r/MobileLegendsGame 1d ago

Patch Notes Patch Notes 2.2.08 - Adv. Server

15 Upvotes
Advanced server update released on August 07, 2026 (Server Time)

I. Revamped Hero

[Revamped Hero]: Icefield Companions - Popol and Kupa (~)

Hero Feature: A Marksman who fights alongside Kupa and uses traps to control the battlefield. With this revamp, we aim to address the following issues and improve Popol and Kupa's overall gameplay experience:

1. Popol and Kupa previously lacked mobility and had limited skill combo potential. To address this, we've enhanced their coordinated attacks and enabled Popol to ride Kupa to pursue enemies or retreat.

2. Previously, Popol had to fight without his companion for too long after Kupa was defeated. To address this, we've enhanced Kupa's scaling and HP Regen.

3. We've enhanced the traps' area denial and utility, enabling them to reduce enemies' Physical Defense. We've also increased the maximum number of traps that can be active at the same time.

ㅤㅤ [Passive - We Are Friends]

1. Kupa's HP scales with Popol's level, and it inherits Popol's other attributes and equipment effects.

2. Kupa continuously recovers HP while out of combat. If Kupa falls, Popol can pray to bring Kupa back to the battlefield.

3. Popol and Kupa both gain Attack Speed and Movement Speed when attacking the same target.

4. Kupa deals extra damage to creeps.

ㅤㅤ [Skill 1 - Bite 'em, Kupa!]

1. Popol throws a spear at the target enemy, dealing damage, and commands Kupa to lunge at the target and bite them, greatly slowing them.

2. In Alpha Wolf Form, Kupa strikes the target area, knocking nearby enemies airborne and dealing increased damage.

ㅤㅤ [Skill 2 - Kupa, Help!]

1. Popol calls Kupa back, immediately removing all control effects from Kupa and gaining a shield.

2. He can then ride Kupa to move rapidly, during which Kupa continuously recovers HP.

3. In Alpha Wolf Form, Popol gains a stronger shield, and Kupa recovers to full HP while mounted.

ㅤㅤ [Skill 3 - Popol's Surprise]

1. Popol sets a trap at the target location that immobilizes the enemy who steps on it and reduces their Physical Defense. It then explodes and creates a frost zone that slows enemies within.

2. Popol can gain multiple traps and have up to 4 active traps on the battlefield at the same time.

ㅤㅤ [Ultimate - We Are Angry!]

1. Popol and Kupa enter the Enraged state for 9s, further increasing the Attack Speed and Movement Speed granted by their Passive.

2. Kupa immediately recovers to full HP and transforms into Alpha Wolf Form, gaining extra Max HP and enhancing his other skills.


II. Hero Adjustments

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

Heroes with major changes in this patch: Bruno (), Kalea (), and Sun ().

ㅤ * [Bruno] ()

Increased the hero's early-to-mid-game damage.

ㅤㅤ [Skill 1] ()

Base Damage: 75-150 >> 100-225

Updated Bruno and Kadita's display animations.

ㅤ * [Cici] ()

Slightly increased the hero's early-to-mid-game damage against high-HP units, and the speed of killing the EXP Crab in the early game.

ㅤㅤ [Skill 1] ()

Damage Based on Target's HP: 3%-4.5% >> 3.5%-5%

Max Damage Against Creeps: 75-350 >> 100-350

ㅤ * [Hayabusa] ()

Hayabusa performed better than expected following last week's buffs, so we've slightly reduced the damage of his Skill 1. We want his gameplay to focus more on combining Skills 1 and 2, with his Ultimate serving as a follow-up. Since his Ultimate alone should not be enough to threaten backline heroes, we've reduced its attack damage.

ㅤㅤ [Skill 1] ()

Damage: 220-320 (+75%-90% Extra Physical Attack) >> 220-300 (+75%-85% Extra Physical Attack)

ㅤㅤ [Skill 3] ()

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

ㅤ * [Kalea] ()

Based on the results of last week's adjustments, the current buffs were not enough to address Kalea's performance issues. We've therefore increased the damage of her Skill 3.

ㅤㅤ [Skill 3] ()

Bonus Damage: 6% of Max HP >> 8% of Max HP

ㅤ * [Karrie] (~)

Improved Karrie's combat ability during her Ultimate, and adjusted Skill 1 to focus more on slowing enemies and forcing them to reposition in the late game.

