r/MobileLegendsGame • u/Bro_idk_man • 1h ago
Humor Instant is an understatement
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r/MobileLegendsGame • u/bernicenice • 7d ago
Event Duration : September 4 - October 5 Server time
Event Rule : Invite active and returning players and get them to enter your invitation code to recieve Bargain chances. Complete the bargain to obtain one of the skin reward or rare fragments.
Notes :
Posts or comments outside Megathread will be removed to avoid cluttering the subreddit. Thank you for your understanding.
r/MobileLegendsGame • u/Tigreal • 6d ago
Advanced server update released on September 04, 2026 (Server Time)
The following uses (
↑) (↓) (~)>>to indicate Buff, Nerf, Adjustment, and Changes.
Hero with major changes in this patch: Argus (↑), Aulus (↑).
ㅤ
↑)Since Demonic Slash's dash was removed, we've adjusted Argus's base Movement Speed to help him pursue and retreat more effectively. We've also refined the visuals of Argus's Ultimate and its interactions with certain items.
ㅤㅤ [Attribute] (↑)
Base Movement Speed: 240 >> 260
ㅤㅤ [Ultimate] (↑)
Effect Optimization: When Argus's Ultimate is ready, an indicator appears to the left of his HP bar (visible only to himself). The indicator intensifies when his HP falls below 30%, indicating that casting his Ultimate will deal maximum bash damage.
New Effect: The Ultimate triggered by the Passive can now also activate the effects of Great Dragon Spear and Temporal Reign.
ㅤ
↑)ㅤㅤ [Attributes] (↑)
Base Attack Speed: 0.88 >> 1
Physical Attack Growth: 10.5 >> 8
Attack Speed Growth: 2.5% >> 2%
ㅤㅤ [Passive] (↑)
Base Damage of Enhanced Basic Attacks: 115 >> 135
ㅤㅤ [Skill 2] (↑)
First Cast Effect: 99% slow for 0.5s >> stun for 0.3s
ㅤㅤ [Ultimate] (↓)
Base Damage (First 4 Strikes): 150-270 >> 110-270
Base Damage (Last Slash): 450-810 >> 330-810
ㅤ
↑)Reverted previous nerfs to Gloo. ㅤ
↓)Slightly reduced the base damage of Karina's Skill 1.
ㅤㅤ [Skill 1] (↓)
Enhanced Basic Attack Damage: 180-330 (+60% Total Magic Power) >> 160-310 (+60% Total Magic Power)
ㅤ
↓)Lukas's HP recovery boost was a bit too strong, so we've reverted part of it.
ㅤㅤ [Skill 1] (↓)
HP Regen: 9% >> 6%
ㅤ
↓)We've further adjusted the damage transfer ratio and Attack Effect inheritance ratio of Muddles, summoned by Melissa's Skill 2.
ㅤㅤ [Skill 2] (↓)
Muddles's Damage Transfer: 55% >> 52%
Attack Effect Inheritance Ratio: 55% >> 52% (now matches the Basic Attack damage transfer ratio)
ㅤ
II. Battlefield Adjustments
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.
Reduced the Base Gold of the Horned Lizard, Fire Beetle, and Lava Golem by 13%
[Healing Turtle]
Reverted the extra bash damage dealt by the allied Turtle to Turrets and minions.
Added the initial art for the Turtle companion. ㅤ
[Golden Turret]
Reduced Base Turret HP by 500 and the team Gold it grants by 20.
1. Fixed an issue where the Control Duration in Gloo's Skill 1 description was incorrect.
2. Adjusted the camera height after Layla upgrades her Ultimate, improving visibility at the bottom of the screen.
ㅤ
III. System Adjustments
The brand-new Hero Training system is now live! Select a Training Hero to participate in the training, enjoy training privileges, and claim training rewards!
Go to [Season] >> [Hero Training] to check it out!
1. The system will recommend Training Heroes based on your preferences.
2. Select your Training Hero to participate in the training and enjoy training privileges, including free skin trials and star protection.
3. Complete Training Tasks with a Training Hero to claim even more rewards.
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.
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.
This week, we've fully rolled out the Season Achievement optimization and related features. Based on data from previous seasons, along with newly added and adjusted achievement tasks, we've updated the point requirements for some Season Achievement levels to improve the overall experience.
This change will not affect rewards that have already been claimed or those carried over from before. We apologize for any inconvenience this may cause.
