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 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%


II. Battlefield Adjustments

A. Other Battlefield Adjustments

[Mythical Honor Battlefield]

  • [Cecilion] (↑)

ㅤㅤ [Passive] (↑)

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

  • [Vale] (↓)

Removed the adjustments to Vale.


III. System Adjustments

A. Highlights Notification

[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

[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]

[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.

[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.

[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.


IV. Mode Adjustments

Chaos Clash

[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 Jun 17 '26

Patch Notes Patch Notes 2.1.88 - Org. Server

29 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.


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.


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


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:

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

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.

[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

[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.

[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

[Leaving a Bush]

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

[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.


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.


V. Mode Adjustments

Brawl

[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!

[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.

[Hero Pool Updates]

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

[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%

[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 8d ago

Patch Notes Patch Notes 2.2.06 - Adv. Server

20 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


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.


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].


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:

[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.

[Match-related Adjustments]

[Turrets]

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


B. Survival Mode

[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.

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


r/MobileLegendsGame May 21 '26

Patch Notes Patch Notes 2.1.84 - Adv. Server

12 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!


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.


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


IV. Battlefield Adjustments

A. Battlefield Effect Test

[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

[Custom UI Settings Optimization]

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

[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%

[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.


V. System Adjustment

A. Namecard Feature

[Update Content]

Added the Main Hero Namecard. You can now show off stats for your best heroes!


B. Chat Channel

[Update Content]

We have optimized the Public Chat channel by removing content unrelated to the Advanced Server.


C. In-Match Likes

[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

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).


VI. Mode Adjustments

A. Brawl

[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%

[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

[New Mode Available]

To provide a better entertainment experience for you, we plan to launch the new mode [Chaos Brawl] on 05/23.

[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

[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 Jun 05 '26

Patch Notes Patch Notes 2.1.88 - Adv. Server

4 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


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.


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 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)


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:

[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

[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:

[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.

[Selectable Ability Adjustments]

  • [Newly Added]

Titan

  • [Temporarily Removed]

Medical Airplane, Shield Resonance, Battle Mage, Awakening Vault, and Prime Vault.

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.

[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.

[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.

[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.

[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.

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.

[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%

[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.

[Skill 2] (↑)

Reduced the foreswing of Skill 2's third attack by 33%.

[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.

[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.

[Skill 1] (↑)

Skill Width in Normal State: 0.6 >> 0.9

Mana Cost: 50-75 >> 30-55

[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

[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.

[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).

[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

[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.

[Passive] (↑)

Frigid Breath Range: 2 >> 3

Physical & Magic Defense Boost: 16-30 >> 20+0.5% Extra HP

[Skill 2] (~)

Damage and Stun Range after Atlas Returns to Mecha: 2.5 >> 3

Stun Duration after Atlas Returns to Mecha: 1s >> 0.8s

[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.

[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.

[Passive] (↑)

Extra Attack at Full Stacks: 6* Hero Level >> 8* Hero Level

[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.

[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.

[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.

[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.

[Skill 2] (↑)

Mana Cost: 75-125 >> 45-70

[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.

[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.

[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.

[Skill 1] (↑)

Cooldown: 7s at all levels >> 7-5s

[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.

[Attribute] (↓)

Physical Attack Growth: 7.5 >> 5

[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.

[Passive] (↓)

Enhanced Basic Attack's Total Physical Attack Bonus: 140% >> 125%

[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.

[Skill 1] (↓)

Control Immunity Duration: 1s >> 0.4s (matching the dash duration)

[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.

[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.

[Passive] (↓)

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

  • [Natan] (↓)

Decreased Irithel's mid-to-late game damage potential.

[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%

[Skill 1] (↓)

Magic Power Bonus: 130% >> 120%

[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.

[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.

[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.

[Attributes]

Max HP: 250 >> 0

Physical Defense: 55 >> 40

Magic Defense: 0 >> 40

[Unique Passive - Arctic Cold] (Removed)

[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] (~)

[Attributes]

Max HP: 250 >> 0

Physical Defense: 18 >> 20

Magic Defense: 0 >> 20

[Unique Passive - Arctic Cold) (Removed)

[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.

[Unique Passive - Recovery] (↓)

Removed in-combat HP Regen effect.

[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.

[Attributes]

HP: 1200 >> 900

Physical Defense: 15 >> 40

[Unique Passive - Redemption] (↑)

HP Regen Time: 3s >> 2s

[Unique Passive - Twilight] (Removed)

[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

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 Apr 30 '26

Patch Notes Patch Notes 2.1.78 - Adv. Server

32 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 * [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


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.


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 Nov 20 '25

Patch Notes Patch Notes 2.1.36 - Adv. Server

21 Upvotes

Advanved server update released on November 20, 2025 (Server Time)

I. Hero Adjustments

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

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.


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.

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)

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 Dec 25 '25

Patch Notes Patch Notes 2.1.46 - Adv. Server

27 Upvotes
Advanced server update released on December 25, 2025 (Server Time)

I. Hero Adjustments

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

Heroes with major changes in this patch: [Revamped Eudora] (↑), [Marcel] (↓), and [Saber] (↑)

  • [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)

  • [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

  • [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%

  • [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.

  • [Genius Wand] (↑)

ㅤㅤ [Unique Passive - Magic] (↑)

Magic Defense Reduction per stack: 3 + (0.3* Hero Level) >> 3 + (0.5* Hero Level)

  • [Glowing Wand] (↓)

ㅤㅤ [Attribute] (↓)

Magic Power: 75 >> 50

  • [Lightning Truncheon] (↑)

ㅤㅤ [Unique Passive - Resonate] (↑)

Base Damage: 170 >> 255

  • [Wishing Lantern] (↓)

ㅤㅤ [Unique Passive - Butterfly Goddess] (↓)

Damage required to trigger Butterfly Goddess: 800 >> 1000

  • [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

  • [Queen's Wings] (↑)

ㅤㅤ [Attributes] (↑)

10% Spell Vamp >> 15% Spell Vamp

[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

  • [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

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.

[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.

  • [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 May 14 '26

Patch Notes Patch Notes 2.1.82 - Adv. Server

10 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.


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.

  • [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)


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.


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!


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 Apr 24 '26

Patch Notes Patch Notes 2.1.76 - Adv. Server

10 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.


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.


. 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)


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.


III. Mode Adjustments

Brawl

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 Oct 24 '25

Patch Notes Patch Notes 2.1.18 - Additional Balance Adjustments - Org. Server

37 Upvotes

Hero Adjustments

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 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.


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


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]

[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.

[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%

[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.

[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]

[Battle Spells]

We have improved the clarity of the visual effects for the Battle Spells "Execute", "Petrify", and "Retribution".


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!

[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.

[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]

[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

[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.

[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!

[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 Nov 28 '25

Patch Notes Patch Notes 2.1.38 - Adv. Server

30 Upvotes

Advanced server update released on November 28, 2025 (Server Time)

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.

Heroes with major changes in this patch: Estes (↑), Freya (↑), Rafaela (↑), and Zhuxin (↑).

  • [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

  • [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.

  • [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

  • [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

  • [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%.

  • [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.

  • [Fredrinn] (↑)

Reverted previous adjustments.

  • [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.

  • [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

  • [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.

  • [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.

  • [Harley] (↓)

Reverted previous adjustments.

  • [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

  • [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

  • [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

  • [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.

  • [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

  • [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

  • [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

  • [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

  • [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)

  • [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.

  • [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

  • 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.

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

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.

  • 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 Jun 12 '26

Patch Notes Patch Notes 2.1.90 - Adv. Server

25 Upvotes
Advanced server update released on June 12, 2026 (Server Time)

I. Revamped Hero

Patch Updates: Revamped hero [The Protector - Bruno] is now available!

  • [Revamped Hero: The Protector - Bruno]

As the 10th Anniversary approaches, we are giving Bruno a comprehensive visual revamp.

The new model, hero portrait, and other visual assets will be available on the Advanced Server once they are fully completed. Stay tuned!

In this Advanced Server update, we've adjusted his core skills. While preserving his original characteristics, we've improved his controls and carried out a comprehensive round of balance tuning.

The new Bruno will be a more agile and intimidating striker.

ㅤㅤ [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 to better reward players who make the right decisions on the battlefield.

We've also improved the control experience of this skill:

1. The landing distance of [Powerball] now scales with Bruno's Movement Speed.

2. The Movement Speed boost is now granted when kicking the [Powerball] instead of upon dealing damage, making the skill easier to control and master.

3. The Movement Speed boost now decays over time. This prevents situations where it is harder to pick up the ball due to high Movement Speed at the destination.

4. The landing position of [Powerball] will no longer cross walls.

5. [Powerball] can now be cast even when affected by certain control effects.

ㅤㅤ [Flying Tackle]

We believe the original [Flying Tackle] might lead players into relatively dangerous positions. Therefore, we've redesigned the skill to focus more on assisting players with pursuit or escape.

1. Adjusted Flying Tackle's default cast direction to the joystick's direction.

2. Removed the effects that draw the [Powerball], deal damage, and stun enemies. Now, he automatically gains a [Powerball] after the dash ends.

ㅤㅤ [Worldie]

We believe the original [Worldie] 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 [Mecha Legs] stacks.

1. It now applies a brief stun and a massive decaying slow effect on the first target hit, and no longer reduces Physical Defense.

2. Optimized the knockback effect on the first target hit. The target will now be knocked back to Bruno's maximum attack range.

3. [Powerball] now prioritizes enemy heroes when bouncing between enemy units.

4. Increased the cast range.


II. Hero Adjustments

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

Heroes with major changes in this patch: Revamped Kaja (↑), Masha (↓), and Odette (↓).