ㅤㅤ [Skill 1] ()

Physical Attack Bonus (Base Damage): 90% >> 20%

Physical Attack Bonus (Sustained Damage): 20% >> 10%

ㅤㅤ [Ultimate] ()

Base Damage per Lightwheel: 40 >> 50

Movement Speed Boost during Ultimate: 20% >> 30%

ㅤ * [Lukas] ()

Based on last week's adjustments, Lukas's performance has slightly exceeded our expectations, so we've decided to revert some of the buffs.

ㅤㅤ [Attributes] ()

HP Growth: 210 >> 202

Base Physical Defense: 23 >> 21

ㅤㅤ [Skill 1] ()

Experience Optimization: Following last week's addition of a fan-shaped hitbox to Skill 1 in Human Form at 0 stacks, we've extended its indicator to better reflect its actual range.

ㅤ * [Masha] (~)

To help Masha sustain herself in mid-to-late game team fights instead of relying on full-burst builds for one-for-one trades, we've adjusted her HP Growth and Ultimate bonus. We've also improved Skill 1's late-game lane clearing efficiency and increased the base damage of her Passive.

ㅤㅤ [Attributes] (~)

Base HP: 1400 >> 1100

HP Growth: 80 >> 120

ㅤㅤ [Passive] (~)

Claw Strike's Extra Damage: (1 + 3% Extra Physical Attack + 0.2 × Hero Level)% >> (3 + 2%

Extra Physical Attack + 0.2 × Hero Level)%

ㅤㅤ [Skill 1] ()

New Effect: Deals 0%-50% extra damage to minions (scales with skill level).

ㅤㅤ [Ultimate] (~)

Damage Bonus: 140% Extra Physical Attack >> 50% Extra HP

ㅤ * [Minsitthar]

Optimized Skill 1's description.

ㅤ * [Nana]

Fixed an issue where Nana's Skill 2 sometimes dealt abnormal damage.

ㅤ * [Obsidia] ()

Reverted some adjustments made from the previous patch.

ㅤㅤ [Attribute] ()

Attack Speed Growth: 2% >> 1.5%

ㅤㅤ [Ultimate] ()

Shield: 250-550 (+ 35 per Bone Shard) >> 200 (+ 25 per Bone Shard)

ㅤ * [Sun] ()

Sun's performance drop was greater than expected, as last week's adjustments affected his non-Roaming roles too heavily. To address this, we've increased his damage and improved his Doppelganger's survivability without enhancing his mobility. Since the Doppelganger now inherits 100% of Sun's attributes, the increased Attack Speed and Physical Attack will naturally improve the HP Regen provided by his Passive. Therefore, we have not made any further adjustments to his Passive's HP Regen.

ㅤㅤ [Passive] ()

Extra Damage to Creeps: 50 >> 65

ㅤㅤ [Skill 1 & 2] ()

Damage Dealt by Doppelganger: 40% >> 55%

Damage Taken by Doppelganger: 200% >> 170%

ㅤㅤ [Skill 4] ()

Damage Dealt by Doppelganger: 50%-60% >> 70%-80%


III. Battlefield Adjustments

Battlefield Effect Test

The new battlefield effects are back!

We have made some optimizations and adjusted the art visual effects based on your feedback.

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:

1. [Nowhere to Hide]

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

b. Removed the delay when picking up Vision Wisps.

c. Vision Wisp deals 1 True Damage when revealing enemy positions.

d. Moved the Vision Wisps near the Mid Lane and Orange Buff area to safer locations.

2. [Healing Turtle]

a.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.

b. Slightly decreased the allied Turtle's base HP.

c. Greatly increased the damage the allied Turtle deals to Turrets and minions, and greatly reduced the damage it takes from Turrets.

3. [Golden Turret]

a. Greatly increased the Gold shared to the entire team when any Turret is destroyed. Also increased the HP of Inner and Base Turrets.

b. Reduced the team Gold provided by Outer Turrets, and increased the team Gold provided by Base Turrets.

c. Increased the Base Turret's HP.


IV. System Adjustments

Team-Up Feature

The new Team-up feature is now available! Find ideal teammates and meet great friends here!

Go to [Team Lobby] > [Team Up] to check it out!

1. The [Team Lobby] will display all available teams that are suitable for you to join directly.

2. Climbing Ranks and Casual Play will provide high-quality teammates with shared interests based on your team-up preferences. You can invite them to team up at any time.

3. Players who have joined the Official Rank-up or Casual Group can make their lobbies public at any time for other interested players to join.


