From the Designers
In this patch, we've improved several underperforming Jungler and Exp Lane heroes to help them perform better.
To celebrate MLBB's 10th anniversary, this patch also features a comprehensive art overhaul for several iconic heroes from different regions, including Masha, Bruno, Paquito, Kadita, Clint, Luo Yi, Brody, and Badang. We've also revamped and optimized the skill mechanics for Masha and Bruno.
1. Revamped Heroes
10th Anniversary Revamped Hero: Wild-oats Fist - Masha
Hero Feature: A Berserker who enters the Feral state by breaking the enemy's wound.
Masha's core gameplay has been revamped. We want her to thrive as a high-skill ceiling Berserker capable of sustained combat, rather than an Assassin limited to split-pushing or burst damage.
[Passive - Primal Pact]
Masha has 3 HP bars and dies only when the last one is depleted. Masha gains Feral when dealing damage to heroes or creeps. Feral converts to HP when out of combat. Masha leaves a Wound on the enemy when dealing skill damage to them. Attacking again with a Basic Attack from the direction of the Wound will break it, putting Masha into the Feral state. While in the Feral state, her next 3 Basic Attacks become wide-range claw strikes, and she gains massive Resilience, Attack Speed, and Movement Speed.
[Skill 1 - Feral Swipe]
Masha releases energy forward, dealing Physical Damage to enemies in its path and slowing enemy heroes.
[Skill 2 - Claw Strike]
Masha dashes in the target direction, unleashing a wide-range claw strike upon reaching max range or colliding with a non-minion enemy unit. This skill's cooldown resets each time she loses a life.
[Ultimate - Savage Maul]
Masha charges toward the target hero, dealing Physical Damage and stunning them, while knocking back nearby enemies.
10th Anniversary Revamped Hero: The Protector - Bruno
Hero Feature: A Marksman who deals massive damage to enemies by continuously kicking powerballs.
We've made several optimizations to Bruno. While preserving his core identity, we've improved his controls and made adjustments across his kit. These changes make him a more agile and formidable striker.
[Skill 1 - Volley Shot] (~)
We believe the original Volley Shot placed too much burden on players. In the current environment, players might fail to pick up the Powerball even after planning their movement and positioning correctly. Therefore, we've optimized it.
[Controls Optimizations]
The landing distance of Powerball now scales with Bruno's Movement Speed.
The Movement Speed boost is now granted when kicking the Powerball instead of upon dealing damage.
The Movement Speed boost now decays over time.
The landing position of Powerball will no longer cross walls.
Powerball can now be cast even when affected by control effects (except Silence).
Powerball now remains on the ground for 3s, up from 2s. Multiple Powerballs can now be retrieved separately.
Fixed an issue where Bruno would occasionally lose a Powerball while performing his two-Powerball combo.
Now casting the skill no longer interrupts Basic Attacks.
[Stat Adjustments]
Base Damage: 100-225 >> 75-150
Mana Cost: 60-85 >> 50-75
[Skill 2 - Slide] (↑)
We believe the original skill effect might lead players into relatively dangerous positions. Therefore, we've redesigned the skill to focus more on assisting players with pursuit or escape.
[Controls Optimizations]
Adjusted the default direction of dash effects to the joystick's direction.
Now, when Bruno's Powerball begins to bounce back after dealing damage while he is sliding with Flying Tackle, it will tend to land near his dash destination instead of his starting position.
[Mechanics Optimizations]
Removed Powerball's pullback effect. Bruno now gains a Powerball when his slide ends.
[Stat Adjustments]
Removed the damage effect. Stun Duration: 0.5s >> 0.1s
Cooldown: 7s at all levels >> 9-7s
Mana Cost: 60 >> 90
[Ultimate - Worldie](↓)
We believe the original skill had too many effects, making it difficult to understand and use correctly. Therefore, we've redesigned the skill to focus on initiating team fights from a distance and rapidly gaining Passive stacks.