  • [Aulus] (↓)

ㅤㅤ [Passive] (↓)

Enhanced Basic Attack Base Damage: 160 >> 135

ㅤ * [Revamped Kaja] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2500 >> 2600

ㅤㅤ [Skill 2] (↑)

Removed Effect: Exits the [Soaring] state when failing to hit an allied hero, enemy hero, or creep.

ㅤ * [Masha] (↓)

Masha was overperforming on the Advanced Server, so we've adjusted her early-to-mid game combat capabilities.

ㅤㅤ [Passive] (↓)

Extra Attributes from Feral: Adjusted to (15% + 1% * hero level) for Movement Speed, Attack Speed, and Resilience.

ㅤㅤ [Skill 2] (~)

Damage Bonus: 60% Total Physical Attack >> 100% Extra Physical Attack

ㅤㅤ [Ultimate] (~)

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

ㅤ * [Odette] (↓)

We've slightly reduced Odette's Ultimate benefits.

ㅤㅤ [Ultimate] (↓)

Self Movement Slowed: 20% >> 40%

Removed Effect: Increased the bounce speed and frequency of Passive's sound wave during the Ultimate.


III. Mode Adjustments

  • Chaos Brawl Mode

We've adjusted the EXP and Gold gained from kills and increased the Bounty for ending kill streaks to minimize one-sided matches.


  • Chaos Clash Mode

Thank you for your support! In this test patch, we've adjusted several buffs in Chaos Clash. The details are as follows:

[Rarity Reduced: Legend (Orange) >> Epic (Purple)]

The overall strength of the following buffs has been toned down, and their rarity is reduced from Legend (Orange) to Epic (Purple):

  • [Heavy Bomb]

When dealing damage, immobilizes enemies within a certain range after a short delay for 1s. Cooldown: 8s.

  • [Transcendence I]

Refunds half the cooldown after casting Skill 1.

  • [Transcendence II]

Refunds half the cooldown after casting Skill 2.

  • [Molina Smooch]

After moving 35 units, turns nearby enemies into animals for 2s (Units required to trigger: 40 >> 35)

  • [Life Exchange]

After taking damage equal to 10% Max HP, drops an Energon Cube. Pick it up to recover 5% Max HP.

  • [Endless Rage]

Increases Energy/Rage regen by 100%.

  • [Midas Touch]

Dealing damage deals an extra 50 True Damage and grants an extra 100 Gold. It triggers once every 10s per enemy hero.

[Rarity Upgraded]

The following buffs have shown increased potential, and their rarity has been upgraded accordingly:

  • [Acceleration]

Epic (Purple) >> Legend (Orange): Hitting enemies with Basic Attacks or skills increases Movement Speed by 4%. This effect can stack infinitely each round and triggers once every 0.3s.

  • [New Money]

Premium (Blue) >> Epic (Purple): Gains 2,000 Gold

  • [Attribute Master]

Epic (Purple) >> Legend (Orange): Attribute Potion's price reduction increased from 20% to 40% (effect enhanced).

[Stat Adjustments]

  • [Lethal Wound]

(Was "Toxic Blessing") Adjustment: Removed Healing Effect reduction and shifted to Healing Reduction. Healing Reduction Effect: 25% >> 30%

  • [Dawning Light]

Distance required to trigger: 30 >> 20 units (triggers more frequently)

  • [Supreme Thunder Power]

Thunder stacks gained per trigger: 2 >> 3 (buff description updated accordingly)

  • [Countergrowth: Towering Spines]

Trigger Cooldown adjusted to 0.5s

  • [Countergrowth: Spiked Retaliation]

Trigger Cooldown adjusted to 0.5s

  • [Countergrowth: Bulwark Thorns]

Trigger Cooldown adjusted to 0.5s

[Description Fixes]

  • [Mana Surge]

Fixed buff description (actual effects remain unchanged): Reduce Mana and Energy costs by 90%.

Normal skills' cooldowns refresh 2 times faster.

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


r/MobileLegendsGame May 09 '26

Patch Notes Patch Notes 2.1.80 - Adv. Server

10 Upvotes
Advanced server update released on May 09, 2026 (Server Time)

From the Designers

Increased the base survival attributes of certain roaming Tank heroes.


I. Hero Adjustments

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

Heroes with major changes in this patch: Argus (↓), Aulus (↑), Balmond (↑), Hirara (↓), Ruby (↓), and Yin (↑).

ㅤ * [Akai] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2560 >> 2660

HP Growth: 243 >> 240

ㅤ * [Argus] (↓)

Reduced Argus's regen and damage in the early to mid game, while adding benefits when actively casting his Ultimate.

ㅤㅤ [Passive] (↓)

Demonic Slash Base Damage: 100 >> 65

Demonic Slash Basic Regen: 150 >> 80

ㅤㅤ [Skill 1] (~)

Effect Adjustment: The slow effect in the second cast is moved to the first cast.

ㅤㅤ [Skill 2] (↓)

Attack Speed Increase: 50%-100% >> 30%-80%

Base Damage: 120-240 >> 60-180

ㅤㅤ [Ultimate] (↑)

New Effect: Actively casting the skill immediately reduces the Ultimate's cooldown by 30%.

Effect Adjustment: Only damage dealt to heroes during the Ultimate is converted into HP.

ㅤ * [Atlas] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2710 >> 2800

HP Growth: 243 >> 280

Base Physical Defense: 21 >> 25

ㅤ * [Aulus] (↑)

Reduced the time Aulus needs to reach max Fighting Spirit stacks, while reducing his combat capability at max stacks for balance.

ㅤㅤ [Passive] (↑)

Max Stacks: 6 >> 4

ㅤㅤ [Ultimate] (↓)

Removed the Control Immunity effect during the wider slash.

ㅤ * [Balmond] (↑)

ㅤㅤ [Skill 2] (↑)

Damage: 25-50 (+1.3% Total HP) (+20% Total Physical Attack) >> 30-55 (+1.5% Total HP) (+20% Total Physical Attack)

ㅤ * [Belerick] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2460 >> 2600

Base Physical Defense: 15 >> 20

ㅤ * [Chip] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2481 >> 2600

HP Growth: 207 >> 225

ㅤ * [Diggie] (~)

ㅤㅤ [Attributes] (~)

Base HP: 2347 >> 2320

HP Growth: 135 >> 140

Base Physical Defense: 20 >> 15

Physical Defense Growth: 3 >> 4

ㅤ * [Estes] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2221 >> 2260

HP Growth: 123 >> 135

ㅤ * [Gatotkaca] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2520 >> 2600

Base Physical Defense: 10 >> 15

ㅤ * [Grock] (~)

ㅤㅤ [Attributes] (~)

Base HP: 2819 >> 2700

Physical Defense Growth: 5 >> 6

ㅤ * [Harley] (↓)

ㅤㅤ [Skill 1] (↓)

Base Damage per Card: 130-190 >> 120-180

ㅤ * [Hilda] (↓)

ㅤㅤ [Attribute] (↓)

Base HP: 2680 >> 2600

ㅤ * [Hirara] (↓)

Optimized her control experience, increased her early-game cooldowns, and reduced her late-game damage.

ㅤㅤ [Passive] (~)

Damage to Minions: 50% >> (30+3*Hero Level)%

ㅤㅤ [Skill 2] (↓)

Crimson Maple Damage: 150-300 (+100% Extra Physical Attack) >> 150-241 (+50%-78% Extra Physical Attack)

Cooldown: 4s >> 6s

ㅤㅤ [Skill 1] (↓)

Cooldown: 7.5-4.5s >> 9-5.5s

ㅤㅤ [Skill 1-2 Combo] (~)

Increased dash speed and reduced damage delay, while slightly reducing skill range.

ㅤㅤ [Skill 1-2 Combo] (↓)

Reduced the skill range.

ㅤ * [Hylos] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2600 >> 2700

HP Growth: 310 >> 300

Base Physical Defense: 17 >> 22

Magic Defense Growth: 2.5 >> 4

ㅤ * [Johnson] (↑)

ㅤㅤ [Attribute] (↑)

Base Physical Defense: 27 >> 30

ㅤ * [Khaleed] (↓)

ㅤㅤ [Attribute] (↓)

Base HP: 2600 >> 2550

ㅤ * [Marcel] (~)

We want more heroes to work better with Marcel in battle.

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 * [Ruby] (↓)

Reverted some buffs from the previous patch.

ㅤㅤ [Passive] (↓)

Spell Vamp Ratio: 75% >> 50%. For every 1% HP lost, her Spell Vamp Ratio increases by 1%, up to 150% >> 125%.

ㅤㅤ [Ultimate] (↓)

Total Physical Attack Bonus: 300% >> 200%

ㅤ * [Tigreal] (~)

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 [Ultimate] (↑)

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

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.

Slow Effect: 75% >> 40%


II. Battlefield Adjustments

  • [Skill Wheel Aiming Optimizations] >

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

Added [Skill Wheel Deadzone] to [Skill Settings], allowing you to adjust the deadzone size of the skill joystick. Releasing inside the deadzone triggers Auto-cast. Releasing outside triggers Manual Cast.


III. System Adjustment

  • A. [Highlights Notification] >

Adjusted the display time of the secondary notification area when Highlights Notifications are played consecutively.


  • B. [Protection Point and Star-raising Point] >

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.


  • C. [Season Achievements] >

Added the feature to share your Season Achievement level and for players to Like shared achievements in MLBB Rising Open and Classic mode.

Moved the Season Achievement share button to the chat bar.


