoric Sword, dealing damage and stunning targets hit. Hitting an enemy hero grants an extra Attack Speed bonus.

Effect Removed: Meteoric Sword no longer Crits. Its damage now scales with Crit Chance and Crit Damage.

New Effect: Damage now benefits from 40% of Crit Chance and Crit Damage.

ㅤㅤ [Ultimate] (~)

If the Ultimate is not on cooldown and Argus takes fatal damage, the Ultimate automatically triggers death immunity for 4s, but does not deal damage. The Ultimate's damage increases as Argus's HP decreases, by up to 50%, reaching the maximum when his HP falls below 30%.

Base Damage: 150 - 300 >>300-600

Damage Bonus: 50% Total Physical Attack >> 180% Extra Physical Attack

Cooldown: 42 - 35s >> 45s

ㅤㅤ [Attributes] (↑)

Base Movement Speed: 240 >>260 ㅤ

  • [Aulus] (↑)

Aulus takes too long to ramp up, struggles to finish off enemies, and lacks survivability in extended fights. We're addressing these issues by accelerating his ramp-up, condensing his damage into a shorter window, and improving his HP Regen.

ㅤㅤ [Attributes] (~)

Base Attack Speed: 0.88 >> 1

Physical Attack Growth: 10.5 >> 8

Attack Speed Growth: 2.5% >> 2%

ㅤㅤ [Passive] (↑)

After dealing skill damage to a unit, Aulus gains 2s of Enhanced Basic Attacks (up to 4s).

Enhanced Basic Attack: Aulus slams his axe into the ground, dealing damage to targets in a line and recovering his own HP, while applying a slow effect to them. During this state, his Attack Range and Attack Speed are increased.

Enhanced Basic Attack's HP Regen (Per Hit): 30 (+ 15% Total Physical Attack)

ㅤㅤ [Skilll 2] (↑)

Removed Effect: The first cast grants Hybrid Lifesteal upon hitting a target.

New Effect: The first cast stuns targets hit for 0.3s.

The second cast can now be used even if the first cast doesn't hit a target.

Cooldown: 7s at all levels >> 10-8s

ㅤㅤ [Ultimate] (↓)

Base Damage (First 4 Strikes): 150-270 >> 110-270

Base Damage (Last Slash): 450-810 >> 330-810 ㅤ

  • [Cici] (↑)

Slightly increased the hero's early-to-mid-game damage against high-HP units, the speed of killing the EXP Crab in the early game, and sustainability in team fights.

ㅤㅤ [Skilll 1] (↑)

Damage Based on Target's HP: 3%-4.5% >> 3.5%-5%

Max Damage Against Creeps: 75-350 >> 100-350

ㅤㅤ [Passive] (↑)

Spell Vamp Per Stack of Delight: 0.75% >> 1.25% ㅤ

  • [Classic Akai] (↑)

We've slightly increased Classic Akai's damage and adjusted his Ultimate's knockback frequency to match that of the current Akai.

ㅤㅤ [Passive] (↑)

Extra Basic Attack Damage Based on Max HP: 2% >> 3%

ㅤㅤ [Skilll 2] (↑)

Shield's Damage: 2% Max HP >> 3% Max HP

ㅤㅤ [Ultimate] (↑)

Increased the Ultimate's knockback frequency. ㅤ

  • [Classic Zilong] (↓)

We've noticed that Classic Zilong was a bit too strong, even proving hard to handle in Classic mode. As a result, we've reduced his damage and how often he gains Control Immunity.

That said. Even after these adjustments, Classic Zilong can still pick off enemy heroes amid the chaos of battle.

ㅤㅤ [Passive] (↓)

Damage of Enhanced Basic Attack: 450 (+150% Total Physical Attack) >> 360 (+120% Total Physical Attack)

ㅤㅤ [Ultimate] (↓)

Cooldown: 35-27s >> 43-35s ㅤ

  • [Edith] (↑)

Slightly increased Edith's initiative and flexibility.

ㅤㅤ [Skilll 2] (↑)

New Effect: Edith can now pass through walls when ejecting herself from Phylax.

ㅤㅤ [Ultimate] (↑)

New Effect: While inside Phylax, Edith can gain Wrath by dealing skill damage to targets.

New Effect: Gains extra Movement Speed while flying.

New Effect: Edith can now pass through walls when ejecting herself from Phylax.