[Mechanics Optimizations]
It now applies a brief stun and a massive decaying slow effect on the first target hit, and no longer reduces Physical Defense.
Optimized the knockback effect on the first target hit. The target will now be knocked back to Bruno's maximum attack range. Knockback & Stun Duration: 0.1s >> 0.5s
Energy Ball now prioritizes enemy heroes when bouncing between enemy units.
[Stat Adjustments]
Cast Range: 5.6 >> 6
First Hit Damage (Base Damage): 250-450 (+ 83% Total Physical Attack) >> 200-400 (+ 80% Total Physical Attack)
Bounce Damage (Extra Damage): 150-270 (+ 50% Total Physical Attack) >> 100-200 (+ 40% Total Physical Attack)
2. Hero Adjustments
Heroes with major changes in this patch: Aulus (↑), Argus (↑), Aldous (↑), Lukas (↑), Odette (~), Sun (~), and Marcel (~).
The following uses (↑) (↓) (~) to indicate Buff, Nerf, and Adjustment.
[Aulus] (↑)
Aulus takes too long to ramp up, struggles to finish off enemies, and lacks survivability in extended fights. We're addressing these issues by accelerating his ramp-up, condensing his damage into a shorter window, and improving his HP Regen.
[Attributes] (~)
Base Attack Speed: 0.88 >> 1
Physical Attack Growth: 10.5 >> 8
Attack Speed Growth: 2.5% >> 2%
[Passive] (↑)
After dealing skill damage to a unit, Aulus gains 2s of Enhanced Basic Attacks (up to 4s).
Enhanced Basic Attack: Aulus slams his axe into the ground, dealing damage to targets in a line and recovering his own HP, while applying a slow effect to them. During this state, his Attack Range and Attack Speed are increased.
Enhanced Basic Attack's HP Regen (Per Hit): 30 (+ 15% Total Physical Attack)
[Skill 2] (↑)
Removed Effect: The first cast grants Hybrid Lifesteal upon hitting a target.
New Effect: The first cast stuns targets hit for 0.3s.
The second cast can now be used even if the first cast doesn't hit a target.
Cooldown: 7s at all levels >> 10-8s
[Ultimate] (↓)
Base Damage (First 4 Strikes): 150-270 >> 110-270
Base Damage (Last Slash): 450-810 >> 330-810
[Argus] (↑)
Based on your feedback, we've decided to make another round of balance adjustments and gameplay improvements to Argus.
Argus can now trigger Demonic Slash more often and stun enemies with Skill 2. The increased Ultimate damage helps him counterattack or secure kills.
[Passive] (~)
New Effect: Argus gains 30% initial Crit Chance.
Effect Adjustment: Argus's Crit now triggers an additional Demonic Slash instead of dealing extra damage, but can still trigger other critical-hit effects, including those from Berserker's Fury and Windtalker.
[Skill 2] (↑)
After a charge, he thrusts his Meteoric Sword, dealing damage and stunning targets hit. Hitting an enemy hero grants an extra Attack Speed bonus.
Effect Removed: Meteoric Sword no longer Crits. Its damage now scales with Crit Chance and Crit Damage.
New Effect: Damage now benefits from 40% of Crit Chance and Crit Damage.
[Ultimate] (~)
If the Ultimate is not on cooldown and Argus takes fatal damage, the Ultimate automatically triggers death immunity for 4s, but does not deal damage. The Ultimate's damage increases as Argus's HP decreases, by up to 50%, reaching the maximum when his HP falls below 30%.
Base Damage: 150-300 >> 300-600
Damage Bonus: 50% Total Physical Attack >> 180% Extra Physical Attack
Cooldown: 42-35s >> 45s
[Attributes] (↑)
Base Movement Speed: 240 >> 260
[Aldous] (↑)
Exp Lane heroes need to serve as a primary force in early-game skirmishes. Aldous's reliance on Skill 1 stacks for damage forced him to farm passively in the early game, leaving him completely out of sync with the team's pace. To boost his early-game combat capability and income while keeping his core playstyle intact, we've made the following adjustments.