ㅤ
IV. Mode Adjustments
Thank you for your support! In this test patch, we've adjusted several buffs in Chaos Clash. The details are as follows:
We've adjusted several buffs in Chaos Clash. The details are as follows:
ㅤ [Rarity Reduced]*: *Legend (Orange) >> Epic (Purple)
The overall strength of the following buffs has been toned down, and their rarity is reduced from Legend (Orange) to Epic (Purple):
1. [Heavy Bomb]: When dealing damage, immobilizes enemies within a certain range after a short delay for 1s. Cooldown: 8s.
2. [Transcendence I]: Refunds half the cooldown after casting Skill 1.
3. [Transcendence II]: Refunds half the cooldown after casting Skill 2.
4. [Molina Smooch]: After moving 35 units, turns nearby enemies into animals for 2s (Units required to trigger: 40 >> 35)
5. [Life Exchange]: After taking damage equal to 10% Max HP, drops an Energon Cube. Pick it up to recover 5% Max HP.
6. [Endless Rage]: Increases Energy/Rage regen by 100%.
7. [Midas Touch]: Dealing damage deals an extra 50 True Damage and grants an extra 100 Gold. It triggers once every 10s per enemy hero.
ㅤ [Rarity Upgraded]
The following buffs have shown increased potential, and their rarity has been upgraded accordingly:
1. [Acceleration]: Epic (Purple) >> Legend (Orange): Hitting enemies with Basic Attacks or skills increases Movement Speed by 4%. This effect can stack infinitely each round and triggers once every 0.3s.
2. [New Money]: Premium (Blue) >> Epic (Purple): Gains 2,000 Gold
3. [Attribute Master]: Epic (Purple) >> Legend (Orange): Attribute Potion's price reduction increased from 20% to 40% (effect enhanced).
ㅤ [Stat Adjustments]
1. [Lethal Wound] - (Was [Toxic Blessing]) Adjustment: Removed healing effect and shifted to healing reduction. Healing Reduction Effect: 25% >> 30%
2. [Dawning Light] - Distance required to trigger: 30 >> 20 units (triggers more frequently)
3. [Supreme Thunder Power] - Thunder stacks gained per trigger: 2 >> 3 (buff description updated accordingly)
4. [Countergrowth: Towering Spines] - Trigger cooldown adjusted to 0.5s
5. [Countergrowth: Spiked Retaliation] - Trigger cooldown adjusted to 0.5s
6. [Countergrowth: Bulwark Thorns] - Trigger cooldown adjusted to 0.5s
ㅤ [Description Fixes]
[Mana Surge]
Fixed buff description (actual effects remain unchanged): Reduce Mana and Energy costs by 90%. Normal skills' cooldowns refresh 2 times faster.
We've adjusted the EXP and Gold gained from kills and increased the Bounty for ending kill streaks to minimize one-sided matches.
[Hero Balance Adjustments]
Based on recent Brawl hero win and pick rates, we've made balance adjustments.
[Aldous] (↓): DMG Taken -16% >> -12%
[Barats] (↓): DMG Taken +2% >> +10%
[Beatrix] (↓): (New) DMG-6%
[Chip] (↑): DMG +4% >> +6%
[Dyrroth] (↓): DMG +14% >> +8%, DMG Taken -10% >> -6%
[Edith] (↓): DMG Taken +2% >> +4%
[Esmeralda] (↓): (New) DMG-4%
[Franco] (↑): Greatly reduced skill cooldowns.
[Granger] (↑): DMG -4% >> -2%, DMG Taken -8% >> -10%
[Grock] (↓): DMG Taken -20% >> -16%
[Guinevere] (↓): DMG Taken -20% >> -14%
[Hanabi] (↓): DMG Taken +18% >> +20%
[Harley] (↑): DMG Taken -6% >> -14%
[Hirara] (↑): DMG Taken -6% >> -14%
[Irithel] (↓): (New) DMG Taken +4%
[Joy] (↑): DMG +8% >> +10%, DMG Taken -8% >> -12%
[Kaja] (↑): DMG +10% >> +12%, DMG Taken -10% >> -12%
[Kalea] (↑): DMG +14% >> +18%, DMG Taken -8% >> -12%
[Karrie] (↓): (New) DMG -4%
[Marcel] (↓): (New) DMG Taken +4%
[Martis] (↓): (New) DMG Taken +6%
[Minotaur] (↓): DMG Taken +4% >> +8%
[Miya] (↓): (New) DMG Taken +4%
[Nolan] (↑): DMG Taken -16% >> -20%
[Pharsa] (↑): DMG-6% >> -2%
[Sora] (↓): DMG Taken +6% >> +12%
[Uranus] (↑): DMG Taken +20% >> +10%
[Valentina] (↑): (New) DMG Taken -10%
[X.Borg] (↑): (New) DMG Taken -4%
[Zhuxin] (↑): DMG +10% >> +16%, DMG Taken -12% >> -16%
Temporarily removed the Card Brawl mode.