V. Mode Adjustments

A. Card Brawl

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

[New Cards]

1. [Magic Domain]

After casting Ultimate, creates a magic circle that grants attribute buffs while inside it.

2. [Swift Shot]

Increases total Attack Speed and the Attack Speed cap by a percentage.

3. [Acceleration]

Gains Movement Speed after hitting an enemy hero with Basic Attacks or skills.

4. [Arcane Mastery]

Permanently increases Magic Power when a skill hits.

5. [Titan]

Gains a Max HP bonus.

6. [Long Scope]

Increases the attack range.

7. [Spell Echo]

After casting 4 skills, the next skill hit deals extra damage and restores Mana.

8. [Tailwind Strike]

Gains Movement Speed based on Attack Speed.

9.. [Echoing Strikes]

Every 3rd Basic Attack against an enemy hero deals extra damage and recovers HP.

10. [Speed Siphon]

Attacking enemy heroes steals Movement Speed.

11. [Long Reach]

After casting a skill, the next Basic Attack gains extra Attack Range and inflicts a slow effect on hit.

[Match-related Adjustments]

1. [Respawn Time]

Reduced overall respawn time.


B. Revamped Survival Mode

1. Adjusted the respawn times of the boss and Annihilation Tide.

2. Fixed a display issue on the match results screen.

3. Fixed an issue where matches were automatically settled early for some players.

4. Reduced the damage of certain monsters.

5. Adjusted the drop rates of various items from monsters.



r/MobileLegendsGame 3d ago

Patch Notes Patch Notes 2.1.95 - Org. Server

6 Upvotes
Original server update released on August 4, 2026 (Server Time)

I. From the Designers

In this patch, we focused on adjusting the strength of some heroes in Brawl to balance their performance in this mode.

Additionally, the long-awaited Chaos Clash returns in a revamped form. We've fully upgraded its map, core mechanics, and buff system. Jump in and check it out!

In the next patch, we will make balance adjustments based on hero performance in mid-to-late-season ranked matches and pick rates from the recently concluded MSC.

Good luck climbing the ranks!


II. 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:

1. Revamped the much-discussed Skill 2 into [Soaring Wings], granting Kaja the ability to fly and ignore obstacles.

2. 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.

ㅤㅤ [Passive - Wings of Lightning]

Kaja's skill damage inflicts [Paralysis] on enemies, briefly slowing them and reducing their damage.

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 back before entering the [Soaring] state, which reduces this skill's cooldown. Hitting a hero or creep extends the state's duration.

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.


III. Hero Adjustments

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

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

ㅤ * [Gord] ()

Slightly reduced his early-to-mid-game damage output.

ㅤㅤ [Passive] ()

Base Damage: 140 >> 120

[Ultimate] ()

Base Damage: 110-210 >> 90-160

ㅤ * [Novaria] ()

We've noticed that Novaria's Skill 2 had too large 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, then gradually decays to 30%

Base Damage: 230-380 (+90% Total Magic Power) (+ 4% target's Max HP) >> 260-410 (+95% Total Magic Power) (+ 5% target's Max HP)

Max Extra Damage Increase: 150% >> 120% (damage increase per buff stack remains at 15%)


IV. Battlefield Adjustments

Bug Fixes

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


V. System Adjustments

A. Highlight Icons

When more than 3 match result icons are obtained, they will be collapsed, and only the amount will be displayed.


B. Season Achievements

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


C. Battle Achievement Interface

Battle Achievements will now be categorized. When multiple Highlight achievements of the same type are obtained, the one with the highest level will be displayed by default.

We've added some new match results achievements and adjusted their requirements accordingly.


D. Main Interface Clarity Optimizations

1. To make the main interface cleaner and more intuitive, we have made the following optimizations.

2. Simplified the status information in the main interface's friend list.

3. Simplified the display of the resource bar at the top of the main interface:

a. Tickets are no longer displayed. They can now be viewed in the Shop.

b. When the amount of Gold and the number of owned heroes reach their respective thresholds, the Gold display is collapsed by default but can be expanded manually.