[Passive] (↑)
Gains a shield on the 3rd Basic Attack, Cooldown: 5s >> Gains a shield on the next Basic Attack every 8s
Base Shield: 500 >> 350
New Effect: Upon gaining a shield, Aldous gains 60% extra Movement Speed for 1s.
[Skill 1] (↑)
New Effect: Gains 20% Movement Speed when moving toward enemy heroes while the skill is active.
New Effect: Gains 5 stacks of Soul Steal if the attack hits an enemy hero.
Soul Steal Stacks Gained on Siege Minion / Other Non-hero Unit Kill: 10/4 >> 12/5
Soul Steal Stacks Gained on Enemy Hero Kill: 10 >> 12
Soul Steal Stacks Gained on Siege Minion Kills by Nearby Allies: 5 >> 6
Soul Steal Stack Cap: 650 >> 1000
Bonus Damage per Soul Steal Stack: 5 >> 3
[Skill 2] (~)
Removed the Movement Speed boost.
Base Damage: 100-200 >> 200-300
Max Damage: 200-400 >> 400-600
[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.
[Passive] (↑)
Resolve Gained from Attacking Enemies: 2 >> 3.5
[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: 100-200 >> 80-180
HP Regen: 5% of Max HP >> 6% of Max HP
[Skill 2] (~)
Lightning damage after Flash Strike now only triggers once.
Sacred Lightning Damage: 50-100 (+ 25% Physical Attack) >> 110-310 (+ 50% Physical Attack)
[Ultimate] (↓)
Ultimate's Resolve Regen: 1-2 >> 0.5-2
[Classic Zilong] (↓)
We've noticed that Classic Zilong was a bit too strong, even proving hard to handle in Classic mode. As a result, we've reduced his damage and how often he gains Control Immunity.
That said. Even after these adjustments, Classic Zilong can still pick off enemy heroes amid the chaos of battle.
[Passive] (↓)
Damage of Enhanced Basic Attack: 450 (+ 150% Total Physical Attack) >> 360 (+ 120% Total Physical Attack)
[Ultimate] (↓)
Cooldown: 35-27s >> 43-35s
[Classic Akai] (↑)
We've slightly increased Classic Akai's damage and adjusted his Ultimate's knockback frequency to match that of the current Akai.
[Passive] (↑)
Extra Basic Attack Damage Based on Max HP: 2% >> 3%
[Skill 2] (↑)
Shield's Damage: 2% Max HP >> 3% Max HP
[Ultimate] (↑)
Increased the Ultimate's knockback frequency.
[Odette] (~)
To make Odette feel more like a graceful dancer, she can now move freely at a slightly reduced speed while casting her Ultimate.
[Ultimate] (~)
Adjustment: The second cast has been removed. Odette can now move freely at a slightly slower speed during her Ultimate.
Removed Effect: Increased the bounce speed and frequency of Passive's sound wave during the Ultimate.
[Sun] (~)
We've noticed that roaming Sun takes too many resources away from his teammates, negatively affecting their experience. We've therefore made targeted adjustments to rein in his roaming build while minimizing the impact on his performance in other lanes.
[Passive] (~)
To offset the changes to the Doppelganger's cooldown and attributes, we've adjusted some values of Sun's Passive to keep its overall effectiveness unchanged.
HP Regen: 25% of Doppelganger's Physical Attack >> 15% of Doppelganger's Physical Attack
Extra Damage to Creeps: 50 >> 65
[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: 60%
Damage Taken by Doppelganger: 150%
The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.
Cooldown: 10-8s >> 6.5-5s
Base Damage: 200-400 >> 280-480
Experience Optimization: Enemy Gold Reward for Killing a Doppelganger: 26 (+ 1.5 * Game Time in minutes) >> 10 (+ 1.0 * Game Time in minutes)
[Ultimate] (~)
Slow Effect: 20% >> 25%
Base Damage: 270-320 >> 270-300
Cooldown: 6s >> 5s
[Skill 4] (~)
The Doppelganger inherits all of Sun's attributes, but the damage it deals is reduced, and it takes extra damage.