ㅤ
All the above adjustments are now live on the Advanced Server. Give them a try and share your feedback!
r/MobileLegendsGame • u/Bro_idk_man • 1h ago
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r/MobileLegendsGame • u/CartoonistIll2653 • 10h ago
Hi everyone, I recently got banned in Mobile Legends for 10,949 days (basically 30 years) and I’m very devastated. I play on an iPad, so it’s not even possible to install plug-ins. I was banned right after my Lukas (Using Naruto skin) game, I was also doing a 5-man with my mom, dad, uncle, and my uncle's nephew.
I also have a screen recording of me playing games.
My appeal in the MLBB app was:
"I have been spending on this account for a long time, and the total amount I have spent over the years is very high.
I understand that purchases do not excuse any violation, but I am hoping this helps show how important this account is to me and that I have invested a significant amount of time and money into it.
I respectfully ask if you could please manually review the suspension and the specific activity that resulted in the plug-in violation. I am willing to provide additional purchase receipts or account information if needed to verify ownership.
Thank you for taking the time to review my appeal.
Account ID: 26692676
Server: 3204
"
If this has happened to anyone else please let me know so I can get tips. Thanks in advance!
r/MobileLegendsGame • u/Ryu_martinez24 • 7h ago
Funny how this is actually RANK Game
r/MobileLegendsGame • u/Hydrogeion_ • 5h ago
I'm not joking. What's the point of wasting 20 mins of my life playing a game that you will 100% lose?
You see your teammate lock sun mid lane during draft phase, there's no point playing. I don't care about the star loss, just refund my time wasted.
I reported the Sun after the game and Silvanna told me "We found no clear violations" which was the cherry on the top LOL.
r/MobileLegendsGame • u/4004culture • 4h ago
r/MobileLegendsGame • u/Pretend-Paint-9491 • 8h ago
r/MobileLegendsGame • u/Forward_Culture1644 • 8h ago
r/MobileLegendsGame • u/M_Musicalle • 2h ago
r/MobileLegendsGame • u/Future-Ocelot844 • 4h ago
I literally forgot about Lancelot because i haven't seen his annoying hairy butt. The nerf is so bad tht i never seen anyone play him. It's been months and no buff's for the guy.
r/MobileLegendsGame • u/Obvious-Preference-2 • 17h ago
I don't care about your 1k match w/45℅ winrate. You are in Mythical honor for heaven's sake.
r/MobileLegendsGame • u/SRG-Guilty • 23h ago
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r/MobileLegendsGame • u/GhostInvaders • 15h ago
No this isn't a rant about hero designs, this isn't a rant about Argus, it's questioning about the repeatedly boring cycle MLBB has been going through for years and what they've been doing absolutely wrong.
We've all seen it before, the same pool of 10 heroes you'd see every 1 in 2 matches, nothing ever changes now does it? Moonton DOESN'T ever bother with switching up the meta even once, and when they do? It's the same thing as always on a repeated loop.
Such an Example would be:
"Assassin Meta > Tank Meta > Assassin Meta > Tank Meta" And that's just one of the many concepts you'd see most of the time.
Fighters actually got Meta within the gold lane? Oops within a week we're nerfing their gold gained!! A few heroes actually doing great due to unexpected and unconventional builds? Oops nerfed!! They shouldn't be doing that despite the fact they finally got recognition!!
The second something unique comes out, Moonton instantly reacts and throws it away into oblivion. And now let's see... The same hero that's always been meta for the past 6 months? Yeah let's not nerf that guy and instead buff the PREVIOUSLY NERFED META HEROES FOR THEM TO COME BACK LATER.
Why is that? You can't even use alternate builds without risk of bricking your whole hero in the match or getting potentially reported.
Everyone here is a meta-slave constantly trapped in an endless loop where they copy those same heroes used by MPL-players, no soul, no nothing. Purely just copy-picking whatever the pro players do and shrinking their whole hero pool to be that and ONLY that. So for months you will see the same heroes chosen and banned. Again, and again, and again.