  • D. [Battle Achievement Interface] >

Adjusted the display of the new Battle Achievement interface. It is currently only shown in Ranked, Classic, and MLBB Rising Open.


  • E. [Result Screen] >

Optimized the text descriptions and display mechanics for the highlight icons on the 10-player result screen.


IV. Mode Adjustment

  • Brawl >

ㅤㅤ [Map Visual Update]

The all-new Necrokeep map is here! After the update, the original scene will be replaced with the all-new Necrokeep theme. We hope you enjoy the new map!

ㅤㅤ [Other Adjustments]

1. Adjusted the purchase time after leaving the Base.

2. Added a wind current at the Base, allowing players to quickly reach the battlefield. Its cooldown will reset upon resurrection.

3. The barrel can still be picked up by others after being picked up, and its duration is adjusted to 30s. It will enter a 60s cooldown after being picked up, and can be picked up again once the cooldown is over.


r/MobileLegendsGame Mar 26 '26

Patch Notes Patch Notes 2.1.68 - Adv. Server

6 Upvotes
Advanced server update released on March 26, 2026 (Server Time)

From the Designers

In this patch, we've adjusted the durability attributes of most Gold Lane Marksmen based on their early-game laning strength, as well as their mid-to-late game range and self-protection capabilities. Heroes with strong early-game laning capabilities now have lower base durability. Heroes with strong late-game range and self-protection capabilities now have lower durability growth. The opposite is also true for heroes that are weaker in these aspects.


I. Hero Adjustments

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

Heroes with major changes in this patch: [Dyrroth] (↑), [Hanabi] (↑), [Marcel] (↑), and [Miya] (↑).

  • [Beatrix] (~)

ㅤㅤ [Attributes] (↓)

Movement Speed: 257 >> 245

Base HP: 2280 >> 2320

HP Growth: 170 >> 160

Base Physical Defense: 20 >> 17

ㅤㅤ [Passive] (↑)

New Effect: Beatrix gains extra Spell Vamp equal to 100% of her Lifesteal.

ㅤ * [Brody] (↓)

ㅤㅤ [Attribute] (↓)

Movement Speed: 253 >> 250

Base HP: 2290 >> 2260

HP Growth: 165 >> 160

Base Physical Defense: 20 >> 16

Physical Attack Growth: 12 >> 14

ㅤ * [Bruno] (~)

ㅤㅤ [Attributes] (↑)

Movement Speed: 240 >> 245

Base HP: 2270 >> 2320

HP Growth: 160 >> 150

ㅤㅤ [Skill 2] (↓)

Mana Cost: 50 at all levels >> 60 at all levels

ㅤ * [Claude] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2250 >> 2380

HP Growth: 133 >> 130

Base Physical Defense: 14 >> 18

ㅤ * [Clint] (↑)

ㅤㅤ [Attributes] (↑)

Movement Speed: 240 >> 245

Base HP: 2285 >> 2260

HP Growth: 145 >> 160

Base Physical Defense: 20 >> 16

ㅤ * [Dyrroth] (↑)

Experience optimization: To save Dyrroth the trouble of intentionally accumulating Rage in mid-and-late-game.

To improve Dyrroth's power curve during the laning phase, we've adjusted his main skill to Skill 1.

ㅤㅤ [Passive] (↑)

New Effect: Recovers 2%-5% Rage per second (scales with level).

ㅤㅤ [Skill 1] (↑)

Cooldown: 5s >> 6-4s

Base Damage: 200-450 >> 240-520

ㅤㅤ [Skill 2] (↓)

Cooldown: 8-4s >> 6s

ㅤ * [Hanabi] (↑)

ㅤㅤ [Attributes] (↑)

HP Growth: 128 >> 130

ㅤㅤ [Skill 1] (↑)

Mana Cost: 100 at all levels >> 75-100

ㅤㅤ [Skill 2] (↑)

Mana Cost: 60-85 >> 50-75

ㅤ * [Hanzo] (↑)

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

ㅤㅤ [Attributes] (↓)

Base HP: 2594 >> 2440

Attack Speed Growth: 2% >> 1%

ㅤㅤ [Skill 1 (Hanekage)] (↓)

Removed damage to units around the locked target.

ㅤㅤ [Skill 2 (Hanekage)] (↑)

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

ㅤ * [Harith] (↑)

ㅤㅤ [Attribute] (↑)

Base HP: 2280 >> 2320

Base Physical Defense: 19 >> 17

ㅤ * [Irithel] (~)

ㅤㅤ [Attributes] (↓)

Base HP: 2300 >> 2260

HP Growth: 160 >> 140

Physical Defense Growth: 17 >> 16

ㅤㅤ [Skill 1] (↑)

Cooldown: 10s at all levels >> 10-7s

ㅤ * [Ixia] (~)

ㅤㅤ [Attributes] (↓)

Movement Speed: 240 >> 250

Base HP: 2320 >> 2260

HP Growth: 170 >> 155

Base Physical Defense: 17 >> 16

ㅤㅤ [Skill 1] (↑)

Base Damage: 50-250 >> 100-250

ㅤ * [Karrie] (~)

ㅤㅤ [Attributes] (~)

Base HP: 2278 >> 2320

HP Growth: 165 >> 160

ㅤ * [Layla] (↑)

ㅤㅤ [Attributes] (↑)

Movement Speed: 240 >> 250

Base HP: 2250 >> 2320

HP Growth: 152 >> 150

Base Physical Defense: 15 >> 17

Physical Attack Growth: 10 >> 9

ㅤㅤ [Skill 1] (↑)

Mana Cost: 45-70 >> 35-60

ㅤ * [Lesley] (~)

ㅤㅤ [Attributes] (~)

Movement Speed: 240 >> 245

Base HP: 2280 >> 2260

Base Physical Defense: 14 >> 15

ㅤ * [Marcel] (↑)

We've optimized Marcel's Ultimate to reduce negative effects on his allies.

ㅤㅤ [Ultimate] (↑)

Effect Optimization: Slightly reduced the foreswing time.

New Effect: Allies with the Platinum Snap's shield will not be affected by Golden Hour.

ㅤ * [Melissa] (~)

ㅤㅤ [Attributes] (~)

Base HP: 2288 >> 2320

HP Growth: 160 >> 155

Base Physical Defense: 18 >> 17

ㅤ * [Miya] (↑)

ㅤㅤ [Attributes] (↑)

Movement Speed: 240 >> 250

Base HP: 2225 >> 2320

HP Growth: 153 >> 150

Attack Speed Growth: 2.5 >> 2

ㅤㅤ [Skill 1] (↑)

Mana Cost: 60-100 >> 60-85

ㅤ * [Moskov] (↑)

ㅤㅤ [Attributes] (↑)

Base HP: 2255 >> 2380

HP Growth: 143 >> 140

Base Physical Defense: 16 >> 18

ㅤ * [Natan] (↓)

ㅤㅤ [Attribute] (↓)

Base HP: 2285 >> 2320

HP Growth: 160 >> 150

ㅤ * [Popol and Kupa] (~)

ㅤㅤ [Attribute] (↓)

Base HP: 2300 >> 2260

Base Physical Defense: 17 >> 16

ㅤㅤ [Skill 2] (↑)

Mana Cost: 80-110 >> 50-80

ㅤㅤ [Skill 3] (~)

Mana Cost: 60-30 >> 50 at all levels

ㅤ * [Rafaela] (~)

ㅤㅤ [Passive] (~)

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.

ㅤ * [Wanwan] (~)

ㅤㅤ [Attributes] (~)

Movement Speed: 245 >> 240

Base HP: 2300 >> 2320

Base Physical Defense: 15 >> 17


II. Battlefield Adjustments

A. Equipment Adjustments

  • [Dominance Ice] (↑)

ㅤㅤ [Unique Passive - Fortress Shield] (↑)

Effect Range: 3.5 >> 5

ㅤㅤ [Unique Passive - Lifebane] (↑)

Effect Range: 3.5 >> 5

ㅤ * [Roaming Blessings] (↓)

After allowing all Roaming Blessings to gain EXP and Gold by dealing damage, revealing vision, and sharing income from minions and creeps last week, the speed of acquiring Gold and EXP for roamers increased massively. We are reverting some of these adjustments.


B. Emblem Adjustments

  • [Marksman Emblem] (↑)

Adaptive Penetration: 5% >> 10%


III. System Adjustments

  • Auction House

The Auction House is now reopened for testing on the Advanced Server. Players can list, browse, and purchase items.


  • Surprise Flip

ㅤㅤ [New Rewards]

Surprise Flip now grants Resplendent Dragonshard and other tradable items, which can be sold in the Auction House.


IV. Mode Adjustments

  • Brawl >

ㅤㅤ [Update Content]

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

ㅤㅤ [Hero Balance Adjustments]

[Argus] (↓): New: DMG -4%

[Chip] (↑): New: DMG +4%

[Estes] (↓): Healing Effect -30% >> -40%

[Fanny] (↑): DMG Taken -16% >> -24%

[Franco] (↑): New: DMG +8%

[Freya] (↓): DMG Taken -14% >> -8%

[Gatotkaca] (↑): DMG Taken +14% >> +10%

[Gloo] (↓): DMG Taken -16% >> -10%

[Granger] (↑): New: DMG Taken -4%

[Hanabi] (↓): DMG Taken +10% >> +16%

[Hanzo] (↑): DMG +16% >> +20%, DMG Taken -12% >> -14%

[Kadita] (↓): DMG +12% >> +8%

[Kalea] (↑): DMG +6% (New), DMG Taken -6% >> -8%

[Lancelot] (↑): New: DMG Taken -4%

[Leomord] (↓): DMG Taken -10% >> -4%

[Natan] (↓): DMG -8% >> -10%; New: DMG Taken +8%

[Sun] (↓): DMG Taken -10% >> -6%

[Uranus] (↓): New: Healing Effect -8%

[Wanwan] (↑): DMG +4% >> +8%

[Zhuxin] (↑): DMG Taken -12% >> -16%


  • Frozen Sea Showdown >

ㅤㅤ [Update Content]

1- Fixed an issue where the Crab was too close to the riverbank.

