Mobile Legends Patch 1.7.82 Notes: In-Game Adjustments
Spell AdjustmentsBattle Field Adjustments Bugs Adjustments
MLBB Patch 1.7.82 Note
From The Designers,
In this version, we're adjusting the Gold income of the Gold Lane and Jungle to buff the role of Junglers in the early and mid game, and slow the farming speed of Marksmen in the Gold Lane. These changes should also reduce the dominance of Attack Speed Marksmen and improve Tank Junglers in the early game, and allow damage-build Fighters and Assassins in the Jungle to be more competitive in high ranked matches.
In terms of hero adjustments, we focused on optimizing the skills of some less picked Tanks and Fighters to give them a chance to shine. We've also made regular adjustments to some overly popular and overtuned heroes in order to level the playing field.
Magic Chess: New season "Arrival of the Mystics" is coming on May 19, 2023 (Server Time) with all-new Synergy, Commander and Star-Cores!
Release Date: 2023-05-16
Minotaur has learned to control his rage and unleash it at will during his Ultimate.
Effect Revamp: Applying a control effect to an enemy with skills will reduce their Hybrid Defense and healing an ally with a skill will increase their Hybrid Defense for 2s. These effects are doubled in Enraged State.
CD: 8-5.5s → 12-9.5s
Removed the Attack Speed Reduction on enemies effect.
Duration of Enhanced Basic Attacks and Movement Speed Reduction on Enemies: 3s → 2s
CD: 12-9.5s → 10-7.5s
Removed the Attack Speed bonus effect.
Rage has been removed. Minotaur now enters the Enraged state immediately and starts smashing the ground upon using the Ultimate.
CD: 50-40s → 60-50s
Cooldown starts after the Enraged state ends.
While Hylos may have more legs than most heroes, he still lacks mobility. We've improved his ability to give chase by making some adjustments to his Skill 1 and Ultimate, while slightly tuning down his damage and survivability. This should make him a better team player.
Base HP: 2,909 → 2,709
Skill Revamp: Hylos now gains 50% Movement Speed on skill use which decays over 3s. During this time, his Basic Attacks are enhanced and will stun the first enemy hit for 1s and knock them back slightly.
Base Damage: 100-300 → 100-250
Slow Revamp: Using his Ultimate now immediately slows all enemies by 75% for 1 second. Afterwards, the field will continue to slow enemies within by 25%.
Alpha is returning with a newly upgraded Beta!
Revamped Effect: Beta will lock on to an enemy after hitting them twice.Whenever Alpha attacks a target that Beta as locked on to, Beta will follow up with anlaser attack that deals damage and briefly slows the target.
Beta's Laser Damage: 80 (+8 per level) (+100% Total Physical Attack) True Damage
Greatly reduced the time it takes for Beta to attack.
Base Damage: 200-300 (+90% Extra Physical Attack) → 100-200 (+90% Extra Physical Attack)
Strafe Damage: 100-150 (+30% Extra Physical Attack) Physical Damage → 60-120 (+30% Extra Physical Attack) True Damage
Strafe Damage: 125-175 (+30% Extra Physical Attack) Physical Damage → 60-120 (+30% Extra Physical Attack) True Damage
Increased the speed of Alpha's leap.
Leap Damage: 50-100 (+20% Extra Physical Attack) → 0
Landing Damage: 200-400 (+80% Extra Physical Attack) → 250-500 (+100% Extra Physical Attack)
Beta's Damage: 25-35 (+60% Extra Physical Attack) Physical Damage → 15-30 (+30% Extra Physical Attack) True Damage
Bane's skill kit is more tailored toward a defensive counterattack style and he has a hard time breaching the enemy's formation, but his damage poses a greater threat to heroes with less HP. We hope the following adjustments will remedy this contradiction and boost his damage against front line heroes, and allow Bane to benefit more from a half offense, half defense build. We also made some adjustments to minimize the impact on pure damage builds.
Damage: 135%-170% Total Physical Attack → 100% Total Physical Attack + 5% - 8% of target's Max HP (scales with level, and can deal up to 500 damage to Creeps)
Bounce Damage: 150% at all levels → 150%-200%
The projectile's damage no longer increases after eliminating a target.
CD: 6-4s → 8-6s
Cooldown reduction for every 100 Physical Attack: 5% → 8%
Base HP Recovered: 200-300 → 200 at all levels
Percentage of Lost HP Recovered: 6% + (2.5% Total Magic Power) → 5-10% + (1.5% Total Magic Power)
Silvanna can now use Flicker with her Ultimate for surprise attacks. We've also improved Spiral Strangling's pull effect to make it harder for enemies affected by Imperial Justice to escape.
