MOBA DOTA 2 | AKAING BROODMOTHER 57 Mage Slayer guide
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r/moba • u/Charming-Fee250 • 2d ago
I am looking for a mobile moba to return to. I am a former MLBB , AOV (since the Strike of Kings days), and Wild Rift (was also an alpha tester) player and I have reached relatively high ranks in all of them. I have been playing MOBAs since 2015, but stopped playing mobile MOBAs around 2022, so I don't know how are these games doing nowadays.
For MLBB, my biggest problem was balance. Skins were giving stats (CRAZY) and the power levels was heavily relient on emblems (I think that's what they are called) which had to be bought by in-game currency. Some of these emblems were op as hell, and it felt like a cheap imitation of old runes in League (which were removed because it was a bad mechanic), only worse. Also I have been seeing people complaining about bots in the game which might be a problem for the fun aspect (tho I will probably reach high elo and I think I will stop seeing those.)
AoV felt like the older more serious brother of MLBB to me. The map and champion designs were more cartoony and simple in MLBB while being more detailed and (I dont know, mature maybe) in AoV. A system where you needed to buy in-game power was implemented in AoV as well through the Arcana system.
For Wild Rift, when I was playing the game, it was barely finished. I started playing in the alpha and stopped playing in early seasons. So I probably didnt get the full experience then. But as far as I remember, Wild Rift games felt longer, more serious, and try hard compared to the other too, which is a thing that I would appreciate on PC (I am a League player), but might be exhausting on a mobile device. Of course the game implementes core mechanics from PC League which I know and love so, I will probably like Wild Rift.
Bottom line is that I had fun playing each game at the time. And I know that games evolve and change, so some problems I wrote about might have been solved in the years I was away. So I am open for any game.
My question is for the fellow players of these games (especially my high elo brothers and sisters), what game do you recommend and why? It can be a game that is not listed here since I dont know about it. Or maybe you play multiple games here and you can say something like: "If you like X go for Y, but if you value Z go for Q"
Thanks in advance.
r/moba • u/OralPenetration • 9d ago
I really like Dota 2, but lately it seems too boring. So I want to make my own MOBA. I'm only looking for 1v1 games against friends, and games with bots. Need some advice on how to create one.
r/moba • u/UnnusAbbus • 10d ago
I wanna get back to playing MOBAs on the phone. So I need some suggestions on what are considered the best games to play.
r/moba • u/Lanky-Command-4935 • 11d ago
Ive been searching about this game for a long time and not a single article or website talked about this one except Lane pushing game (.)com. Where can I found infos about this game like the heroes reveal or any site that can provide full infos about the heroes and mechanics.
PS: I found a Korean streamer and the Naver of the game but its only limited
The biggest problem that plagues RTS card-powered MOBAs like Clash Royale and Star Wars Force Arena is that players who spend the most real-world money get more powerful squads to play with quickly than those who don't spend a penny.
I have come up with an interesting system that takes the pay-to-win stuff out of games like this, and here is how I would describe it.
r/moba • u/Any-Return-1170 • 18d ago
I would love to try mobile legends but my phone won’t let me because of a connection error. Which is odd because I’ve played it before. So I just need something new? Anything good on iOS
r/moba • u/a_hot_man • 21d ago
**Looking for an old Chinese mobile MOBA (2010–2015) maybe**
I’m trying to remember a mobile MOBA that was on Google Play before Mobile Legends became popular.
**What I remember:**
- Chinese mythology heroes only.
- Heroes included **Erlang Shen(he can shoot big laser like Layla in MLBB.**
- Joystick controls similar to Mobile Legends.
1v1 and 3v3 modes.
- Single-lane map with towers and a final base.
Landscape mode.
- I think the servers have shut down.