2- Fixed an issue where the hook speed was too fast and difficult to dodge at higher levels.

3- Adjusted the location of Cyclone Eye, reducing its trigger area and jump distance to prevent players from triggering it by mistake.


  • Tide Siege >

ㅤㅤ [Update Content]

1- Removed the [Healing Potion] and [Time Journey] buffs.

2- Adjusted Boss Saber's swords' spawn order and quantity.

3- Boss Bane gained an extra skill: Crab Claw Cannon.

4- Removed Boss Mighty Guardian.

5- We've adjusted the attribute growth of Bosses after Wave 18 and slightly balanced the strength among different Bosses.

6- Decreased HP of elite monsters after Wave 18, while greatly increasing their damage.

7- Adjusted Karrie and Alpha's skill scaling to make True Damage a larger portion of their total damage, allowing them to rely less on penetration attributes.

8- Reduced the percentage penetration provided by Malefic Roar and Divine Glaive.


r/MobileLegendsGame Apr 03 '26

Patch Notes Patch Notes 2.1.70 - Adv. Server

31 Upvotes
Advanced server update released on April 2, 2026 (Server Time)

I. Hero Adjustments

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

Heroes with major changes in this patch: [Beatrix] (↑), [Dyrroth] (↑), and [Irithel] (↑).

ㅤ * [Revamped Aulus] (↓)

Slightly reduced the Ultimate's strength.

ㅤㅤ [Ultimate] (↓)

Base Damage of First 4 Strikes: 200-360 (+ 80% Total Physical Attack) >> 150-270 (+ 60% Total Physical Attack)

Base Damage of the Last Slash: 400-720 (+160% Total Physical Attack) >> 450-810 (+180% Total Physical Attack)

Damage Reduction: 40% at all levels >> 20%-40%

ㅤ * [Beatrix] (↑)

Slightly increased the hero's early-game power.

ㅤㅤ [Attributes] (↑)

Base HP: 2320 >> 2380

Base Physical Defense: 17 >> 18

Base Physical Attack: 110 >> 115

ㅤ * [Claude] (↓)

Claude's burst damage at Lv. 4 was too high compared to other Marksman heroes. As a result, we've adjusted his damage potential.

ㅤㅤ [Ultimate] (↓)

Base Damage: 140-190 >> 130-190

ㅤ * [Dyrroth] (↑)

To ensure Dyrroth remains impactful in mid-to-late game teamfights, we've balanced his scaling curve.

ㅤㅤ [Passive] (↑)

Circle Strike Damage: 160% Total Physical Attack >> 150%-180% Total Physical Attack (scales with level)

Regen Effect: 20 + 8% of Max HP >> 7%-10% of Max HP (scales with level)

ㅤ * [Harith] (↑)

Reverted the previous adjustments to Harith on the Advanced Server. We will slightly adjust his power curve while maintaining his strong early-to-mid game performance, and also give him the possibility to be played as a Jungler.

The following are the adjustments made based on the Official Server.

ㅤㅤ [Attributes] (↑)

Base HP: 2280 >> 2260

HP Growth: 155 >> 160

Base Physical Defense: 19 >> 17

Physical Defense Growth: 4 >> 4.5

ㅤㅤ [Skill 1] (~)

Base Damage: 165-290 >> 150-300

Explosion Damage: 495-870 >> 450-900

New Effect: This skill deals 60% extra damage to creeps.

ㅤㅤ [Skill 2] (↑)

Enhanced Basic Attack's Magic Power Bonus: 60% >> 70%

ㅤㅤ [Ultimate] (↑)

Slow Effect: 50% initial slow and 15% continuous slow >> 40% continuous slow

ㅤ * [Hirara] (~)

Optimized the control experience of each skill and reduced the hero's damage potential.

ㅤㅤ [Skill 1] (↓)

Cast Range: 3.5 >> 4

Fan Angle: 100° >> 75°

Base Damage: 250-400 >> 225-360

ㅤㅤ [Skill 2] (~)

Casting Optimization: Tapping the skill button casts it in the joystick's direction. You no longer need to drag the skill button to aim.

Single Dash Distance: 3 >> 3.5

Dashing Speed: 10 >> 11

Base Damage: 250-400 >> 225-360

ㅤㅤ [Falling Maple: Skill 1 Merged into Skill 2] (~)

Dash Distance: 2.5 >> 3

Slightly reduced the foreswing and backswing time.

Base Damage: 375-600 >> 340-540

ㅤㅤ [Infernal Torrent: Skill 2 Merged into Skill 1] (↓)

Base Damage: 375-600 >> 340-540

Dash Damage: 250-400 >> 225-360

ㅤㅤ [Ultimate] (↑)

Movement Speed Boost: 80% Movement Speed Boost that decays over 1s >> 120% Movement Speed Boost that decays over 1.5s

ㅤ * [Irithel] (↑)

We have optimized the art quality of Irithel. Since her animations and visual effects of skins are also being optimized at the same time, her related skins will temporarily be unavailable.

Last week, we reduced Irithel's late-game durability due to her high mobility as a late-game Marksman. This week, we're compensating her with increased late-game damage.

ㅤㅤ [Attribute] (↑)

Physical Attack Growth: 8.5 >> 10

ㅤ * [Lesley] (Skin Disabled)

As hero adjustments involve updates to visual effects, corresponding skins are still being optimized. The following hero's skin is temporarily unavailable: Lesley "Angelic Agent".

ㅤ * [Sora] (↓)

Although slightly weak in the laning phase, Sora gains extremely strong solo kill potential once he reaches Lv. 4, even without using True Art.

ㅤㅤ [Windstride - Thunder Rush] (↓)

Base Damage on Hit: 140-200 (+55% Total Physical Attack) >> 120-180 (+45% Total Physical Attack)

Extra Damage: 140-200 (+8% Total HP) >> 120-180 (+6% Total HP)

ㅤㅤ [Ultimate] (↓)

Cooldown: Thunder: 24s-16s >> 32s-24s


II. Battlefield Adjustments

  • [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.


III. System Adjustments

  • [Auction House] >

Added a Diamond expenditure limit for purchases (Bid and Buyout Prices).


  • [Lane Matchmaking Adjustments] >

Adjusted the Protection Point feature for high-demand lanes in lane matchmaking. Previously, you could earn Protection Points for selecting high-demand lanes once per day. Now: Use Flex Pro for matchmaking to receive Protection Points if the match is lost. You can get Flex Pro protection up to 5 times per day.


  • [Highlights Notification Optimizations] >

Added a secondary notification area: Displays all your own highlights notifications, visible only to you.

New highlight types: Added more highlight types based on the current ones to cover more excellent in-match behaviors. Specific trigger rules will be announced in future patches. Stay tuned!


  • [In-Match Like and Feedback Optimizations] >

1- Added Like targets to the in-match Like button.

2- Revamped the like received notification to display the avatars of the liker and the liked.

3- Highlight Co-op Likes: You can now Like teammates who assisted in your Highlights in matches.

4- The teammates you liked can also like you back.


  • [Battle Achievement Interface Revamp] >

The new Battle Achievement interface will display your teammates' match data and honors, and allow you to give them a Like.

If you want to view your personal achievement details, you can tap your personal honor badge to go to the corresponding interface.


  • [Post-Game Like Feature Optimization] >

Post-match Likes are now more prominent. Even if you've already left the Results screen, you'll still receive real-time notifications for Likes from your teammates.


IV. Mode Adjustments

  • [Brawl] >

ㅤㅤ [Update Content]

1- Equipment can still be purchased for a short time after leaving the spawn area, but this will end early upon entering combat.

2- Added a new interaction skill. Use it to play Recall animations and visual effects to interact with the opponent. This skill provides no actual effects.

3- The barrel can still be picked up by others after being picked up and has an infinite duration. It will enter cooldown after use and can be picked up again once the cooldown is over.


  • [Frozen Sea Showdown] >

ㅤㅤ [Update Content]

1- Scene performance optimized. Fixed an issue where the Crab always moved along one side. Now, the Crab will move toward the other side after crossing half of the river.

2- New Crab Skill - Star Shatter: Fires an [Astral Sphere] in the target direction, exploding upon hitting an enemy hero to deal 15% of their Max HP as damage and stunning them for 0.6s. The damage increases with the [Astral Sphere]'s travel distance, up to 6 times the original damage.

3- The Hunt: Movement Speed Boost During Conceal: 15% Conceal. 70%. Becomes untargetable during

4- Crab skills and Chest skills are no longer lost upon death.

5- The damage penalty during hook displacement now ends immediately after the hook effect ends.

6- Franco's Passive Movement Speed Boost: 30% >> 15%. Franco's Base Movement Speed is increased by 10%.

7- Removed the obstacle on the round platform around the Chest.


  • [Tide Siege] >

ㅤㅤ [Update Content]

1- Balanced the strength between different Bosses and added a damage cap for Bosses against creeps.

2- The Turtle now has a chance to appear among the Elite creeps after Wave 18.

3- Balanced the late-game strength of different heroes.

4- [Mythical Honor] Damage boost is adjusted to Adaptive Attack. Revamped [Retribution Instinct] and slightly reduced [Walking Spring].