Damage Dealt by Doppelganger: 80%-100%
Damage Taken by Doppelganger: 120%
The skill will not enter cooldown while the Doppelganger is present. For balance, we've reduced the skill's base cooldown.
Cooldown: 36-28s >> 32-22s
[Marcel] (~)
Improved Marcel's skill synergy with other heroes, allowing him to work better with a wider range of heroes. As a balance adjustment, we've slightly reduced his early-game damage and skill cast frequency. Marcel can now interrupt skills that require selecting a target location before dealing damage (e.g., Eudora's Ultimate and Vexana's Skill 2).
[Skill 1] (↓)
Base Damage: 350-700 >> 300-650
Cooldown: 12.5-10s >> 15-12s
[Skill 2] (↓)
Cooldown: 12.5-10s >> 15-12s
[Ultimate] (↑)
Location-targeted skills can now be frozen by "Golden Hour".
Cooldown: 74-62s >> 90-66s
[Kalea] (↑)
Kalea's damage and survivability as a Fighter-Support have both fallen short this patch, making her one of the weakest supports right now. To address this, we've decided to give her a comprehensive buff so she can truly perform as a Fighter-Support.
[Skill 1] (↑)
Base Damage: 200-350 >> 200-450
Cooldown: 4s >> 3.5s
[Ultimate] (~)
Damage Bonus: 80% Physical Attack >> 8% Max HP
[Passive] (↑)
The Passive's third Basic Attack will still trigger while Kalea is affected by control effects.
HP Regen: 40 (+ 10% Max HP) (+ 60% Total Magic Power) >> 12% Max HP (+ 80% Total Magic Power)
[Kadita] (~)
Increased Kadita's Movement Speed when roaming to the side lane in the early-to-mid game.
[Attributes] (↓)
Movement Speed: 250 >> 240
[Passive] (↑)
New Effect: Gains 10% Movement Speed while in the River.
[Hylos] (~)
Hylos's previous passive effects were underwhelming, so we've adjusted them to make his growth attributes more consistent.
[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.
[Cici] (↑)
Slightly increased the hero's early-to-mid-game damage against high-HP units, the speed of killing the EXP Crab in the early game, and sustainability in team fights.
[Skill 1] (↑)
Damage Based on Target's HP: 3%-4.5% >> 3.5%-5%
Max Damage Against Creeps: 75-350 >> 100-350
[Passive] (↑)
Spell Vamp Per Stack of Delight: 0.75% >> 1.25%
[Melissa] (↓)
Melissa's Skill 1 provided too much Attack Speed for too long, while Muddles summoned by Skill 2 dealt excessive Basic Attack damage. We've reduced Skill 1's Attack Speed bonus and duration, as well as Muddles' damage transfer ratio and the percentage of Attack Effects inherited.
[Skill 1] (↓)
Attack Speed Bonus: 50%-75% >> 30%-55%
Duration: 3s >> 2.5s
[Skill 2] (↓)
Muddles's Damage Transfer: 60% >> 52%
Attack Effect Inheritance Ratio: 80% >> 52% (now matches the Basic Attack damage transfer ratio)
[Miya] (↓)
Miya's team fight damage and farming speed in the current patch exceeded expectations. We've fixed an issue where Moonlight Shadow's Split Arrow dealt abnormal damage and incorrectly triggered Attack Effects, and slightly reduced Miya's damage to single targets.
[Passive] (↓)
Moonlight Shadow Damage: 30 (+ 25% Total Physical Attack) >> 25 (+ 20% Total Physical Attack)
[Skill 1] (↓)
Fixed an issue where Miya's Split Arrow (Moonlight Shadow) dealt incorrect damage and incorrectly triggered Attack Effects.