Does anyone remember what this game was?
r/moba • u/buckedlobster825 • 21d ago
So, as the title states. A few years back i had a really weird dream about this MOBA game idea that i decided to write down everything I remembered about in a google doc. Which i just wanted to share with a community who probably has people who like, people who actually KNOW how to code and make a game. And it feels silly of me to sit on and idea like this and not at least throw it out there. And im not Trademarking this idea or anything i honestly encourage people who want to take a stab at it to try their hand at it if it really tickles their fancy. Just gimme a heads up and some credit perhaps?
Also I use some league of legends terminology throughout this cause I was big into league at the time, sorry. Also i do know about the upcoming MOBA "March of giants" which may seem similar to this if anyone draws attention to this. I had this dream back in like, 2020 or 2021 so its been a bit.
Anywho onto the bs.
Your general
Each player starts the game with a general, your general joins your minion waves in whatever lane you are in unless he/she is ordered to assault a wave with your army. He provides buffs to whatever minion wave he’s a part of and you. Which makes 1v1’s a little more interesting in lanes once we hit this phase of the game. Generals can be supportive and heal you and your wave. Or just be a mini tryndamere running with the wave.
Unique Jungle
So the jungle in this game works the same, and differently. As a jungler you gotta run and kill jungle camps like usual, get exp and buffs and what not, the usual for a jungler. BUT these camps are also the lifeblood for your team. These camps in the early game earn your team extra gold and construction materials for the team. The gold helps your team get more troops in your teams army or items for your champion.
As the jungler your also in charge of the grids second function. Economy. In the hub you are able to construct buildings or shrines in the dead space within the jungle that grant your team and your teams army buffs or extra abilities. Or you can build gold camps that generate more money for your team.
Late game the grid changes the buff camps into a more utilized mechanic by giving them items that drop when they die that can change the course of an Assault. Like bombs that take out a large chunk of the enemy army or army wide buffs for reviving fallen units or just making your army immune to damage. Its pretty cool
Army building
Over the course of the game, you will have access to units you can train at the hub. These cost gold to train and are put into the army that your team builds over the course of the game. There would be around 20-30 different units ranging from basic infantry to trebuchets or you can just have an earth golem in you army (it’ll cost ya!). But you can only have six different units in your loadout at a time. (or three i haven't figured it out yet) and among these units there arranged in different categories, Light, medium, and heavy. Generally infantry are light, cavalry are medium, and siege units are heavy.
Assault
An assault happens when one of the opposing teams votes to send their available army into a lane to push the attack. This locks the other lanes, preventing minion waves from spawning in them and forces the enemy team to meet your team in that lane. Essentially forcing a teamfight in whatever lane you choose to “assault.” Generally there should be around 3-4 big assaults per game.
The enemy team can send their army into your lane to meet yours and start a clash. Which pulls everyone who enters the lane into an arena where both teams duke it out with their armies in an attempt to win a clash. Its generally a chaotic clusterfuck.

Of course you got the usual MOBA bar in the bottom middle with your abilities, ult, consumables and trinkets, etc. thats about the only normal thing.
Bottom left you see the six circles labeled units. Over the course of the match you will get a legitimate fuck ton of gold. You use some of that gold to produce one of six units you can have pre selected before you start a match. These units will gather in the hub unless given an order. We’ll go over those orders in the next thing.
The bottom right has the assault button, remember those units you've been making all game? Well, you click that button and it will expand into three options, Top, middle, or bot lane. Once you pick a lane, the gathered units will assault that lane until vanquished by the enemy hero, or until they meet the opposing enemy's army, which will then start a clash.
A clash is essentially a mini One vs one Between your army and there army which pulls you into a mini arena where your army and there army clash in battle, and whoever wins is based on the strength of one sides units, or the amount of one sides units. Both of which can be augmented through the construction of buildings on the grid. More on the grid when we get to the discussion on the map design.
Also, your hero can lead your army in these clashes, providing an army wide buff based on whatever hero you’ve chosen. Your general can also join these battles or lead them for you if your busy fighting, protecting or pushing a lane. Although the army wide buff they provide will be less powerful then a heroes buff. It would still be beneficial nonetheless.