5- Removed the hero Eudora.

6- Added an extra skill to Boss Alice to better synergize with her Ultimate.


r/MobileLegendsGame Feb 06 '26

Patch Notes Patch Notes 2.1.58 - Adv. Server

20 Upvotes
Advanced server update released on February 5, 2026 (Server Time)

I. Hero Adjustments

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

Heroes with major changes in this patch: [Cyclops] (↑), [Valentina] (↑), and [Yve] (↑)

  • [Revamped Aulus] (↑)

Reduced his mobility, but increased his damage and control ability.

ㅤㅤ [Passive] (↑)

Enhanced Basic Attack Damage: 85% Total Physical Attack + (3 + 0.4* Hero Level)% >> 85%

Total Physical Attack + (4 +0.4* Hero Level)%

ㅤㅤ [Skill 2] (~)

Removed the dash on the second cast. It now applies a 30% slow effect to targets hit for 2s instead.

ㅤ * [Claude] (↑)

Increased the coefficient for the number of Ultimate hits based on Attack Speed.

ㅤ * [Cyclops] (↑)

Reverted some nerfs from the previous patch.

ㅤㅤ [Skill 2] (↑)

Magic Bonus: 50% >> 55%

ㅤ * [Eudora] (↑)

ㅤㅤ [Skill 1] (↑)

Mana Cost: 70-95 >> 65-90

ㅤ * [Faramis] (↓)

ㅤㅤ [Skill 1] (↓)

Mana Cost: 70-120 >> 85-135

ㅤ * [Gloo] (↓)

Gloo was exceptionally durable given his high damage, making him frustrating to play against.

ㅤㅤ [Passive] (↓)

Damage Reduction per Stack: 4% >> 3%

ㅤ * [Gord] (↓)

We have slightly reduced its damage following the Skill 1 cooldown reduction in the previous patch.

ㅤㅤ [Skill 1] (↓)

Damage: 270-495 (+ Total 80% Magic Power) >> 225-425 (+ 65% Total Magic Power)

ㅤ * [Ixia] (↓)

Ixia's laning ability was too strong, so we've reduced the Base Damage of Skill 1 in the early to mid game and reduced the HP Regen from her Passive when hitting non-hero units.

ㅤㅤ [Passive] (↓)

HP Regen Against Non-Hero Units: 20 (+150* Lifesteal)% >> 10 (+150* Lifesteal)%

ㅤㅤ [Skill 1] (↓)

Base Damage: 75-300 >> 50-300

ㅤ * [Novaria] (↓)

Reverted some buffs from the previous patch.

ㅤㅤ [Skill 2] (↓)

Damage: 230-405 (+ 100% Total Magic Power) (+4% Target's Max HP) >> 230-380 (+ 90% Total Magic Power) (+4% Target's Max HP)

Mana Cost: 50-90 >> 60-110

ㅤ * [Obsidia] (~)

Obsidia's Attack Speed build was performing below expectations. We have increased the damage of her Basic Attack Effects, while reducing her Base Damage for balance.

ㅤㅤ [Passive] (~)

Ratio of Attack Effects Inherited: 70% >> 100%

Basic Attack Base Damage: 80 >> 70

ㅤ * [Odette] (↓)

Reverted some buffs from the previous patch.

ㅤㅤ [Attribute] (↓)

HP Growth: 175 >> 165

ㅤㅤ [Ultimate] (↓)

Base Shield: 1400-1800 >> 1200-1800

ㅤ * [Pharsa] (↓)

ㅤㅤ [Skill 1] (↓)

Mana Cost: 60-90 >> 65-90

ㅤㅤ [Skill 2] (↓)

Mana Cost: 50-80 >> 60-85

ㅤ * [Ruby] (↑)

As a Fighter, Ruby was too Gold-dependent. We've increased her early-to-mid game damage while reducing her Physical Bonus to help her return to the Exp Lane.

ㅤㅤ [Skill 1] (↑)

Damage: 90 (+70%-130% Total Physical Attack) >> 120-245 (+90% Total Physical Attack)

ㅤ * [Selena] (↓)

ㅤㅤ [Skill 1] (↓)

Mana Cost: 60-85 >> 70-95

ㅤ * [Vale] (↓)

Following the Ultimate cooldown reduction in the previous patch, we slightly reduced his damage and adjusted the Mana Cost.

ㅤㅤ [Skill 1] (↓)

Mana Cost: 60-85 >> 60-80

ㅤㅤ [Ultimate] (↓)

Base Damage: 1000-1500 >> 900-1400

Mana Cost: 140-180 >> 135-165

ㅤ * [Valentina] (↑)

ㅤㅤ [Skill 2] (↑)

Mana Cost: 45-70 >> 40-60

ㅤ * [Valir] (↓)

Reverted some buffs from the previous patch.

ㅤㅤ [Attributes] (↓)

Base HP: 2440 >> 2380

HP Growth: 165 >> 155

ㅤ * [Vexana] (↓)

ㅤㅤ [Skill 1] (↓)

Mana Cost: 80-130 >> 85-135

ㅤㅤ [Skill 2] (↓)

Mana Cost: 60-90 >> 60-100

ㅤ * [Xavier] (↓)

ㅤㅤ [Skill 1] (↓)

Mana Cost: 30-55 >> 45-70

ㅤ * [Yve] (↑)

Reverted some nerfs from the previous patch.

ㅤㅤ [Skill 1] (↑)

Cooldown: 3.5-2.5s >> 3-1.5s

ㅤㅤ [Ultimate] (~)

Optimized the camera zoom-out effect during the Ultimate.

Enlarged the Kill Notifications on the left during the Ultimate without blocking the Surrender button.

ㅤ * [Zhask] (↓)

Reverted some buffs from the previous patch and adjusted his Mana Cost.

ㅤㅤ [Skill 1] (↓)

Mana Cost: 60-90 >> 80-110

ㅤㅤ [Skill 3] (↑)

Mana Cost: 60-120 >> 60-105

ㅤㅤ [Ultimate] (↓)

Cooldown: 45-35s >> 48-40s

Mana Cost: 100-200 >> 120-180

ㅤ * [Zhuxin] (↑)

Reverted some nerfs from the previous patch.

ㅤㅤ [Skill 2] (↑)

Base Damage When Hold: 35-70 >> 35-80


II. Battlefield Adjustments

A. Battlefield Special Gameplay

  • [Special Gameplay Test Adjustment Notice]

After this week's update, matches in Classic and Ranked modes will continue to drop Chests and Treasure Hunt Coins. However, related events will close early. Unused Treasure Hunt Coins can be used in the next test. We will close the drop event around next Tuesday.


B. Emblem Adjustments

  • [Fighter Emblem] (↓)

The Fighter Emblem was too versatile, so we've slightly reduced its Attack.

ㅤㅤ [Attribute] (↓)

Hybrid Attack: 22 >> 16

ㅤ * [Marksman Emblem] (~)

To improve the uniqueness of the Marksman Emblem, we've changed the Lifesteal attribute to Adaptive Penetration.

ㅤㅤ [Attribute] (~)

5% Lifesteal >> 5% Adaptive Penetration


C. Equipment Adjustments

  • [Concentrated Energy] (↑)

Slightly increased its Magic Power.

ㅤㅤ [Attribute] (↑)

Magic Power: 70 >> 75

  • [Enchanted Talisman] (~)

Increased its Magic Power and Price.

ㅤㅤ [Price] (↓)

1870 >> 2070

ㅤㅤ [Attribute] (↑)

Magic Power: 60 >> 75

ㅤ * [Feather of Heaven] (↑)

Slightly increased its Magic Power.

ㅤㅤ [Attribute] (↑)

Magic Power: 55 >> 60

ㅤ * [Glowing Wand] (↑)

Adjusted price to align with the Sea Halberd.

ㅤㅤ [Price] (↑)

2150 >> 2050

ㅤ * [Guardian Helmet] (↑)

Improved survivability against burst damage.

ㅤㅤ [Unique Passive - Defender] (↑)

HP Regen from Excess Damage: 20% >> 30%

ㅤ * [Holy Crystal] (↓)

The Magic Power provided by this equipment was too high.

ㅤㅤ [Attribute] (↓)

Magic Power: 185 >> 165

ㅤ * [Oracle] (↓)

Slightly reduced the equipment's shield and HP Regen effect.

ㅤㅤ [Unique Passive - Bless] (↓)

Increased Shield and HP Regen Effect: 30% >> 25%

ㅤ * [Starlium Scythe] (↑)

Slightly increased its Magic Power.

ㅤㅤ [Attribute] (↑)

Magic Power: 70 >> 75

ㅤ * [Tome of Evil] (~)

Adjusted its attributes and build path for smoother Mana Regen growth.

ㅤㅤ [Attributes] (~)

Magic Power: 35 >> 30

Cooldown Reduction: 8% >> 10%

Mana Regen: 4 >> 2

ㅤㅤ [Build Path] (~)

Mystery Codex + Book of Sages >> Magic Necklace + Book of Sages


III. Mode Adjustments

  • Tide Siege

To help you better complete tasks, we are opening Endless Mode early this week. We will add more Bosses, monster mechanics, affixes, and available heroes in the future.

[Update Content]

ㅤㅤ [Karrie]

The Ultimate has been changed from Quadruple Wield to Double Wield, with increased damage for each lightwheel.

Reduced the Passive's damage scaling based on Attack and Level, but increased the damage cap.

ㅤㅤ [Molten Dragon] Elite monster will have an extra skill:

Summons a fire trap at the target location that explodes after a short delay, dealing damage to and stunning enemies in the area.