[Hanabi](↓)
Hanabi dealt excessive damage to a single target through consecutive Petal Blade bounces in small-scale team fights. To preserve her single-target poke during the laning phase, we haven't changed her base bounce damage. Instead, we've added a bounce damage falloff: when a Basic Attack or skill bounces repeatedly hits the same target, subsequent bounces deal less damage, limiting her sustained output against a single target within a short time.
[Passive] (↓)
New Effect: When Hanabi's Basic Attack or skill bounces hit the same target repeatedly, subsequent bounces deal 30% less damage.
[Yi Sun-shin] (↓)
Yi Sun-shin's overall mobility was too high, so we've increased Skill 1's cooldown to limit his dash frequency.
[Skill 1] (↓)
Cooldown: 12-7s >> 12-9s
[Alpha] (↑)
Alpha's early-game laning was relatively weak, so we've adjusted his Passive to scale with Total Physical Attack, improving his early- to mid-game performance. We've also optimized Skill 2's Regen mechanics by increasing its base HP recovered per hit and reducing the additional HP recovered per hit, improving its sustain when hitting a single target.
[Passive] (↑)
Laser Damage: 80 (+ 80% Extra Physical Attack) (+ 8 * Hero Level) >> 60 (+ 50% Total Physical Attack) (+ 8 * Hero Level)
[Skill 2] (↑)
Effect Adjustment: Recover HP for each enemy hit >> Recover HP when hitting an enemy (healing decays by 40% for subsequent enemies hit).
HP Regen per Hit: 40-200 (+ 30% Extra Physical Attack) >> 80-330 (+ 40% Extra Physical Attack)
[Kagura] (↑)
Improved the feel of controlling the Seimei Umbrella when Kagura repositions in battle.
[Skill 1] (↑)
New Effect: The Seimei Umbrella's Movement Speed now increases based on the distance traveled per movement.
[Edith] (↑)
Slightly increased Edith's initiative and flexibility.
[Skill 2] (↑)
New Effect: Edith can now pass through walls when ejecting herself from Phylax.
[Ultimate] (↑)
New Effect: While inside Phylax, Edith can gain Wrath by dealing skill damage to targets.
New Effect: Gains extra Movement Speed while flying.
New Effect: Edith can now pass through walls when ejecting herself from Phylax.
Removed Effect: Knockback no longer deals damage to nearby enemies.
[Karina] (↑)
We aim to increase Karina's Skill 1 usage frequency and improve the effectiveness of her Enhanced Basic Attack.
[Skill 1] (↑)
Cooldown: 7s at all levels >> 6s at all levels
Enhanced Basic Attack Damage: 150-225 (+ 55% Total Magic Power) >> 160-310 (+ 60% Total Magic Power)
[Paquito] (↓)
To prevent Paquito from snowballing too quickly and zoning enemies out of lane, we've slightly reduced his early-to-mid-game burst damage.
[Enhanced Skill 2] (↓)
Base Damage: 350-750 >> 300-800
Damage Bonus: 230% Total Physical Attack >> 210% Total Physical Attack
[Kaja] (↑)
Slightly increased Kaja's HP Regen.
[Skill 1] (↑)
Cooldown: 7s >> 5.5s
Kaja now gains additional HP Regen equal to 45% of his Total Magic Power.
3. Battlefield Adjustments
In-Match Economy
We've found that matches in the current patch are too fast-paced, making it difficult for teams that fall behind to make a comeback. To address this, we've adjusted battlefield gold income and comeback mechanics for disadvantaged teams.
[Creep] (↓)
Reduced the Base Gold of the Horned Lizard, Fire Beetle, and Lava Golem by 13%
[Team Bounty] (~)
Gold Deficit Required to Gain Bonus Gold from Enemy Hero Kills: 2,000 >> 1,500
[Minions] (↓)
Slightly reduced minions' Gold reward growth over time.
Mythical Honor Battlefield
[Edith] (↓)
Reverted skill values to match those outside the Mythical Honor Battlefield.