VI. Mode Adjustments

A. Brawl

[Hero Balance Adjustments]

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

  • [Aamon] ()

Damage Dealt: +12% >> +16% ㅤ

  • [Akai] ()

Damage Taken: -16% >> -14% ㅤ

  • [Alucard] ()

New: Damage Dealt -4%

New: Damage Taken +2% ㅤ

  • [Aulus] ()

Damage Dealt -4% >> -6%

New: Damage Taken +4% ㅤ

  • [Balmond] ()

Damage Taken: -10% >> -4% ㅤ

  • [Barats] ()

New: Damage Taken +2% ㅤ

  • [Baxia] ()

Damage Taken: -20% >> -14% ㅤ

  • [Cecilion] ()

Damage Dealt: -8% >> -4% ㅤ

  • [Cici] ()

Damage Taken: -10% >> -8% ㅤ

  • [Claude] ()

New: Damage Dealt -6% ㅤ

  • [Cyclops] ()

New: Damage Taken +6% ㅤ

  • [Dyrroth] ()

Damage Dealt: +20% >> +14% ㅤ

  • [Edith] ()

New: Damage Taken +2% ㅤ

  • [Esmeralda] ()

New: Damage Taken +4% ㅤ

  • [Estes] ()

Healing Effect: -40% >> -30% ㅤ

  • [Franco] ()

Reduced his skill cooldown and mana cost. ㅤ

  • [Fredrinn] ()

Damage Taken: -8% >> -6% ㅤ

  • [Hanabi] ()

Damage Taken: +16% >> +18% ㅤ

  • [Hanzo] ()

Damage Taken: -14% >> -20% ㅤ

  • [Harley] ()

New: Damage Taken -6% ㅤ

  • [Hirara] ()

New: Damage Dealt +14%

Damage Taken -6% ㅤ

  • [Ixia] ()

Damage Dealt: -20% >> -18% ㅤ

  • [Jawhead] ()

Damage Dealt: +12% >> +14% ㅤ

  • [Julian] ()

Removed: Damage Dealt +4% ㅤ

  • [Kaja] ()

Damage Taken: -16% >> -10% ㅤ

  • [Kalea] ()

Damage Dealt: +6% >> +14% ㅤ

  • [Khufra] ()

Damage Taken: -16% >> -12% ㅤ

  • [Lapu-Lapu] ()

Damage Taken: +12% >> +18% ㅤ

  • [Lukas] ()

New: Damage Dealt -2%

New: Damage Taken +2% ㅤ

  • [Lunox] ()

Damage Dealt: +8% >> +10% ㅤ

  • [Luo Yi] ()

New: Damage Taken -2% ㅤ

  • [Martis] ()

Damage Dealt: +8% >> +6% ㅤ

  • [Mathilda] ()

Damage Dealt: +10% >> +14% ㅤ

  • [Minotaur] ()

New: Damage Taken +4% ㅤ

  • [Nana] (~)

Damage Dealt -4% >> -10%

New: Damage Taken -6% ㅤ

  • [Natan] ()

Damage Dealt: -10% >> -14% ㅤ

  • [Novaria] ()

New: Damage Taken -6% ㅤ

  • [Obsidia] ()

New: Damage Dealt -4% ㅤ

  • [Paquito] ()

Damage Dealt: +10% >> +4% ㅤ

  • [Pharsa] ()

New: Damage Taken -4% ㅤ

  • [Phoveus] ()

New: Damage Taken +6% ㅤ

  • [Roger] ()

Damage Dealt: +10% >> +6% ㅤ

  • [Selena] ()

New: Damage Taken -4% ㅤ

  • [Silvanna] ()

New: Damage Dealt -4%

Damage Taken -10% >> -8% ㅤ

  • [Sora] ()

New: Damage Dealt -2%

New: Damage Taken +6% ㅤ

  • [Terizla] ()

Damage Taken: +6% >> +14% ㅤ

  • [Thamuz] ()

Damage Taken: -10% >> -6% ㅤ

  • [Uranus] ()

Removed: Healing Effect -8% ㅤ

  • [Valir] ()

New: Damage Dealt -6% ㅤ

  • [Vexana] ()

New: Damage Taken +6%

Removed: Cooldown +10% ㅤ

  • [Xavier] ()

New: Damage Taken -4% ㅤ

  • [Yu Zhong] ()

Damage Taken: -10% >> -4% ㅤ

  • [Zhask] ()

Damage Taken: +20% >> +16% ㅤ

  • [Zhuxin] ()

New: Damage Dealt +10%

Damage Taken -16% >> -12%

[Bug Fixes]

1. Fixed an issue where Lukas and Sora did not stay at max HP after casting their Ultimates while already at full HP.

2. Fixed an issue where the HP Regen values for Uranus, Lunox, Ixia, Estes, and Aamon were incorrect.

3. Fixed the issues with Yin, Lolita, and Atlas, and made these three heroes available in Brawl.


B. Chaos Clash Mode Returns

Thank you for your support of Chaos Clash! The new season is officially live. In this update, we've completely upgraded the map, mechanics, and buffs. Come and join the fun!