Removed Effect: Knockback no longer deals damage to nearby enemies. ㅤ

  • [Hanabi] (↓)

Hanabi dealt excessive damage to a single target through consecutive Petal Blade bounces in small-scale team fights. To preserve her single-target poke during the laning phase, we haven't changed her base bounce damage. Instead, we've added a bounce damage falloff: when a Basic Attack or skill bounces repeatedly hits the same target, subsequent bounces deal less damage, limiting her sustained output against a single target within a short time.

ㅤㅤ [Passive] (↓)

New Effect: When Hanabi's Basic Attack or skill bounces hit the same target repeatedly, subsequent bounces deal 30% less damage. ㅤ

  • [Hylos] (~)

Hylos's previous passive effects were underwhelming, so we've adjusted them to make his growth attributes more consistent.

ㅤㅤ [Passive] (~)

Removed Effect: Hylos gains 1.5 extra Max HP for every 1 extra Max Mana gained from equipment or emblems.

New Effect: Hylos gains 1 extra Max Mana for every 2.5 Extra HP gained. ㅤ

  • [Kadita] (~)

Increased Kadita's Movement Speed when roaming to the side lane in the early-to-mid game.

ㅤㅤ [Attributes] (↓)

Movement Speed: 250 >> 240

ㅤㅤ [Passive] (↑)

New Effect: Gains 10% Movement Speed while in the River. ㅤ

  • [Kagura] (↑)

Improved the feel of controlling the Seimei Umbrella when Kagura repositions in battle.

ㅤㅤ [Skilll 1] (↑)

New Effect: The Seimei Umbrella's Movement Speed now increases based on the distance traveled per movement. ㅤ

  • [Kaja] (↑)

Slightly increased Kaja's HP Regen.

ㅤㅤ [Skilll 1] (↑)

Cooldown: 7s >> 5.5s

Kaja now gains additional HP Regen equal to 45% of his Total Magic Power. ㅤ

  • [Kalea] (↑)

Kalea's damage and survivability as a Fighter-Support have both fallen short this patch, making her one of the weakest supports right now. To address this, we've decided to give her a comprehensive buff so she can truly perform as a Fighter-Support.

ㅤㅤ [Skilll 1] (↑)

Base Damage: 200-350 >> 200-450

Cooldown: 4s >> 3.5s

ㅤㅤ [Ultimate] (~)

Damage Bonus: 80% Physical Attack >> 8% Max HP

ㅤㅤ [Passive] (↑)

The Passive's third Basic Attack will still trigger while Kalea is affected by control effects.

HP Regen: 40 (+10% Max HP) (+ 60% Total Magic Power) >> 12% Max HP (+ 80% Total Magic Power) ㅤ

  • [Karina] (↑)

We aim to increase Karina's Skill 1 usage frequency and improve the effectiveness of her Enhanced Basic Attack.

ㅤㅤ [Skilll 1] (↑)

Cooldown: 7s at all levels >> 6s at all levels

Enhanced Basic Attack Damage: 150-225 (+ 55% Total Magic Power) >> 160-310 (+60% Total Magic Power) ㅤ

  • [Lukas] (↑)

Lukas was slightly weak in the Exp Lane but too strong as a jungler. To make him stronger in the Exp Lane while preserving his jungler playstyle, we've made some adjustments to him.

ㅤㅤ [Passive] (↑)

Resolve Gained from Attacking Enemies: 2 >> 3.5

ㅤㅤ [Skilll 1] (~)

Added a fan-shaped hitbox in front of Skill 1 when used in human form with 0 stacks.

Pulverize Base Damage: 220 - 520 >>280-580

Spin Damage: 100 - 200 >>80-180

HP Regen: 5% of Max HP >>6\% of Max HP

ㅤㅤ [Skilll 2] (~)

Lightning damage after Flash Strike now only triggers once.

Sacred Lightning Damage: 50-100 (+ 25% Physical Attack) >> 110-310 (+50% Physical Attack)

ㅤㅤ [Ultimate] (↓)

Ultimate's Resolve Regen: 1-2 >> 0.5-2 ㅤ

  • [Marcel] (~)

Improved Marcel's skill synergy with other heroes, allowing him to work better with a wider range of heroes. As a balance adjustment, we've slightly reduced his early-game damage and skill cast frequency. Marcel can now interrupt skills that require selecting a target location before dealing damage (e.g., Eudora's Ultimate and Vexana's Skill 2).