[Tigreal] (↑)
[Skill 2] (↑)
Cooldown: 16-13s >> 13-10s
Map Changes Update
The 2026 Annual Map Change officially begins on 09/28 (Server Time). This update introduces [Revealing Wisps], [Healing Turtle], and [Golden Turret], along with [Flying Cloud], which now features an upgraded art visual effect. Once this goes live, you can check out the full details in the in-game Battlefield Overview tab. Here's a quick overview:
[Revealing Wisps]
Pickable Vision Wisps are available across the map. Upon picking one up, the wisp circles around the hero for several seconds. If there are hidden enemy heroes within a large range, the wisp will move to their location and reveal them for several seconds.
[Healing Turtle]
Defeating the Turtle no longer grants a shield. Instead, an allied Turtle will spawn on the enemy's strongest lane to help push it. Allied heroes near the allied Turtle will recover HP rapidly and gain Turtle companions to help push turrets.
[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.
Adjusted Turret Interactions for Enhanced Basic Attacks
[Hero Enhanced Basic Attacks]
All heroes' Enhanced Basic Attacks triggered by their own skills can now hit Turrets and apply their HP Regen effects.
Any exceptions will be clearly noted in the corresponding skill description.
Enhanced Basic Attacks from Sun, Argus, Gusion, Thamuz, Dyrroth, and Masha can now trigger HP Regen effects when attacking Turrets.
[Other Enhanced Basic Attacks]
Enhanced Basic Attack effects from Emblems, Battle Spells, and Equipment cannot trigger when attacking Turrets.
[Quantum Charge]
Cannot trigger when attacking Turrets.
When using Inspire to attack Turrets, the Attack Speed boost and defense-ignoring effect still apply, but the HP Regen effect will not trigger.
Control Settings Update
We are now factoring in the attacker's Penetration along with the target's Defense and HP to prioritize locking onto the target that is actually the easiest to kill, rather than just the one with the lowest HP.
As a result, in the Targeting Priority options, "Lowest HP" has been optimized to "Lowest Effective HP".
Special Note: Since a large portion of Karina, Karrie, Lesley, and Thamuz's damage is True Damage, they will continue to use the "Lowest HP" targeting rule even when "Lowest Effective HP" is selected.
The original "Closest Target" and "Lowest HP Percent" options remain unchanged. Heroes using these options will not be affected.
Basic Attack Targeting Optimizations
We've optimized the targeting mechanics for Basic Attack pursuit, reducing cases where ranged heroes repeatedly switch targets between minions and enemy heroes when pursuing enemies outside their Basic Attack range.
After a Basic Attack hits a hero, tapping the Basic Attack button repeatedly within a short time will now prioritize pursuing and re-attacking that same target, unless a higher-priority enemy hero is within Basic Attack range.
Movement Control Optimizations
Added a landing indicator for all dash skills passing through obstacles.
Sanctum Island Map Updates
We've fully revamped the art assets for Sanctum Island's scene, lord, and base. The new map now offers better visuals while keeping performance nearly on par with the original. This update takes effect immediately, so please make sure all resources are downloaded before entering the game for the complete experience.
Simplified Hero Skill Descriptions
To reduce the length of hero skill descriptions and improve readability, we've replaced some commonly used attributes (Attack, Defense, and Max HP) with simple and intuitive icons.
Other
1. Optimized Minsitthar's Skill 1 description.
2. Fixed an issue where Nana's Skill 2 sometimes dealt abnormal damage.
3. Fixed an issue where the control duration in Gloo's Skill 1 description was incorrect.
4. Adjusted the camera height after Layla upgrades her Ultimate, improving visibility at the bottom of the screen.
5. Fixed an issue where, in certain situations, Lieh's Hybrid Defense bonus would not trigger after killing an enemy within his domain.
4. System Adjustments
New Custom Setups
To better accommodate player preferences, we've added custom layouts for medium and large buttons in the Custom UI.