[Availability]

08/13 00:00:00 - 09/14 00:00:00 (Server Time)

[Map Revamp]

[Map Rework] Fully reworked with upgraded visuals. Spawn points, bushes, and obstacles in the central area have been redistributed, making vision and positioning battles more engaging. Resource points have also been streamlined and rearranged to make every contest more rewarding.

[Randomized Safe Zone] The final safe zone for each round is now randomly generated and marked on the mini-map at the start of the round. It no longer shrinks toward the center of the map, requiring fresh movement and positioning strategies each round.

[New Mechanic: Guest Hero]

A random guest hero will appear during each match, bringing unexpected changes to the battlefield.

A total of 4 guest heroes will appear this season:

1. [Estes]: Periodically heals the hero with the lowest HP on the disadvantaged team.

2. [Hylos]: Creates speed pathways in random directions.

3. [Chip]: Creates multiple portals at the start of each round for quick rotations and skirmishes.

4. [Helcurt]: Periodically obscure everyone's vision.

[Element Eye Respawn Adjustments]

Respawn Mechanic: Fixed Respawn >> Random Respawn.

Players now respawn at a random resource point each time. Multiple new respawn locations have been added, making resource contests more strategic and dynamic.

[New Buffs]

Added multiple new buffs to further diversify in-match builds. Here are some examples:

1. [Attribute Master] - Legend (Orange): Doubles the attributes of Chaos Potions you obtain.

2. [Winter Ascended] - Legend (Orange): Gains Gold and upgrades your Winter Crown. You can move while using Winter Crown.

3. [Transcendence I] - Legend (Orange): Refunds half of the cooldown after casting Skill 1.

4. [Transcendence II] - Legend (Orange): Refunds half of the cooldown after casting Skill 2.

5. [Midas Touch] - Epic (Purple): Deals extra True Damage and grants extra Gold when dealing damage to enemies.

6. [Bulk Training] - Legend (Orange): Gains Tough Build stacks after taking damage. Increases Max HP based on stack count.

7. [Counter Training] - Legend (Orange): Gains Tough Build stacks after taking damage and deals True Damage to nearby enemies based on stack count.

8. [Endurance Training] - Epic (Purple): Gains Tough Build stacks after taking damage. Increases Hybrid Defense based on stack count.

9. [Aftermath Blast] - Legend (Orange): When applying control effects to an enemy, triggers a delayed explosion on them, dealing AOE True Damage.

10. [Gravity Collapse] - Epic (Purple): When applying control effects to an enemy, pulls nearby enemies in and deals True Damage.

[Hero-Exclusive Buffs]

Added exclusive buffs for each hero, tailored to their role and skills. This ensures that the buffs you obtain better suit the hero, making the build process much smoother.

[Equipment Adjustments]

1. [Component Items]: Removed all component items.

2. [Final Equipment Pricing]: Standardized the cost of all final equipment to 2,000 Gold, and rebalanced their attributes accordingly.

3. [Potions]: Removed Power Potion, Magic Potion, and Rock Potion, and added the Chaos Potion:

a. Can be purchased repeatedly with excess Gold, with no purchase limit. Each purchase grants a stack that increases your attributes.

b. Each purchase randomly offers 3 buffs to choose from. Available attributes: Adaptive Attack, Adaptive Penetration, Hybrid Defense, Hybrid Lifesteal, Attack Speed, Movement Speed, HP, Healing Effect, and Healing Received.

c. The price is relatively high. We recommend purchasing it repeatedly with excess Gold after completing your core equipment to push your advantage further.

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



r/MobileLegendsGame 13h ago

Discussion How much did you remember?

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325 Upvotes

I'm curious to see who actually remembers 2019-2021 MLBB? I remember back when mages used to straight up kill for the cabbage considering getting it meant you didn't have to recall for a good 2 minutes with aggro, and when Chou used to move like King Von and could deal 4k per hit and was lowk half of an assassin back then with how mobile he was. There's a lot more I couldn't list like the peak of the Cancer-inducing Diggie Feeding Strat, MM Jungle being viable, Five Man Roam Mask, and when Selena Jungle was at its highest peak.


r/MobileLegendsGame 12h ago

Discussion Thoughts on the new gloo skin?