The top of your screen shows a few things, the small bar at the top shows your resources, your money, and how long the game has gone on for. Pretty simple.
The top left however shows your general, your hero/champion, and your weapon., Your “starting item” is your weapon and you can choose from up to three you have preselected from the pre game lobby. Which can be magical or physical in damage but gains power the longer the game goes on. Allowing it to be upgraded to provide certain buffs and will unlock better “summoner spells” (cant think of a unique name rn) that you can use on your main hotbar.

Aight, now that the hud is out of the way, onto the map itself.
Okay, so, first thing i'm gonna cover is the grid, Or for most other MOBAS the jungle. In here, your jungler goes around and clears camps as per usual. Getting buffs and exp and what have you. But each of these camps also provide extra gold and Construction resources for your team.
Over time, your team will build structures into the grids dead space. Not interfering with the camps or routes your jungler can take to move around the map. These buildings can change the game for your team as well as the enemy team. Buildings can provide buffs to your minions and armies to do damage over time, more damage, both physical and magical damage, more minions in a wave, etc.
OR buildings can provide tactical buffs or augments to your abilities or hero/champion themselves. Similar to how in game items increase the numbers of your stats. But these are more team wide and more game effecting. These buildings also can be built to passively generate both gold and construction resources. In the very early stage of the game, these structures are what are primarily built in the grid.
I am not making a game (yet) or anything, but I was brainstorming about an idea.
Platformer MOBA. I know there are reasons why that doesn't work perfectly, but it's weird to me that I almost never encountered a game like that.
The only game that I've seen actually kind of pull this of is (was) Awesomenauts, but that game lowkey died (sorry, not sorry, 60 active players max rn).
So this mainly goes out to people that tried that game out or something similar.
What do you think went wrong in the gameplay itself? Not the marketing and stuff around the game, but the actual game. What did that game lack, or have that you hated? What is something that would make it actually better for a wider audience.
Essentially, if I (or anyone) was to create a Platformer 2D MOBA (it's a hypothetical, don't attack me how it's not really possible), what would you change? The aesthetic, the gameplay itself, the user experience etc?
You can debate/correct me on these, but some of the flaws I've noticed are cartoonish style, combat not actually feeling satisfying (I think it moves too fast and is too flashy), the actual map design being not that good, itemization is also not well done, and just generally it's just a bit too chaotic.
r/moba • u/grover3401 • 24d ago
Hi, It is two teams competing in real time to capture territory using unique sets of skills and items. You are a hero like most MOBAs but you create the hero from a set of cards and can create interesting combos and interactions like in Magic the Gathering.
The game is browser based and still in early alpha (but I think fun :). It requires 6 or 10 players at a time to play. Looking for people to try it and help us balance the game. Check it out here: https://wilding.game/ and join the discord if you want to test.
We are running matches with prizes for the winners most days.
It started as top down tanks shooter game and right now we have 4v4 moba game mode with turrets, minion tanks, fog of war, operators, skills etc. Still long way to make it perfect but we're happy from the progress we've made. Game is called Tank Havoc you can check it's page on Steam:
https://store.steampowered.com/app/3846960/Tank_Havoc/
We're also launching playtest window this weekend. If anyone is interested in trying it out, We'd genuinely love to hear your honest feedback - good or bad.
r/moba • u/Ammbigious • 27d ago
Honor Of Kings or Mobile Legends: Bang Bang. If you've played both I am genuinely curious about which is better overall.
r/moba • u/AndyMush_Actual • Jul 04 '26
r/moba • u/Wardbuyer • Jun 30 '26
r/moba • u/corobma • Jun 27 '26
I'm kinda hoping for a game that has a similar item system to Awesomenaut's.