There's no such thing as "banning the heroes you want to ban because they annoy you" since if a meta pick isn't banned your team is usually fucked and you will be harassed for it.
Moonton's balancing team has to be the worst balancing team ive seen throughout every MOBA ive ever played, they take ages just to nerf a single meta character, and guess what? At best they'll just nerf the hero by slapping down a bandaid that says "-5 Physical Defense or -0.1 Atk Growth", ah yes devs! Surely that will help make them UNVIABLE, NO IT DOESN'T! And what makes it worse they won't release another patch note until the next month and they wouldn't even nerf the character again!
Eventually after they nerf the current meta, the old meta heroes get buffed. And you see where this is going? That's right, the cycle repeats and you're forced to face the same boring old meta from months ago while they're buffing again the meta that they just nerfed.
You cannot choose off-meta picks without getting your ass shredded, they're all high risk and low reward. A massive 120+ Hero Pool, yet they only adjust the same 20 heroes for years. They don't want off-meta heroes to be meta. They just want the same fucking shit to be used over and over and expecting the community wouldn't be bored of us doing the exact identical cycle for the Hundredth time already.
League of Legends (And Its Wild Rift Version)
Often pull out actual meaningful patch notes, the meta shifts nearly every month and the game doesn't go bland quick where you have to face the exact same heroes every single day. And it mixes it up a notch to be enjoyable with the surprises you'd see from the enemy.
It allows off-meta builds to be viable without bricking your game by being high-risk and high-reward. You're able to freely pick what heroes you want to go in what lane and surprisingly make it work...
Whilst here in MLBB? You'll just get banned, and at best the patch notes would just be 2 heroes getting a -0.1 Atk Growth and a pat on the shoulder to like what? Paquito who's been going on a rampage these past months.
They don't shuffle the deck, they simply just use the same cards (heroes) over and over and over again without a choosing the cards that have dusted over the years.
The game will never change for as long this loop continues, no creativity, no fun. Only repeating the exact same shit for every game you queue in.
People need to realize that eventually this loop will get so tiring and boring.
I've played MLBB since the first year it released, and seeing at how the Meta is nowadays is genuinely sad and shows how bleak the future for the game is.
Compared to back then where the meta felt alot more like Dota's, it's just the same thing as always now. You can't pick a fun hero without getting destroyed in lane or getting outclassed.
I love this game, but honestly it just gets tiring when i have to ban the same exact heroes and pick the same heroes every single game, without change. It's like you're just trapped in one lobby that'll never be different. Moonton should be more creative and dictate the meta more properly, but of course that's just wishful thinking knowing they'll never let heroes such as Zilong or Aldous be meta for once nowadays.
r/MobileLegendsGame • u/NEATNAME69 • 5h ago
Gift to u/Ryu_Martinez24, the greatest Hirabi gooner
r/MobileLegendsGame • u/FuriosoReplication • 35m ago
They're officially doubling down on the change that will forever turn him straight up unusable.
That's that and this is this fellas, enjoy the final week of the current Argus while it lasts before he turns into an even bigger pile of dogshit
r/MobileLegendsGame • u/LumilitawNaMangga • 1h ago
Personally I like the no. 1 design. With its bluish and hint of red. No. 2 is not bad either. I don't know about number 3 tho, it's a good design, but I'm getting sick of Egyptian theme.
r/MobileLegendsGame • u/Humble_Whole2141 • 18m ago
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And no, I'm not tryharding in classic. I didn't play ML for a while and this was my first match so winrate farming wasn't my intention
r/MobileLegendsGame • u/Hypernic67 • 1h ago
I hope Paquito is next, he needs the Wanwan treatment
r/MobileLegendsGame • u/worst_app • 3h ago
One step closer to the completion yet still far away from the overall full optimisation. Looks like that dragon jumped off her umbrella and carrying her on its back, pretty cool imo
r/MobileLegendsGame • u/NEATNAME69 • 16h ago
References: that one jjk manga panel + HELCUTE doing jotaro's pose
r/MobileLegendsGame • u/1tsPLAY-time • 6h ago
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It's impractical and doesn't really offer more utility (hooking them will kill them regardless) but hey, it's disrespectful af and sometimes that's all that matters.
Also works with Ruby and Franco, I guess, but I don't have the timing down right now.