Career Achievements
Added the [Claim All] feature, allowing you to claim multiple achievement rewards at once.
Collection - TheMLabel Skin Label
The brand-new TheMLabel skin label is officially launched.
THE ASPIRANTS series is officially added to TheMLabel.
Complete the full collection achievement to unlock multiple special privileges and showcase your collector status.
You can also switch to the series' customization item overview to plan your collection.
Added the label story feature, allowing you to learn the lore behind the skin series.
Adjusted Mode Unlock Condition
We've adjusted the unlock conditions for the following three modes:
1. [VS A.I. & Custom]: The unlock condition has been adjusted to reaching Elite rank.
2. [Magic Chess]: The unlock condition has been adjusted to reaching Lv.12.
3. [1 VS 1]: The unlock condition has been adjusted to reaching Lv.25.
Multiplayer Training Camp
Added the Multiplayer Training Camp feature. Access it via [Mode] - [VS A.I. & Custom] - [Multiplayer Training Camp].
Ranked Mode
S41 will end at 21:59:59 on 09/15 (Server Time).
S42 will start from 00:00:00 on 09/16 (Server Time). Complete Ranked matches to claim rewards, including S42 Seasonal Skin: Popol and Kupa "Flamehide Thane" and S42 Avatar Border "Starward Decade".
We hope you enjoy the game and wish you the best in your ranked matches!
Auction House
1. Added a display status for items marked "Temporarily Sold Out" in the Auction House.
2. Added the Sale Reminder feature. Add an item to your reminder list, and you'll be notified as soon as it becomes available again, provided you're online and not in a match.
3. Adjusted how owned items are prioritized in the Auction House and updated the related purchasing and usage rules.
4. Optimized how the Auction House list refreshes after a purchase.
Mail Optimizations
1. Optimized the red dot notification for unread mail. The red dot will now appear only when you have unread important mail or unread mail with attachments.
2. Optimized the display of important system notifications, battlefield reports, and report feedback mail.
3. Optimized the visuals for mail with attachments.
Namecard
The Namecard feature has been revamped, giving you more ways to express yourself. Check it out to see what's new!
Tap any player's avatar to view their Namecard and explore its new features.
1. Model / Portrait Display: The new Namecard lets you showcase a 3D model or portrait. 3D models feature an entrance animation that showcases your hero in all their glory. Make your Namecard truly yours!
2. ID Card Customization: Equip multiple ID cards, such as Mythic Medal, Collector, Achievement Hall, Season Info, Live Legend, and personalized info cards. Arrange them freely to show off your best side!
3. Namecard Highlights: Memorable in-game moments—such as earning Legendary or Savage, unlocking skins, and winning tournaments—are automatically added to your Highlights. Other players can give each Highlight a Like or Super Like, and each has its own like count. Show off your best moments!
4. Album Namecard Display: The Album module now supports Namecard display. New content is automatically tagged, so your best moments get seen by other players right away!
Super Like
To improve the Like experience, we've made comprehensive upgrades to the Like feature:
1. Super Like: Show your friends some extra appreciation with effects that shine brighter than a standard like!
2. Like Records: Added a new page to your Profile where you can view all your like records in one place. You can also like someone back with a single tap.
3. Like Shop: Earning Super Likes lets you build up currency to redeem skins and exclusive banners in the Super Like Shop!
Highlights Notification Feature
Added a new Highlights Notification area, along with exclusive Highlights Notifications that showcase your own unique highlights.
We've also added several new Highlights Notifications to replace some existing ones, along with new hero-exclusive Highlights Notifications. Check them out in your next match!
In-Match Likes
We've improved the in-match like experience: the like button now shows which player you're liking, with enhanced notification effects as likes accumulate.
When you trigger certain Highlight Notifications with an ally, you can like each other to activate a series of new teamwork notifications.
Battle Achievement Interface
Added a new match result screen showcasing your team's honor. It is currently only shown in Ranked, Classic, and MLBB Rising Open.