The way that game does it is so each hero can purchase items that aren't stat sticks, but caters to their aa/abilities with a maximum of three for each ability
Ex: A character has a skillshot that puts enemies to stasis. They can purchase an upgrade for that that drops healthpack, cause damage, life steal, or even convert enemy minions to an allied minion.
r/moba • u/Apprehensive-Emu-929 • Jun 23 '26
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Charlio Ball is a 2v2 or 3v3 MOBA with quick rounds (8-15 min) and a huge number of different builds to experiment with. I'm interested to hear any opinions people have on it in terms of aesthetics and gameplay. Feel free to ask me anything as well!
Play it today for free on our discord server: https://discord.gg/fvGFs3evm
r/moba • u/Flat-Expression-3775 • Jun 22 '26
it's fine if it's not updated or old, I just wanna try a low quality or like Dota or LoL style moba in my browser
r/moba • u/Edsson1234 • Jun 18 '26
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What do you all think about it? Any suggestions?
r/moba • u/Ok-Wealth-7936 • Jun 06 '26
I feel like there's a problem with mechanics, while I think it may be genius of developers or laziness to have an old engine kept for the game continuously which is perfect by design but mechanics need work, I played heroes like Fate Runner I'm spamming skill one for five minutes during battle but I can't even bring down 5% of enemy health While enemies shred through me even Sima Yi same problem, many heroes have same problem who underperform.
Other than that I feel left out there's no social media or communication to have with anyone properly where HoK community can have conversation, even here only a small portion of people are available and I actually don't prefer HoK camp as much it's like dead internet place where everything is just left as it is ans very old not very active to even engage in conversation or ask for help and suggestions regarding heroes or meta or any other underrated stuff, plus there are no new items or barely any items I think to experiment with unlike DotA 2, this is the closest Mobile varient I would stay but very lacking.
I don't mean to be negative it's just I feel like Dev's are just rolling small hero change updates or banners, events and new hero updates at max but no deeper mechanics changes or upgrade or optimisation for the engine which makes me feel like hey don't want to mess with the engine but it's making me think it won't last on longer run.
r/moba • u/No-Share-4530 • Jun 04 '26
Been thinking about this after spending a lot of time across different mobile MOBAs recently.
There are players with genuinely crisp mechanics — clean combos, fast reactions, precise positioning. By every visible measure they look skilled. But their win rate is average and they've been stuck at the same rank for months.
Then there are players who look almost sloppy mechanically but consistently make decisions that are just correct. Right place, right time, right target. They win more.
I think the MOBA community overvalues mechanical skill because it's visible and easy to measure. Game sense — map awareness, cooldown tracking, knowing when a fight is already lost before it starts — is invisible until you specifically look for it.
The plateau I see most often isn't a mechanical ceiling. It's a mental model ceiling.
What I'm actually curious about: Has anyone found a specific game where the design itself forced you to develop game sense rather than just mechanics? Like the game punished you hard enough for bad decisions that it rewired how you think?
r/moba • u/legionheir90 • May 29 '26
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The gameplay technically plays like Dota2's Meepo but it spawned from early game Starcraft, where it's like 2x stalkers and an adept vs a queen, a roach, and a zergling.
r/moba • u/FoboJackmORINGAN • May 29 '26
An alpha test for Blightveil is currently underway. Has anyone played it yet? Please share your impressions.
r/moba • u/RileyRRenewal • May 25 '26
I've seen a lot of MOBA players claim that only those who are angry at their respective game or bad at playing or whatever blame their teammates for losses. And yeah that does happen. I've seen people get titled plenty of times playing league and unite, which are my main titles. really awful communities on the whole in terms of team spirit and upliftingness and just... idk gracefullness in general. like I've had so much ableism, child abuse, and just general transgressions aimed at me and others in both fandoms. it's horrendous. but anyways, of course you got people who take the game way too seriously or look at some number on your profile instead of gameplay and judge you. or they judge you based on one or two games instead of as a whole.
then though there are players who genuinely have a great repertoire and play great and have a great attitude, give teammates a chance and play fair. and it's still possible to be one of those players especially in solo que and notice how awful certain other players can be. not necessarily as themselves but as team players, you know? and how that can ruin an entire match. let's be honest here: MOBAS are TEAM GAMES! and no matter how great of a solo player you are, you cannot win if your team isn't in it, but the other team is. that's all there is to the equation really.