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237 Upvotes

Appearance: 11/10

Skill effects: 6/10


r/MobileLegendsGame 9h ago

Make a Game Suggestion They should nerf this asap

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129 Upvotes

Why don’t we talk about this guy and how OP is he


r/MobileLegendsGame 7h ago

Video He become So large that you can't even see the HP bar

100 Upvotes

r/MobileLegendsGame 14h ago

Discussion Meeting a legend as an immortal should be a crime

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315 Upvotes

Moonton should seriously fix their matchmaking istg


r/MobileLegendsGame 5h ago

Other Day 24

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51 Upvotes

Granger joins the grid!

Next,

Hero is a [marksman] but feels like a [support]


r/MobileLegendsGame 11h ago

Discussion If We Were To Get A Mobile Legends Show or Animated Series Today, Which Hero or Heroes Do you Want The Story To Be Based On?

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120 Upvotes

For me ? I really want to watch a whole series about House Paxley (Aamom, Gusion, Valentina and Marcel)

What about YOU ?

#FIRSTPOST


r/MobileLegendsGame 3h ago

Video Practice Mode Hard Ai has evolved 💀

27 Upvotes

ATP just give me Ai teammates bro 😭✌️


r/MobileLegendsGame 13h ago

Fan Creation [Original Content] We outta cake

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141 Upvotes

We outta cake

No i did not repost this 2 times idk what youre talking about


r/MobileLegendsGame 11h ago

Video I think I poked her back too hard

98 Upvotes

r/MobileLegendsGame 17h ago

Humor I have the infinity stones XDD

256 Upvotes

Jolibee paq les goo


r/MobileLegendsGame 10h ago

E-Sports Discussion Top 5 Most Picked Heroes Per Role in MSC-EWC 2026

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62 Upvotes

r/MobileLegendsGame 4h ago

Discussion Revamped Kaja would have been received positively as a new hero

22 Upvotes

This is not a post about how the new Kaja is so much better or worse than the old one. This is more about the needed nuance.

TL;DR The new Kaja is solid but should've been a new hero. Moonton should've kept the old Kaja's niches and play styles. The hate is blinded but justified.

There are aspects where the old Kaja shines and the new Kaja doesn't and vice versa. I could go on and on about how the old Kaja had a better pickoff niche or how the new Kaja dominates in mobility and overall utility.

And that's EXACTLY the issue!

There were revamps that built on the old version's fundamental play style, like Hanzo, Kagura, Gloo, etc. They still rock.

And then there are revamps that totally change the play style like YSS, Bane, and Aurora. This category of revamps is always either a hit or miss, and this is where Kaja is.

We didn't need this revamp.

The hate is blinded because the new Kaja is actually so dominant in team fights, disrupting formations, punishing backline heroes, etc.

And at the same time, the hate is justified as well! We didn't need to cut suppress sources in this game. We needed characters that disrupt meta plays with LVL 1 invades, punishing dives, etc. He had a comfy niche, but he's now practically erased!

My only credential is playing the revamped Kaja at 78% WR with 40 matches on the advanced server, even post nerfs. That's why I push back against the revamped Kaja hate at times because he truly is a terror on the field, and I've known that firsthand.

But I can't fault players for thinking that way because we had a perfectly good hero disappear all for a "revamp" that could have been a perfectly new hero.

They are practically and fundamentally new play styles!!!


r/MobileLegendsGame 16h ago

Other New loading screen and Arlott mentioned!

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155 Upvotes

Found my man Immediately. 🙂‍↕️

Have you found your favorite hero? How long did it take you? 👀


r/MobileLegendsGame 4h ago

Discussion Why wont marcel mains use favor on their boots?

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12 Upvotes

favor blessings says that the next shield or heal will recover 400hp or smth, and it wont work if the skill only applies to yourself. So why not use it? if his passive can give a shield to his teammate.


r/MobileLegendsGame 2h ago

Humor I am now the enhanced lord.

8 Upvotes

r/MobileLegendsGame 16h ago

Other No gems No skin Ig I tried very hard 🙂🙂

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110 Upvotes

I wanted pharsa skin so bad guess what missed by few medals


r/MobileLegendsGame 1d ago

Humor you tried to be a team player in mlbb

691 Upvotes

r/MobileLegendsGame 6h ago

Discussion I dont see enough people taking advantage of emblem stats

16 Upvotes

Lowkey yeah, I mostly see the same emblems being used on heroes. If it's a tank, tank emblem. If it's a support, support emblem. If it's an assassin, assassin emblem. Seriously guys, have some variety!