We've added a new Supreme Medal to reward players with outstanding in-match performance. Earning MVP will also grant the corresponding Supreme MVP Medal. To balance this, we've also adjusted the requirements for earning other medals accordingly.
We also improved the feedback for likes on the match result screen, making it quicker to like back players who liked you.
10-Player Match Result Screen
We now display Highlights Notifications triggered by players during a match, with each displayed icon counting toward the match score.
If there are too many icons, they'll be grouped under a single icon showing the total count. Tap it to view all triggers from the match.
Protection Points and Star-raising Points
We've added exclusive Protection Point and Star-raising Point rewards for Supreme Medals.
To balance this change, we've adjusted the Star-raising Points and Protection Points for other medals.
Season Achievements
We've added Season Achievement rewards. You can now equip them from the Honor Badge screen, or share your Season Achievement level in the lobby and other screens.
Starting next season, you'll be able to carry over Season Achievement rewards from the previous season, including Style Plates, Namecards, and Honor Badges, until the end of the current season.
We've added new Season Achievement tasks and adjusted the completion requirements for certain levels and tasks, making it easier to progress.
Announcement System Adjustments
[Tab and Content Adjustments]
The "Announcements" tab will be removed. Important announcements, including patch notees, monthly events, and balance adjustments, will now be moved to the "News" tab.
[Announcement Notification Update]
Announcements will no longer use red dot badges, including those carried over to other menu icons. Announcements requiring special attention will instead be marked with a flame icon.
[Read Announcement Sorting Update]
Once read, an announcement will automatically move to the bottom of the "News" tab, making unread announcements easier to find.
[Security Announcement Display Update]
Security announcements and related content will be temporarily removed. We plan to make them available through other systems in a future patch.
5. Mode Adjustments
Brawl
[Hero Balance Adjustments]
Based on recent Brawl hero win and pick rates, we've made balance adjustments.
[Dyrroth] (↓): DMG +14% >> +8%, DMG Taken -10% >> -6%
[Barats] (↓): DMG Taken +2% >> +10%
[Sora] (↓): DMG Taken +6% >> +12%
[Hanabi] (↓): DMG Taken +18% >> +20%
[Martis] (↓): (New) DMG Taken +6%
[Guinevere] (↓): DMG Taken -20% >> -14%
[Beatrix] (↓): (New) DMG -6%
[Aldous] (↓): DMG Taken -16% >> -12%
[Minotaur] (↓): DMG Taken +4% >> +8%
[Miya] (↓): (New) DMG Taken +4%
[Marcel] (↓): (New) DMG Taken +4%
[Edith] (↓): DMG Taken +2% >> +4%
[Irithel] (↓): (New) DMG Taken +4%
[Esmeralda] (↓): (New) DMG -4%
[Grock] (↓): DMG Taken -20% >> -16%
[Karrie] (↓): (New) DMG -4%
[Chip] (↑): DMG +4% >> +6%
[Granger] (↑): DMG -4% >> -2%, DMG Taken -8% >> -10%
[X.Borg] (↑): (New) DMG Taken -4%
[Pharsa] (↑): DMG -6% >> -2%
[Kaja] (↑): DMG +10% >> +12%, DMG Taken -10% >> -12%
[Joy] (↑): DMG +8% >> +10%, DMG Taken -8% >> -12%
[Nolan] (↑): DMG Taken -16% >> -20%
[Harley] (↑): DMG Taken -6% >> -14%
[Uranus] (↑): DMG Taken +20% >> +10%
[Kalea] (↑): DMG +14% >> +18%, DMG Taken -8% >> -12%
[Hirara] (↑): DMG Taken -6% >> -14%
[Valentina] (↑): (New) DMG Taken -10%
[Zhuxin] (↑): DMG +10% >> +16%, DMG Taken -12% >> -16%
[Franco] (↑): Greatly reduced skill cooldowns.
[Bug Fixes]
Fixed an issue that caused abnormal camera behavior for enemies hit when Yin cast or recast his Ultimate.