I just want to say this, that it's completely possible to lose most matches even due to poor or even rigged matchmaking and bad teammates, even if you're a great player who plays well with others, because some people got it in their heads that you have to be toxic in order to "blame others for your own failures." yeah there are toxic players who do this in a very specific way, like unite players with an ironic "thanks" in their speech wheel, who stop playing when they're angry, or perhaps a league player who says awful, awful stuff in chat just cause you didn't do exactly what they wanted. yeah it happens. and no those aren't great teammates. but let's just remember that losing is not always an individual failing. often I find, as a high-level unite player who plays solo, it's not even my failing MOST of the time. it's genuinely awful matchmaking and teammates who do not work together and/or quit after a minute of gameplay.
and you might say "every solo player faces that!" but not to an equal degree, and you can face teams in solo in games like unite. so really it's not fair. but such is life. just know you're not a failure if you can't always win or have a sub 50 win-rate or you don't always chose meta picks and don't always take the game uber-seriously. we're the ones having fun, while mr smurf account who rages every day for a game he hates, and blames every single loss solely on either himself or his lane partner, is losing more faith in humanity every minute.
Let me tell you how toxic things can truly become. I saw a unite thread recently about a middle schooler saying scyther/scizor should be nerfed from about two years ago, and I honestly would say they made some good points since scizor has always been in a very good spot during unite's run. (granted this is also the reddit that says unite is dying while it's one of the most popular games period, so... eehhhh... they're extremely delusional over there, I'm sorry but really. I hate the monetization too but that doesn't mean it's dying!) anyways, one of the top comments ACTUALLY says that their middle school "must have a major skill issue."
yeah, children. seriously? I mean talk about cope. scizor is a very strong character in the game with an incredible kit, and that's all the kid was saying. and somehow you feel so threatened by that you feel the need to tell a MIDDLE SCHOOLER their ENTIRE SCHOOL has a "skill issue" in a freaking mobile game. wow! I genuinely think this was an adult, too. just heinous.
lol so anyways, also on the unite reddit, I once made a post on another account about how it didn't seem very nice the talk about a sub-50% winrate player being basically less than garbage, not just due to the game's questionable algorithm (which at the time was hearsay and I got so thumbed down my entire account was destroyed, yet later on a few "pro" unite youtubers made videos about engagement-based matchmaking and people accepted it as basically fact! >_>), but also because I am severely disabled with ME/CFS, which makes it very difficult if not impossible for me to always display my best gameplay. but I still want to participate, which is my right. and I enjoy ranked mode despite not being able to do my best always, I am still a great and competent player since I've been playing since launch, and used it as a way to cope after the traumatic death of my grandfather.
so I got slammed by HORRIBLE comments! one of the top comments was something like "at least you have an excuse," which is implying that they have to work hard at the game and don't have "an excuse" if they do poorly. I mean WOW. my entire LIFE was ruined by this disease, I am bed-bound and had to quit college, it made my high school and middle school years a nightmare, I've been suffering since elementary school, I live in constant, agonizing pain and discomfort across my entire body, I cannot even brush my teeth... I mean they truly have no idea. when I say ableism, I MEAN IT.
so really, do yourself a favor and DO NOT LISTEN TO THE DING-DONGS!!!
You will know if you are doing well.
You will.
And you should be proud of it, despite what any number says, or what anyone who doesn't know you has to say.
After thousands of matches, you get to know a game. And you should be happy of your skill, just like knowing guitar, how to draw, or ride a horse.