ㅤㅤ [Skilll 1] (↓)

Base Damage: 350-700 >> 300-650

Cooldown: 12.5-10s >> 15-12s

ㅤㅤ [Skilll 2] (↓)

Cooldown: 12.5-10s >> 15-12s

ㅤㅤ [Ultimate] (↑)

Location-targeted skills can now be frozen by "Golden Hour".

Cooldown: 74-62s >> 90-66s ㅤ

  • [Melissa] (↓)

Melissa's Skill 1 provided too much Attack Speed for too long, while Muddles summoned by Skill 2 dealt excessive Basic Attack damage. We've reduced Skill 1's Attack Speed bonus and duration, as well as Muddles' damage transfer ratio and the percentage of Attack Effects inherited.

ㅤㅤ [Skilll 1] (↓)

Attack Speed Bonus: 50%-75% >> 30%-55%

Duration: 3s >> 2.5s

ㅤㅤ [Skilll 2] (↓)

Muddles's Damage Transfer: 60% >> 52%

Attack Effect Inheritance Ratio: 80% >> 52% (now matches the Basic Attack damage transfer ratio) ㅤ

  • [Miya] (↓)

Miya's team fight damage and farming speed in the current patch exceeded expectations. We've fixed an issue where Moonlight Shadow's Split Arrow dealt abnormal damage and incorrectly triggered Attack Effects, and slightly reduced Miya's damage to single targets.

ㅤㅤ [Passive] (↓)

Moonlight Shadow Damage: 30 (+ 25% Total Physical Attack) >> 25 (+20% Total Physical Attack)

ㅤㅤ [Skilll 1] (↓)

Fixed an issue where Miya's Split Arrow (Moonlight Shadow) dealt incorrect damage and incorrectly triggered Attack Effects. ㅤ

  • [Odette] (~)

To make Odette feel more like a graceful dancer, she can now move freely at a slightly reduced speed while casting her Ultimate.

ㅤㅤ [Ultimate] (~)

Adjustment: The second cast has been removed. Odette can now move freely at a slightly slower speed during her Ultimate.

Removed Effect: Increased the bounce speed and frequency of Passive's sound wave during the Ultimate. ㅤ

  • [Paquito] (↓)

To prevent Paquito from snowballing too quickly and zoning enemies out of lane, we've slightly reduced his early-to-mid-game burst damage.

ㅤㅤ [Enhanced Skill 2] (↓)

Base Damage: 350-750 >> 300-800

Damage Bonus: 230% Total Physical Attack >> 210% Total Physical Attack ㅤ

  • [Sun] (~)

We've noticed that roaming Sun takes too many resources away from his teammates, negatively affecting their experience. We've therefore made targeted adjustments to rein in his roaming build while minimizing the impact on his performance in other lanes.

ㅤㅤ [Passive] (~)

To offset the changes to the Doppelganger's cooldown and attributes, we've adjusted some values of Sun's Passive to keep its overall effectiveness unchanged.

HP Regen: 25% of Doppelganger's Physical Attack >> 15% of Doppelganger's Physical Attack

Extra Damage to Creeps: 50 >> 65

ㅤㅤ [Skilll 1 & 2] (~)

The Doppelganger inherits all of Sun's attributes, but the damage it deals is reduced, and it takes extra damage.

Damage Dealt by Doppelganger: 60%

Damage Taken by Doppelganger: 150%

The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.

Cooldown: 10-8s >> 6.5-5s

Base Damage: 200-400 >> 280-480

Experience Optimization: Enemy Gold Reward for Killing a Doppelganger: 26 (+ 1.5* Game Time in minutes) >> 10 (+1.0* Game Time in minutes)

ㅤㅤ [Ultimate] (~)

Slow Effect: 20% >> 25%

Base Damage: 270-320 >> 270-300

Cooldown: 6s >> 5s

ㅤㅤ [Skilll 4] (~)

The Doppelganger inherits all of Sun's attributes, but the damage it deals is reduced, and it takes extra damage.

Damage Dealt by Doppelganger: 80%-100%

Damage Taken by Doppelganger: 120%

The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.

Cooldown: 36-28s >> 32-22s ㅤ

  • [Yi Sun-shin] (↓)

Yi Sun-shin's overall mobility was too high, so we've increased Skill 1's cooldown to limit his dash frequency.