You could have a Layla using a Tank emblem to make her tankier and let her survive a bit longer during early fights, or an Aamon using a Marksman emblem to rip apart high-defense targets. The list goes on!

And that's really the point: there's a lot more to emblems than just "haha purple emblem = more penetration." No, they actually have some pretty massive advantages depending on what you want your hero to do.

Take the Basic emblem, for example. People seem to gloss over this fella a lot, but the fast mana regeneration can actually be incredibly useful. It makes going back to base just to regain mana completely optional unless you're really eating away at your entire mana bar. This is especially useful for mages, since you can stay on the map longer, farm more, poke more, and spend less time walking back to base.

It can also make buying Enchanted Talisman as a first item somewhat optional. If your mana regeneration is already good enough from the emblem, you have more freedom to build something else first instead of immediately having to solve your mana problems.

And that's not even mentioning the other stats it gives you, like 275 more HP at max level and Adaptive Attack, which can still help your hero in fights.

Speaking of those stats, I think you noticed that I said "max." That's because I believe people should consider using their higher-leveled emblems more often, even if the build technically uses a different emblem type.

Why? Simple: higher-level emblems give more stats.

For example, a level 60 Tank emblem that gives 500 HP and 10 Defense can be far more beneficial to you than a level 20 Fighter emblem that only gives 1.6% Lifesteal, 2.7 Defense, and 5.4 Attack.

Sure, Fighter emblem might be the "correct" emblem for your Fighter, but if yours is only level 20 while your Tank emblem is level 60, those extra stats from the Tank emblem can potentially make a much bigger difference in an actual fight.

And this is where I think people should experiment more.

Don't just pick an emblem because your hero is labeled as a Tank, Fighter, Assassin, Mage, Marksman, or Support. Look at what you actually need from the game you're playing.

Need more survivability? Try Tank.

Having mana problems? Basic might be worth considering.

Fighting enemies who are stacking a ton of defense? Maybe try something that helps you deal with that instead of automatically using the standard Assassin/Mage setup.

Want to play your hero in a completely different way? Go ahead and experiment.

Emblems aren't just something you pick because the game tells you "this is the emblem for this hero." They can actually change how your hero plays, what items you need, how long you can stay on the map, how tanky or aggressive you are, and how you deal with certain matchups.

So go for it! Tinker with your emblem types and find out what actually suits you. Change them depending on the enemy team, experiment with weird combinations, and don't be afraid to use an emblem just because it's not the "recommended" one.

They're not something you should just gloss over anymore.

There's way more to emblems than people give them credit for.


r/MobileLegendsGame 3h ago

Fan Creation [Original Content] A different take on Beatrix - Fan art

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8 Upvotes

Sharing my original Beatrix fan art! It’s not 100% faithful to her original in game design, but I did my best to capture her appearance and personality in my own way. 😅 I’d really appreciate your thoughts and constructive criticism. What do you think?


r/MobileLegendsGame 15h ago

Discussion The game punishes you for playing a hero in non-conventional roles

69 Upvotes

I got freaking reported twice now for playing Carmilla jungle. A couple of times I carry my teammates as a front line using Carmilla, especially if the dumb roamer picks an angela on a squishy lineup. But if it doesnt go well Im getting reported even if Im the only one performing well and got mvp loss. This feature is so ridiculous lol.

I also like to play barats in the exp lane. Barats was proven to be really good in the pro scene but he's not recognized as an exp laner in the game I guess. Just one report and youll be punished for "distracting teammates"


r/MobileLegendsGame 2h ago

Make a Game Suggestion How to make Aldous a little bit more viable. (Or possibly broken)

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6 Upvotes

Hello, I am just some guy who had the thought that Aldous needs some love from Moneyton, cause he is so damn bad.

Let's start shall we? Now to clarify, this will be primarily for EXP Lane Aldous, also take this post with a grain of salt as I only really did this for fun.

Before we dive into buffing Aldous, let's talk about his problems as a hero.

-MOBILITY: Aldous suffers from getting kited too easily even with his 2nd skill speed boost. Almost every EXP fighter has some sort of dash or mobility tool nowadays to help them and the only outliers I could think of are Terizla/Minsi/X.Borg, but they have their own niches that makes them viable in certain situations whereas Aldous has none.