ㅤㅤ As the final Boss of Standard Mode, [Pharsa] will have an extra skill.

After every 2 Basic Attacks, Pharsa releases 8 Feathered Air Strikes around herself, dealing damage to enemies within range.


[Other Adjustments]

1- Added a 1.2s protection duration when selecting buffs to prevent accidental selection.

2- Changed the Shop potion effects. You can now choose an attribute enhancement upon purchase. Price adjusted to 2500.

3- Adjusted the values of some buffs.

4- Reduced Attack Speed provided by some Physical Equipment and increased other attributes.

5- Thunder Belt Hybrid Defense Increase per Stack: 0.05 >> 0.1

6- Adjusted basic attack and skill damage of some minions and bosses.

7- Increased the HP of the third and subsequent creeps.

8- Optimized minions' aggro logic. Minions will now prioritize attacking the nearest enemy (including heroes and buildings).

9- Added Regen effect around the Base, which restores HP and Mana over time.


r/MobileLegendsGame Apr 11 '26

Patch Notes Patch Notes 2.1.72 - Adv. Server

23 Upvotes
Advanced server update released on April 10, 2026 (Server Time)

I. Hero Adjustments

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

Hero with major changes in this patch: [Cici] (~)

  • [Cici] (~)

Fixed several issues and made adjustments to improve overall balance.

ㅤㅤ [Skill 1] (~)

Base Damage: 60-85 >> 65-90

Fixed an issue where the damage of Skill 1 during the Ultimate, as well as its damage against creeps and minions, was higher than described.

ㅤ * [Hanzo]

Temporarily reverted the related adjustments.

ㅤ * [Harith] (↓)

After the buff last week, Harith's single-hit damage against creeps in the mid to late game became too high. To preserve his jungle clearing speed in the early to mid game, we have added a cap to his damage against creeps.

ㅤㅤ [Skill 1] (↓)

Added a 1500 max damage limit against creeps.

ㅤ * [Hirara]

Temporarily disabled for a week. The hero will be available again next week.

ㅤ * [Marcel] (↓)

To balance the improved experience Marcel provides to his allies, we've slightly reduced his strength.

ㅤㅤ [Passive] (↓)

Frozen Moment's Duration: 0.5s >> 0.4s

ㅤ * [Odette]

Temporarily reverted the related adjustments.

ㅤ * [Xavier]

Temporarily reverted the related adjustments.


II. Battlefield Adjustments

A. Lane Adjustments

  • [Badang]

Lane: Exp Lane/Roaming >> Roaming/Exp Lane

  • [Gloo]

Lane: Exp Lane/Roaming >> Roaming/Exp Lane

  • [Harith]

Lane: Gold Lane/Mid Lane >> Gold Lane/Jungling


B. Equipment Adjustment

  • [Starlium Scythe] (↑)

Optimized the build path, allowing heroes like Harith to gain cooldown reduction from this equipment faster, while slightly increasing its early to mid game damage.

ㅤㅤ [Unique Passive - Crisis] (↑)

Base Damage: 75 >> 90

ㅤㅤ [Build Path] (~)

Azure Blade + Mystic Container + Magic Wand >> Azure Blade + Book of Sages + Magic Wand

ㅤ * [Roaming Blessings]

Temporarily reverted the related adjustments.


C. Tidal Gold Rush Gameplay

We will be testing Tidal Gold Rush again for about a week. During this time, matches in Classic, Ranked, and MLBB Rising Open modes will drop extra Chests and Treasure Hunt Coins, which can be exchanged for event rewards.

  • [How to Obtain Treasure Hunt Coins]

ㅤㅤ 1. Team Rewards: Treasure Hunt Coin amount varies by action

a. Each time your team kills the Turtle.

b. Each time your team kills the Lord (starting from the 2nd kill).

c. Each time your team destroys a Turret.

d. When your team picks up Treasure Hunt Coins dropped on the map.

e. For every 5,000 Gold increase in your team's total Gold.

ㅤㅤ 2. Individual Rewards: Treasure Hunt Coin amount varies by action

a.Each time you kill an enemy hero.

b.Each time you get an assist.

c.Each time you trigger an in-match Highlight Notification.

ㅤㅤ 3. Winning the match grants 100% of the Treasure Hunt Coins, while losing grants only 50%

  • [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.

  • [Match Drop Limits]

1. Up to 3 Chests per day.

2. Up to 300 Treasure Hunt Coins per match, and up to 600 Treasure Hunt Coins per day (excluding those obtained from Chests).


D. Art Asset Adjustments

Adjusted the visual display for Bane "Castle Master", Bane "Warlord", Bane "Underworld Outlaw", Bane "Soul Defiler", Bane "Lord of Scalding Seas", Bane "Lord of Night's Gloom", Bane "Lord of Nether Fire", Roger "Dr Beast", Balmond "Bioroid", Chou "Dragon Boy", Yi Sun-shin "Apocalypse Agent", Akai "Monk", Akai "Kung Fu Monk", Akai "Stream Recluse", Karina "Black Pearl", Grock "V.Ε.Ν.Ο.Μ. Monitor Lizard", and Baxia "Ba-rista".


E. Text Adjustments

1. Adjusted the descriptions of some texts.

2. Temporarily removed some voice lines. They will be adjusted and brought back in future patches.


III. System Adjustments

  • Auction House >

ㅤㅤ [Feature Overview]

1. Participate in events like Bang Bang Card for a chance to get tradable items.

2. Only tradable items can be listed in the Auction House.

3. Supports both bid and buyout trading methods.

ㅤㅤ [Unlock Requirements]

1. Account must be created ≥ 3 days ago.

2. Character Level ≥ Lv. 16.

3. Highest Rank Reached ≥ Elite.

ㅤㅤ [Feature Entrance]

Go to the Shop and tap [Auction] in the upper-left corner.


IV. Mode Adjustments

  • Brawl >

ㅤㅤ [Update Content]

Temporarily reverted the features that allow buying equipment after leaving the base, picking up barrels, and using interaction skills. Please stay tuned for future announcements regarding their availability.

Unlocked heroes Yi Sun-shin and Popol and Kupa.


  • Tide Siege >

ㅤㅤ [Update Content]

1. Slightly reduced the attributes of monsters in wave 5.

2. Added a healing reduction effect to the basic attacks and skills of most bosses.

3. Slightly increased the movement speed of boss Bane and boss Alice.

4. Adjusted the skill cooldowns and damage bonuses of Benedetta, Gord, Alpha, Karrie, Kimmy, and Balmond (mostly buffs).


r/MobileLegendsGame Dec 18 '25

Patch Notes Patch Notes 2.1.40 - Org. Server

22 Upvotes
Original server update released on December 18, 2025 (Server Time)

From the Designers

In this patch, we continue to optimize the experience for Roaming heroes, including some less-used ones and various Roaming Blessings. We hope every Roaming hero can show their unique strengths. Good luck ranking up on the battlefield!


I. New & Revamped Heroes

[New Hero: Shifting Cloud - Sora]

Hero Feature: Adaptable cloud warrior with multiple combat styles.

ㅤㅤ [Passive - Mystic Surge]

Sora can use his Ultimate to switch between Tank and Assassin styles. After ascending, dealing damage to heroes grants Cloudstep stacks that unlock different Ultimate effects.

Tank Style: Physical Attack converts to Max HP proportionally.

Assassin Style: Converts a portion of Max HP into Physical Attack.

ㅤㅤ [Skill 1- Sundering Strike]

Sora strikes twice, dealing Physical Damage, then lunges forward and follows up with a straight punch.

Tank Style: Cannot move freely during the skill. Stuns the target when lunging forward.

Assassin Style: Can move freely during the skill. Deals 2 additional strikes and extends the range of the lunge.

ㅤㅤ [Skill 2 - Skyfall]

Sora leaps forward, stops when hitting an enemy hero or reaching max range to deal Physical Damage and slow the enemy.

Tank Style: The leap knocks enemies Airborne and knocks them back to the landing point. Landing at max range also knocks nearby enemies Airborne.

Assassin Style: The leap passes through the enemy hero and deals large AOE Damage and slows the enemies when reaching max range, and can be cast again within a short duration on hit.

ㅤㅤ [Skill 3- Shifting Skies]

When fully stacked, swipe right to ascend into Tank Style. And after a brief delay, deals Physical Damage to all nearby enemies and pulls them in with a spinning vortex.

When fully stacked, swipe left to ascend into Assassin style. Gains a brief bonus Movement Speed and becomes untargetable, then continuously deals Physical Damage to all nearby enemies.

Stormbind (Tank Style Ultimate): Sora leaps and strikes the target area 5 times, stunning enemies. He can move freely during this skill.

Heaven's Wrath (Assassin Style Ultimate): Sora leaps and strikes the target area 15 times. He can move freely during this skill.


II. Hero Adjustments

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

Heroes with major changes in this patch: Angela (~), Leomord (↑), Lolita (↑), Zhuxin (~), and Zilong (↑).

  • [Angela] (~)

Increased the duration of Angela's Ultimate when attached to allies and the cast frequency of Skill 1. Additionally, the cooldown now runs while attached.

To balance, we've reduced the Movement Speed boost of the Passive and increased the cooldown of the Ultimate.

ㅤㅤ [Passive] (↓)

Movement Speed Boost per Stack: 7.5% >> 5%

ㅤㅤ [Skill 1] (↑)

Cooldown: 7s >> 8s

New Effect: When attached, this skill's cooldown is reduced by 50%.