ㅤㅤ [Skilll 1] (↓)

Cooldown: 12-7s >> 12-9s


ㅤ

III. Battlefield Adjustments

A. In-Match Economy

We've found that matches in the current patch are too fast-paced, making it difficult for teams that fall behind to make a comeback. To address this, we've adjusted battlefield gold income and comeback mechanics for disadvantaged teams.

  • [Creep] (↓)

Reduced the Base Gold of the Horned Lizard, Fire Beetle, and Lava Golem by 13%

  • [Team Bounty] (~)

Gold Deficit Required to Gain Bonus Gold from Enemy Hero Kills: 2,000 >> 1,500

  • [Minions] (↓)

Slightly reduced minions' Gold reward growth over time.


B. Mythical Honor Battlefield

  • [Edith] (↓)

Reverted skill values to match those outside the Mythical Honor Battlefield. ㅤ

  • [Tigreal] (↑)

ㅤㅤ [Skilll 2] (↑)

Cooldown: 16-13s >> 13-10s


C. Map Changes Update

The 2026 Annual Map Change officially begins on 09/28 (Server Time). This update introduces [Revealing Wisps], [Healing Turtle], and [Golden Turret], along with [Flying Cloud], which now features an upgraded art visual effect. Once this goes live, you can check out the full details in the in-game Battlefield Overview tab. Here's a quick overview:

ㅤㅤ [Revealing Wisps]

Pickable Vision Wisps are available across the map. Upon picking one up, the wisp circles around the hero for several seconds. If there are hidden enemy heroes within a large range, the wisp will move to their location and reveal them for several seconds.

ㅤㅤ [Healing Turtle]

Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the enemy's strongest lane to help push it. Allied heroes near the allied Turtle will recover HP rapidly and gain Turtle companions to help push turrets.

ㅤㅤ [Golden Turret]

Greatly increased the Gold shared to the entire team when any Turret is destroyed. Inner Turret and Base Turret HP are also increased.


D. Adjusted Turret Interactions for Enhanced Basic Attacks

ㅤㅤ [Hero Enhanced Basic Attacks]

All heroes' Enhanced Basic Attacks triggered by their own skills can now hit Turrets and apply their HP Regen effects.

Any exceptions will be clearly noted in the corresponding skill description.

Enhanced Basic Attacks from Sun, Argus, Gusion, Thamuz, Dyrroth, and Masha can now trigger HP Regen effects when attacking Turrets.

ㅤㅤ [Other Enhanced Basic Attacks]

Enhanced Basic Attack effects from Emblems, Battle Spells, and Equipment cannot trigger when attacking Turrets.

ㅤㅤ [Quantum Charge]

Cannot trigger when attacking Turrets.

When using Inspire to attack Turrets, the Attack Speed boost and defense-ignoring effect still apply, but the HP Regen effect will not trigger.


E. Control Settings Update

We are now factoring in the attacker's Penetration along with the target's Defense and HP to prioritize locking onto the target that is actually the easiest to kill, rather than just the one with the lowest HP.

As a result, in the Targeting Priority options, "Lowest HP" has been optimized to "Lowest Effective HP".

Special Note: Since a large portion of Karina, Karrie, Lesley, and Thamuz's damage is True Damage, they will continue to use the "Lowest HP" targeting rule even when "Lowest Effective HP" is selected.

The original "Closest Target" and "Lowest HP Percent" options remain unchanged. Heroes using these options will not be affected.


F. Basic Attack Targeting Optimizations

We've optimized the targeting mechanics for Basic Attack pursuit, reducing cases where ranged heroes repeatedly switch targets between minions and enemy heroes when pursuing enemies outside their Basic Attack range.

After a Basic Attack hits a hero, tapping the Basic Attack button repeatedly within a short time will now prioritize pursuing and re-attacking that same target, unless a higher-priority enemy hero is within Basic Attack range.


G. Movement Control Optimizations

Added a landing indicator for all dash skills passing through obstacles.


H. Sanctum Island Map Updates

We've fully revamped the art assets for Sanctum Island's scene, lord, and base. The new map now offers better visuals while keeping performance nearly on par with the original. This update takes effect immediately, so please make sure all resources are downloaded before entering the game for the complete experience.


I. Simplified Hero Skill Descriptions

To reduce the length of hero skill descriptions and improve readability, we've replaced some commonly used attributes (Attack, Defense, and Max HP) with simple and intuitive icons.