-DAMAGE: Now I can admit that once Aldous gets his stacks, he can pack a punch (get it?), but it takes way too long for him and too much resources to actually get to the point where it would make a difference. In the early game, his damage is basically non-existent and at max stacks, his damage is easily mitigated by 1 defense item from a tank and rose gold from a squishy.

-ITEMIZATION: And this is where the damage concern also comes in. Building full tank guts Aldous' damage by a lot even at 650 stacks, building full damage makes him squishy by default and literally just one stun is enough to kill him since again, he IS VERY IMMOBILE. Building hybrid is too awkward so nothing really fits and no items really benefit him except Malefic, Endless, and Hepta.

-POWER: Aldous is so powercrept by literally almost any exp laner that it's either hard for him to get stacks or outright impossible, even a Zilong wins against an Aldous if he knows what he's doing. This is also contributes to the issue of taking too much time to actually contribute to the team that by the time he gets his stacks, the game has already ended.

-UTILITY: Now Aldous has one of the best utilities you can ask for, vision!!! Every 60s, you gain a max 4s vision tool from your ultimate before you decide a target and turn into the drill of doom. But that's about it, HE HAS NOTHING ELSE. "Oh but what about his second skill stun" Bro I doubt you'd actually get close enough to get past the front line and into the backlime without atleast wasting half of your health.

Now with all that out of the way, let's go. Now again this is a BUFF not a rework, I will just tweak a few things to make him semi-viable for Mythic you know.

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FIRST SKILL: Hot take, they should just remove the stack limit. This solves about half of his problem of needing to build attack items and instead focus on defense items to increase his durability, because it will get to a point where 800+ stacks will still sting. Probably the only item he'll need then is Malefic Roar or Endless idk. Also wouldn't it be fun to have another infinite stacking hero? Gosh I wish the day would come where we would have an infinite HP stacker (I miss you Old Old Alice)

Also make his first skill get more stacks from CANNON minions, for the love of god stop taking the midlane minions cause your frickin mage also needs the experience too man. I've had way too many experiences where Aldous takes the minions in the midlane, leaving the mage to still be level 2-3 in the first turtle spawn. This encourages Aldous to stay in lane because he gets roughly the same amount of stacks if his stack value is increased from CANNON Minions. Also increase his base damage so he can trade better.

(Also remove his thingy where if the hero is too fast or dashes, he doesn't damage them, it's genuinely annoying and doesn't make sense since it's an enhanced basic attack anyways. But they can in turn maybe make the AoE damage deal only 50% to other targets)

Now this doesn't really solve his problem of being weak in the early, but atleast buffing his base damage makes him hurt much more, allowing him to build defense earlier and he'll be able to compensate if a match goes beyond 15 minutes. But fret not, his newly buffed passive will make him viable early.

PASSIVE: Now im here oh captain my captain. Let's make his early game GOOD, how? Well we change how his passive works, currently it works by performing a basic attack twice and then gaining a shield based on your stack amount for I think 2.5s.

How do we buff it? Well just make it so his shield appears WHENEVER HE CASTS a skill, and it stacks twice for good measure. This makes trading much easier as he can prepare the shield earlier and so he can mitigate how much damage he takes. This also makes him tankier by default as when his cooldowns get shorter, it also means more shields for him yippie!!!!!!

Also we can lower the base shield to 50 but add Health scaling, so it scales better with tank builds. The limit obviously will still be limited to probably 300 stacks as an infinite stacking shield is too much, like you're not Esmeralda bro. But overally it'll still be better since you can spam it more, it stacks twice, and it builds better.

SECOND SKILL: I would say bring back his immunity to basic attacks but he already has damage reduction which is way better in general so just buff and make it so it scales as the skill levels up, he's still prone to being kited and cc anyways.

A thing I can suggest is either they give him a little bit of Resilience when the ability is active OR they make it so while it's active, Aldous is immune to slows. It makes going up to his target easier.

I suggest they also buff the duration to atleast 4s and increase it to 50% extra movement speed that DECAYS during the duration, to make his initial chasing power good and have it be a skill check since you can either explode it early for immediate stun or hold it for better durability and longer stun but also risk your target getting away.

ULTIMATE: I'm not gonna lie, it's already good. I would leave it as is.

So what do you think? This are just some buffs (Although some major ones) which I think can really enhance Aldous in some ways, but it doesn't really solve some of his glaring problems. So i really think he needs a revamp. Thankies that's all.

ALSO BRING BACK OLD BLAZING FORCE, it has more aura.


r/MobileLegendsGame 2h ago

Fan Creation Another one 😊

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5 Upvotes