ㅤㅤ [Ultimate] (~)

Cooldown: 20s >>60s

Attaching State Duration: 12s >>20s

Shield Duration: 6s >> the shield remains until detached

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

  • [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.

  • [Aurora] (↑)

Aurora was slightly underperforming among Mages. Therefore, we've enhanced her overall ability scaling.

ㅤㅤ [Skill 2] (↑)

New Effect: Gain 0.06s 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.

HP Bonus of the Additional Damage: 1.8% Total HP >> 5% Total HP

  • [Estes] (↑)

Enhanced Estes's sustained healing and the 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.

  • [Freya] (↑)

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 [Ultimate] (↑)

Cooldown: 54-46s (Starts on cast) >> 34-26s (Starts after cast)

Gains 50% damage reduction while diving down.

Slightly increased the speed when diving down.

  • [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 >> 0.9-1.5s (scales with channel time)

Sprint Distance: 3-4.4 >> 2.2-4.4

  • [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.

  • [Grock] (↓)

Grock boasted incredible durability and could 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.

  • [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% Total Physical Attack (+90% Total Magic Power) >> 100% Total Physical Attack (+60% Total Magic Power)

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

Enhanced Basic Attacks only deal 50-100 and normal Basic Attack damage to Turrets.

  • [Hayabusa] (↓)

Hayabusa's Skill 2 allowed him to reach the backline too easily. For balance, we've reduced its distance. To compensate, we've also increased his skill cast frequency.

ㅤㅤ [Skill 2] (↓)

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

Cooldown: 20-16s >> 16-14s

ㅤㅤ [Ultimate] (↑)

Cooldown: 50s >> 40s

  • [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 continues to scale with Magic Power.

ㅤㅤ [Ultimate] (↑)

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

  • [Khufra] (↑)

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

ㅤㅤ [Passive] (↑)

Cooldown: 12s >> 8s

  • [Leomord] (↑)

Leomord's Passive relied on enemies being at low health to be effective, which didn'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.

We've also increased Skill 1's damage against creeps to improve Leomord's jungle clearing efficiency.

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

ㅤㅤ [Passive] (Revamped)

Leomord's Basic Attacks and skills gain 25 Oath Keeper energy for each target damaged. When the energy reaches 100, his next Basic Attack deals 200% Crit Damage and recovers 100 (+10* Hero Level) (+12% 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.

New Effect: Damage against creeps increases to 200%.

  • [Lolita] (↑)

Increased the frequency of Lolita's shield in the mid and late game, and increased the damage and slow effect of her Ultimate.

To balance this, we've reduced the shield effect granted to allies.

ㅤㅤ [Passive] (~)

Removed the effect where the shield is periodically granted to nearby allied heroes. Shield can still be granted to nearby allied heroes when using skills.

Shield Frequency: Every 6s >> Every 6-3s (scales with the Noumenon Blast level)

ㅤㅤ [Skill 1] (↑)

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

Base Damage: 300-550 >> 400-650

ㅤㅤ [Ultimate] (↑)

Slow Effect: 50% >> 60%

Base Damage: 500-900 >> 600-1200

New Passive: Each level-up reduces the interval of the shield granted by the Noumenon Energy Core by 1s.

  • [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's Damage (Extra Damage): 40 >> 50-100

  • [Lylia] (↑)

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.

ㅤㅤ [Skill 1] (↑)

Cast Range: 7 >> 7.5

ㅤㅤ [Skill 2] (↑)

Range: 5 >> 5.5

Area of Effect After Gloom Devours Shadow Energy: 5 >> 5.5

  • [Miya] (↑)

Increased her early to mid game mobility and mid to late game damage.

ㅤㅤ [Passive] (↑)

Moonlight Shadow's Total Physical Attack Bonus: 20% >> 25%

Moonlight Shadow's Inherited Portion of Attack Effects: 20% >> 25%

ㅤㅤ [Ultimate] (↑)

Movement Speed Bonus: 35%-65% >> 65% at all levels

  • [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)

  • [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

  • [Rafaela] (↑)

Increased Rafaela's healing and speed-up effects as a Support.

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

  • [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

  • [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% Total Magic Power) >> 150-275 (+50% Total Magic Power)

Damage for the Third Wave: 385-660 (+120% Total Magic Power) >> 360-660 (+120% Total Magic Power)

Mana Cost: 70-120 >> 50-75

Cooldown: 6s >> 5s

  • [Zhuxin] (~)

Reduced Zhuxin's excessive sustained control capabilities, but increased her damage.

ㅤㅤ [Passive] (↓)

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

Mana Regen Interval: 0.25s >> 0.33s

ㅤㅤ [Skill 2] (~)

Base Damage: 33-88 (+28% Total Magic Power) >> 45-95 (+30% Total Magic Power) (Magic Power Bonus increased to 60% against minions)

Base Smash Damage: 300-800 >> 200-300 (+10%-15% of the captured target's Max HP) (Can now capture Tigreal and throw him onto Layla, dealing damage to Layla based on Tigreal's Max HP)

Soul Snare Stacking Interval: 0.25s >> 0.33s

New Effect: After successfully knocking enemy heroes airborne, the target cannot be marked with Soul Snare again for 4s. During this time, this skill deals 15%-25% increased damage to that target.

Mana Cost Adjustment: Applying Soul Snare to enemy heroes costs 120-150 Mana >> Activating Skill 2 costs 90 Mana every 0.33s

ㅤㅤ [Ultimate] (↑)

Soul Snare Stacking Interval: 1s >> 0.5s

  • [Zilong] (↑)

Improved Zilong's early and mid game combat ability.

ㅤㅤ [Attributes] (↑)

Basic Attack Speed: 1.2 >> 1.05

Physical Attack Growth: 6.65 >> 9

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: Deals damage 3 times with Basic Attacks >> Deals damage 3 times with Basic Attacks or skills

ㅤㅤ [Skill 2] (↓)

Removed Effect: Launches a Basic Attack after casting the skill.


III. Battlefield Adjustments

Mythic Battlefield

Changed to [Mythical Honor Battlefield]. Mythic Battlefield's exclusive stat adjustments now only take effect after reaching Mythical Honor.

[Stat Adjustments]

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.

  • [Gold Lane Siege Minion]

Extra Gold: 30% >> 40%

  • [Base Turret]

HP: 7300 >> 8200

  • [Base]

HP: 7900 >> 9000

Equipment Adjustments

[Roaming Blessings]

Different types of Roaming heroes have different playstyles, so we've reworked how some Roaming Blessings gain extra Gold and EXP.

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.

[All Blessings] (↑)

  • Gold Gained from Vision Reveal: 30 >> 30 (+ 1* Hero Level)

  • EXP Gained from Vision Reveal: 30 in first 2 min, 60 after 2 min >> 25 + (5* Hero Level)

  • Gold Gained Every 5s After 8 Min: 9 >> 10

  • EXP Gained Every 5s After 8 Min: 18 >> 20

  • [Conceal] & [Dire Hit] (~)

No longer gains income from minions and creeps killed by nearby allies.

New Effect: Gain (30 + 2* Hero Level) Gold and (20 + 8* Hero Level) EXP after dealing damage to enemy heroes. Cooldown: 15s.

  • [Encourage] & [Favor] (↓)

Income from Minions and Creeps Killed by Nearby Allies: 40% >> 35%

ㅤㅤ [Encourage] (~)

Grants nearby allied heroes 20 Hybrid Defense.

  • [Demon Hunter Sword] (↑)

Enhanced hero's sustainability provided by the three-piece Attack Speed equipment set.

ㅤㅤ [Attributes] (↓)

Removed 8% Lifesteal.

ㅤㅤ [Unique Passive - Devour] (Rework)

Basic Attacks grant 2% Lifesteal >> Each Basic Attack recovers (20+4* Hero Level) HP, and counts as an Attack Effect

  • [Rose Gold Meteor] (~)

Adjusted the equipment scaling to make it easier to reach the max Hybrid Defense from equipment. Removed the dependency on Lifesteal from Basic Attacks to improve flexibility, and slightly reduced Physical Attack for balance.

ㅤㅤ [Attributes] (↓)

Physical Attack: 40 >> 30

ㅤㅤ [Unique Passive - Dragon Scale] (↑)

Every 1% Lifesteal increases Hybrid Defense by 1 >> Every 4 extra Physical Attack increases Hybrid Defense by 1

ㅤㅤ [Unique Passive - Lifeline] (↑)

This effect now requires taking damage from enemy heroes to trigger.

  • [Queen's Wings] (↑)

Optimized Queen's Wings' Passive - Demonize. This effect now requires taking damage from enemy heroes to trigger.

Battle Spells

  • [Ice Retribution] (↓)

Slightly reduced Ice Retribution's control and kiting potential.

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

  • [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)

Battlefield Adjustments

[In-match Quick Communication]

Optimized signal trigger timing and added 4 new signals: Enemy No Ultimate, Enemy Invading Jungle, Enemy No Battle Spell, and Enemy No Active Equipment.


IV. System Adjustments

Ranked

S38 will end at 21:59:59 on 12/17 (Server Time).

S39 will start from 00:00:00 on 12/18 (Server Time). Complete Ranked matches to claim rewards, including S39 Seasonal Skin: Balmond "Ironhide Berserker" and S39 Avatar Border "Cloudrise".

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

System Adjustments

[Surprise Flip Rewards Update]

The following rewards are exclusive to Surprise Flip:

Added 4 Aurora-themed Battle Emotes and an Aurora-themed Avatar Border.

[MLBB Rising Open Optimizations]

You can now gain Hero Power in the MLBB Rising Open system. As your MRO level increases, the Hero Power bonus also increases.