J. Other

1. Optimized Minsitthar's Skill 1 description.

2. Fixed an issue where Nana's Skill 2 sometimes dealt abnormal damage.

3. Fixed an issue where the control duration in Gloo's Skill 1 description was incorrect.

4. Adjusted the camera height after Layla upgrades her Ultimate, improving visibility at the bottom of the screen.

5. Fixed an issue where, in certain situations, Lieh's Hybrid Defense bonus would not trigger after killing an enemy within his domain.


ㅤ

IV. System Adjustments

A. New Custom Setups

To better accommodate player preferences, we've added custom layouts for medium and large buttons in the Custom UI.


B. Career Achievements

Added the [Claim All] feature, allowing you to claim multiple achievement rewards at once.


C. Collection - The MLabel Skin Label

The brand-new TheMLabel skin label is officially launched.

THE ASPIRANTS series is officially added to TheMLabel.

Complete the full collection achievement to unlock multiple special privileges and showcase your collector status.

You can also switch to the series' customization item overview to plan your collection.

Added the label story feature, allowing you to learn the lore behind the skin series.


D. Adjusted Mode Unlock Condition

We've adjusted the unlock conditions for the following three modes:

1. [VS A.I. & Custom]: The unlock condition has been adjusted to reaching Elite rank.

2. [Magic Chess]: The unlock condition has been adjusted to reaching Lv.12.

3. [1 VS 1]: The unlock condition has been adjusted to reaching Lv.25.


E. Multiplayer Training Camp

Added the Multiplayer Training Camp feature. Access it via [Mode] - [VS A.I. & Custom] - [Multiplayer Training Camp].


F. Ranked Mode

S41 will end at 21:59:59 on 09/15 (Server Time).

S42 will start from 00:00:00 on 09/16 (Server Time). Complete Ranked matches to claim rewards, including S42 Seasonal Skin: Popol and Kupa "Flamehide Thane" and S42 Avatar Border "Starward Decade".

We hope you enjoy the game and wish you the best in your ranked matches!


G. Auction House

1. Added a display status for items marked "Temporarily Sold Out" in the Auction House.

2. Added the Sale Reminder feature. Add an item to your reminder list, and you'll be notified as soon as it becomes available again, provided you're online and not in a match.

3. Adjusted how owned items are prioritized in the Auction House and updated the related purchasing and usage rules.

4. Optimized how the Auction House list refreshes after a purchase.


H. Mail Optimizations

1. Optimized the red dot notification for unread mail. The red dot will now appear only when you have unread important mail or unread mail with attachments.

2. Optimized the display of important system notifications, battlefield reports, and report feedback mail.

3. Optimized the visuals for mail with attachments.


I. Namecard

The Namecard feature has been revamped, giving you more ways to express yourself. Check it out to see what's new!

Tap any player's avatar to view their Namecard and explore its new features.

1. Model/Portrait Display: The new Namecard lets you showcase a 3D model or portrait. 3D models feature an entrance animation that showcases your hero in all their glory. Make your Namecard truly yours!

2. ID Card Customization: Equip multiple ID cards, such as Mythic Medal, Collector, Achievement Hall, Season Info, Live Legend, and personalized info cards. Arrange them freely to show off your best side!

3. Namecard Highlights: Memorable in-game moments-such as earning Legendary or Savage, unlocking skins, and winning tournaments-are automatically added to your Highlights. Other players can give each Highlight a Like or Super Like, and each has its own like count. Show off your best moments!

4. Album Namecard Display: The Album module now supports Namecard display. New content is automatically tagged, so your best moments get seen by other players right away!


J. Super Like

To improve the Like experience, we've made comprehensive upgrades to the Like feature:

1. Super Like: Show your friends some extra appreciation with effects that shine brighter than a standard like!

2. Like Records: Added a new page to your Profile where you can view all your like records in one place. You can also like someone back with a single tap.

3. Like Shop: Earning Super Likes lets you build up currency to redeem skins and exclusive banners in the Super Like Shop!


K. Highlights Notification Feature

Added a new Highlights Notification area, along with exclusive Highlights Notifications that showcase your own unique highlights.

We've also added several new Highlights Notifications to replace some existing ones, along with new hero-exclusive Highlights Notifications. Check them out in your next match!


L. In-Match Likes

We've improved the in-match like experience: the like button now shows which player you're liking, with enhanced notification effects as likes accumulate.

When you trigger certain Highlight Notifications with an ally, you can like each other to activate a series of new teamwork notifications.


M. Battle Achievement Interface

Added a new match result screen showcasing your team's honor. It is currently only shown in Ranked, Classic, and MLBB Rising Open.

We've added a new Supreme Medal to reward players with outstanding in-match performance.

Earning MVP will also grant the corresponding Supreme MVP Medal. To balance this, we've also adjusted the requirements for earning other medals accordingly.

We also improved the feedback for likes on the match result screen, making it quicker to like back players who liked you.


N. 10-Player Match Result Screen

We now display Highlights Notifications triggered by players during a match, with each displayed icon counting toward the match score.

If there are too many icons, they'll be grouped under a single icon showing the total count. Tap it to view all triggers from the match.


O. Protection Points and Star-raising Points

We've added exclusive Protection Point and Star-raising Point rewards for Supreme Medals. To balance this change, we've adjusted the Star-raising Points and Protection Points for other medals.


P. Season Achievements

We've added Season Achievement rewards. You can now equip them from the Honor Badge screen, or share your Season Achievement level in the lobby and other screens. Starting next season, you'll be able to carry over Season Achievement rewards from the previous season, including Style Plates, Namecards, and Honor Badges, until the end of the current season. We've added new Season Achievement tasks and adjusted the completion requirements for certain levels and tasks, making it easier to progress.


Q. Announcement System Adjustments

ㅤㅤ [Tab and Content Adjustments]

The "Announcements" tab will be removed. Important announcements, including patch notees, monthly events, and balance adjustments, will now be moved to the "News" tab.

ㅤㅤ [Announcement Notification Update]

Announcements will no longer use red dot badges, including those carried over to other menu icons.

Announcements requiring special attention will instead be marked with a flame icon.

ㅤㅤ [Read Announcement Sorting Update]

Once read, an announcement will automatically move to the bottom of the "News" tab, making unread announcements easier to find.

ㅤㅤ [Security Announcement Display Update]

Security announcements and related content will be temporarily removed. We plan to make them available through other systems in a future patch.


ㅤ

V. Mode Adjustments

A. Brawl

ㅤㅤ [Hero Balance Adjustments]

Based on recent Brawl hero win and pick rates, we've made balance adjustments.

  • [Dyrroth] (↓): DMG +14% >> +8%, DMG Taken -10% >> -6%

  • [Barats] (↓): DMG Taken +2% >> +10%

  • [Sora] (↓): DMG Taken +6% >> +12%

  • [Hanabi] (↓): DMG Taken +18% >> +20%

  • [Martis] (↓): (New) DMG Taken +6%

  • [Guinevere] (↓): DMG Taken -20% >> -14%

  • [Beatrix] (↓): (New) DMG -6%

  • [Aldous] (↓): DMG Taken -16% >> -12%

  • [Minotaur] (↓): DMG Taken +4% >> +8%

  • [Miya] (↓): (New) DMG Taken +4%

  • [Marcel] (↓): (New) DMG Taken +4%

  • [Edith] (↓): DMG Taken +2% >> +4%

  • [Irithel] (↓): (New) DMG Taken +4%

  • [Esmeralda] (↓): (New) DMG-4%

  • [Grock] (↓): DMG Taken -20% >> -16%

  • [Karrie] (↓): (New) DMG -4%

  • [Chip] (↑): DMG +4% >> +6%

  • [Granger] (↑): DMG -4% >> -2%, DMG Taken -8% >> -10%

  • [X.Borg] (↑): (New) DMG Taken -4%

  • [Pharsa] (↑): DMG -6% >> -2%

  • [Kaja] (↑): DMG +10% >> +12%, DMG Taken -10% >> -12%

  • [Joy] (↑): DMG +8% >> +10%, DMG Taken -8% >> -12%

  • [Nolan] (↑): DMG Taken -16% >> -20%

  • [Harley] (↑): DMG Taken -6% >> -14%

  • [Uranus] (↑): DMG Taken +20% >> +10%

  • [Kalea] (↑): DMG +14% >> +18%, DMG Taken -8% >> -12%

  • [Hirara] (↑): DMG Taken -6% >> -14%

  • [Valentina] (↑): (New) DMG Taken -10%

  • [Zhuxin] (↑): DMG +10% >> +16%, DMG Taken -12% >> -16%

  • [Franco] (↑): Greatly reduced skill cooldowns.

ㅤㅤ [Bug Fixes]

Fixed an issue that caused abnormal camera behavior for enemies hit when Yin cast or recast his Ultimate.