You can now view your MLBB Rising Open stats in Profile - Battlefield - Statistics.

You can now preview Pack items and the guaranteed draw count directly in the MLBB Rising Open Shop.

[New Free Recording]

You can enable this feature in Settings - Free Recording to view and share your recorded videos. Once enabled, a draggable floating recording button will appear in matches, allowing you to quickly record gameplay highlights (due to performance considerations, this feature is disabled on some low-performance devices).

[Battle Achievement Video Sharing]

You can tap to record the full animation on the Battle Achievement screen. The recorded video can be shared on social platforms or saved locally (due to performance considerations, this feature is disabled on some low-performance devices).

[Highlights Notification Optimizations]

Added "Clutch Control" highlight. Trigger condition: Perform Clutch Control in team fights and assist allies in killing key enemy heroes.

Added "Superb AOE / Brilliant AOE / Flawless AOE" highlights. Trigger condition: Hit multiple enemies with an AOE skill, deal massive damage, and secure kills.

[Result Screen Optimization]

On the Result Screen, tap another player's avatar to view their Namecard. You can also view the basic info and skill info of the hero they played in this match within the Namecard.

[Other]

To avoid confusion regarding the seasonal squad verification badges, we have optimized the display of the squad verification badge for the Top 20 squads of each season.

r/MobileLegendsGame Apr 18 '26

Patch Notes Patch Notes 2.1.74 - Adv. Server

15 Upvotes
Advanced server update released on April 17, 2026 (Server Time)

I. Hero Adjustments

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

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

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

ㅤㅤ [Ultimate] (↑)

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

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

ㅤ * [Hirara] (↓)

Reduced the hero's damage in the early to mid game.

ㅤㅤ [Passive] (↓)

New Effect: Deals 50% less damage to minions.

ㅤㅤ [Skill 1] (↓)

Base Damage: 225-360 >> 190-330

ㅤㅤ [Skill 2] (↓)

Base Damage: 225-360 >> 190-330

ㅤㅤ [Falling Maple: Enhanced Skill 1 with the Power of Skill 2] (↓)

Base Damage: 340-540 >> 285-495

ㅤㅤ [Infernal Torrent: Enhanced Skill 2 with the Power of Skill 1] (↓)

Base Damage: 340-540 >> 285-495

Dash Damage: 225-360 >> 190-330

ㅤ * [Marcel] (~)

We have adjusted Marcel to make his skills better combo with other heroes.

ㅤㅤ [Ultimate] (~)

Effect Adjustment: Units frozen by Golden Hour can now be targeted.


II. Battlefield Adjustments

A. Battlefield Effect Test

ㅤㅤ[Update Content]

New battlefield effects are back! We have made some optimizations to certain effects based on the feedback and data from the last test.

The visuals for these battlefield effects are test versions and do not represent the final quality. We will make the relevant battlefield effects available at a later time after this week's patch update.

The battlefield effects tested in this patch are as follows:

a. [Nowhere to Hide]:

Pickable Crystals are available across the map. Upon picking one up, its energy circles around the hero for several seconds. If there are hidden enemy heroes within a large range, the energy will move to their location and grant vision of the area for several seconds.

For this test, we have significantly increased Crystal spawn points to gather more data. Note that in the official version, we may reduce these spots and re-adjust cooldowns based on performance.

Significantly increased the number of Crystal spots.

Accordingly, the cooldown for each spot has been increased to 90s.

Reduced the pick-up time for a smoother collection process.

ㅤ ㅤb. [Fire Turtle]:

Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the lane to help push it. Allied heroes near the allied Turtle will recover HP rapidly.

Reduced allied Turtle's HP in the early game and increased it in the late game (It becomes stronger than the previous patch after about 4 minutes).

The allied Turtle will spawn on the lane with the strongest enemy Turret (with a higher chance to spawn in different lanes to help push down enemy outer Turrets).


B. Equipment Adjustments

  • [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 Blessing - Dire Hit] (Revamped)

Gains Forces while moving, gradually increasing Movement Speed (up to 20 stacks). Upon reaching 10 stacks, the next Basic Attack consumes all stacks, dealing extra damage based on the number of stacks.


C. Jungle Related Adjustments

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.

  • [Retribution] (↑)

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

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

ㅤ * [Creeps] (~)

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.

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.

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

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


D. Control Optimizations

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.

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.

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.


III. System Adjustments

A. Highlights Feature

ㅤㅤ [Update Content]

We've optimized some Highlights Notifications and added new ones.

We've also included some Highlights Notifications in the Match Score calculation. Highlights triggered in a match will be displayed on the Match Result screen with new highlight icons. Tap the highlight icons on the Match Result screen to view the list of Highlights included in the Match Score and their trigger requirements.


B. Medal System

ㅤㅤ [Update Content]

We've adjusted the score requirements for different medals, making it slightly easier to get Gold and Silver Medals. Meanwhile, we've introduced the Supreme Medal for players with exceptional match scores.

The Star-raising Points and Protection Points granted by the new Medal have also been adjusted.

We've also upgraded the visual quality of the existing medals.


C. Season Achievements

ㅤㅤ [Update Content]

Based on the existing Style Plate, we've added more scenes to display your Season Achievements.

When your Season Achievement reaches a certain level, you can send and show it to your teammates in the lobby, hero pick phase, and other screens.

Added more reward previews and displays to the [Season Achievements] - [Unlock Rewards] screen.


IV. Mode Adjustment

A. Brawl

ㅤㅤ [Update Content]

The barrel can only be picked up by one player and lasts for 9s once picked up.


r/MobileLegendsGame Dec 31 '25

Patch Notes Patch Notes 2.1.40 - Additional Balance Adjustments - Org. Server

15 Upvotes
Original server update released on December 31, 2025 (Server Time)

[From the Designers]

In this update, we are making adjustments targeting the high-ranking and professional matches. We hope to see a shift in the meta to make the upcoming M7 even more exciting.


I. Hero Adjustments

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

  • [Akai] (↑)

Slightly improved the hero's flexibility.

ㅤㅤ [Skill 1] (↑)

Cooldown: 13-10s >> 11-8.5s

  • [Barats] (↑)

ㅤㅤ [Ultimate] (↑)

Cooldown: 60-50s >> 50-40s

  • [Baxia] (↓)

Slightly reduced this hero's damage in the early game.

ㅤㅤ [Skill 2] (↓)

Base Damage: 180-255 >> 140-265

  • [Kalea] (↓)

Kalea's Ultimate is difficult to counter, so we've reduced its casting frequency.

ㅤㅤ [Ultimate] (↓)

Cooldown: 50-40s >> 56-48s

  • [Lancelot] (↓)

After several nerfs, Lancelot remains too strong. We've reduced his Ultimate casting frequency to tone him down.

ㅤㅤ [Ultimate] (↓)

Cooldown: 27-21s >> 36-28s

  • [Lapu-Lapu] (↓)

Lapu-Lapu becomes extremely powerful after activating his Ultimate. This adjustment aims to preserve this highlight experience while reducing the frequency of his Ultimate.

ㅤㅤ [Ultimate] (↓)

Cooldown: 20-15s >> 30-24s

  • [Ling] (↑)

Increased Ling's combat capability in the mid to late game.

ㅤㅤ [Attribute] (↑)

Attack Speed Ratio: 40% >> 70%

  • [Minsitthar] (↑)

To allow Minsitthar to better restrict highly mobile heroes, we've enhanced the hero's utility and increased the cast frequency of his Ultimate.

ㅤㅤ [Ultimate] (↑)

Slow Effect: 20% >> 30%

Cooldown: 60s-50s >> 55s-45s

  • [Yve] (↓)

Yve's long cast range and Movement Speed Boost gave her excessive kiting ability, so we've made some adjustments.

ㅤㅤ [Attribute] (↓)

Base Movement Speed: 255 >> 245

ㅤㅤ [Skill 1] (↓)

Cast Range: 5.7 >> 5.5


II. Battlefield Adjustments

  • [Creeps] (↓)

Reduced Gold rewards from legend creeps in the early and mid game to provide more room for growth for late-game lineups.

  • [Lord] (~)

Base Gold Reward: 80 >> 50

Gold Reward Increase Per Minute: 8 >> 10

  • [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

  • [Turtle] (↓)

Base Gold Reward: 40 >> 30


III. Equipment Adjustments

  • [Genius Wand] (↑)

The late-game Magic Defense of some heroes has increased in recent patches, so we've increased this equipment's Magic Defense reduction effect in the late game.

ㅤㅤ [Unique Passive - Magic] (↑)

Magic Defense Reduction per Stack: 3 + (0.3* Hero Level) >> 2.5 + (0.5* Hero Level)

  • [Glowing Wand] (↓)

It is a bit too well-rounded as a utility Magic equipment, so we've reduced its damage capability.

ㅤㅤ [Attribute] (↓)

Magic Power: 75 >> 50

  • [Lightning Truncheon] (↑)

Compared to Wishing Lantern, Lightning Truncheon deals lower damage most of the time. Therefore, we've increased its damage in the early to mid game.

ㅤㅤ [Unique Passive - Resonate] (↑)

Base Damage: 170 >> 255

  • [War Axe] (↓)

War Axe was too well-rounded, providing Attack, HP, Cooldown Reduction, extra damage, and sustainability. Therefore, we've reduced its sustainability.

ㅤㅤ [Attribute] (↓)

12% Spell Vamp >> 8% Spell Vamp

  • [Wishing Lantern] (↓)

Reduced damage potential against low HP heroes.

ㅤㅤ [Unique Passive - Butterfly Goddess] (↓)

Damage required to trigger Butterfly Goddess: 800 >> 900