Pull Direction: To the center → To her lance
Slightly increased the pull effect.
New Effect: Silvanna can now use Flicker while leaping.
We've improved Gatotkaca's Enhanced Basic Attack by making it easier to hit enemies.
Slightly increased the cast range of his Enhanced Basic Attacks and they now allow him perform a short dash to the target.
We want Phoveus to have a better chance at hitting heroes after they use their mobility skills.
Slightly reduced his Ultimate's initial delay.
We want Carmilla and her allies to have more time to pull off cool combos once she has immobilized a target with her Ultimate, but also want enemies to have time to react and possibly counter.
Cooldown: 48-40s → 60-44s
Immobilizing Time: 0.4s → 0.8s
Slow Effect while casting: 30% → 50%
We're hoping to better establish Guinevere's role as a Fighter. To this end, we're improving her damage so she can have more leeway to buy defensive equipment.
300-525 +130% Magic Power → 400-625 +100% Magic Power
650-910 +500% Magic Power → 880-1,320 +385% Magic Power
Uranus has lagged behind over the past few patches, so we're boosting his damage a bit.
Base Damage: 125-200 (+30% Total Magic Power) → 155-255 (+30% Total Magic Power)
Valentina's Ultimate can be extremely strong against certain heroes but weak against others, so we're balancing it a bit.
Valentina's Ultimate cooldown will be 1.2x/1.1x/1x the starting cooldown of the Ultimate she steals (when her Ultimate is Lv.1/2/3). The cooldown cannot go below 10s.
We want Terizla to have more time to use other skills after his Skill 1 hits an enemy, and increase his overall damage.
Slow Effect: 30% → 15%
Duration: 3s → 3.5s
Improved the performance of the Ultimate when cast near an obstacle.
Slightly reduced Arlott's power in the early to mid game. Futher reduced the damage potential of a Defense build Arlott.
Base Damage: 135-335 -> 110-310
HP Restored:7%-12% → 5%-10%
Reduced Joy's early and mid game performance. Joy is still putting too much pressure on her opponents in the early to mid game with little effort.
Max Movement Speed Boost: 100% → 60% Damage: 200 + 80% Magic Power -> 100 + 100% Magic Power
Base Shield: 130 (at all levels) → 80-130
CD: 28-22s → 40-24s Base Damage: 180-270 -> 150-270
Faramis has been performing too well in teamfights, so we've reduced his survivability.
Hybrid Defense Increase: 50-100 → 25-50
Base HP in Specter State: 600-800 → 400-800
Cooldown: 80-70s → 80s (At all levels)
Kimmy has been overperforming with the right equipment, so we're slightly reducing her damage.
Damage: 30 + (23%-28% Physical Attack) + (25%-30% Magic Power) → 20 + (22%-27% Physical Attack) + (24%-29% Magic Power)
Slightly tuned down Lapu-Lapu's survivability in teamfights with lots of enemies.
Damage Reduction Per Hit: 15% → 10%
Kaja's powerful teamfight capabilities and fearsome team buffs render him a force to be reckoned with in both higher play and tournaments. We've decided to nerf his paralysis effects slightly. Kaja will need to survive for longer in teamfights to get the full effects of Wrath Sanction.
Damage Reduction: 5% → 3%
Max Stacks: 4 → 8
Duration: 4s → 5s
Being a high-damage mage, Pharsa's mobility was a bit on the strong side.
CD: 23s → 30s
Gloo is performing too well on all fronts, so we've decided to tune his tankiness down slightly.
The damage growth for Gloo's Skill 1 was too high, so we decided to reduce the damage of the first hit while maintaining the current damage of Goo explosion. We hope to reduce Gloo's damage in the mid game with these changes.
Damage Reduction Per Stack: 8% → 6%
Base Damage: 100-200 -> 80 at All levels.
We're adjusting Balmond's Ultimate to be more suited as a finisher that all heroes should be wary of.
Slow Effect: 30% -> 60%
Damage: 400 + 60% of Total Physical Attack + 20%-30% of enemy's lost HP -> 150 + 70% of Total Physical Attack + 30%-45% of enemy's lost HP. Removed the slow effect.
The recent Basic Attack updates have greatly enhanced Wanwan's ability to dash continuously, giving her too much mobility and survivability in the late game, so we're nerfing this aspect for balance.
Slightly lower the Movement Speed bonus gained from her Attact Speed.
Physical Attack: 65 → 55
Demon Hunter Sword
Slightly reduced its power against units with high HP.
Some heroes are clearing the Jungle too fast in the early and mid game using certain equipment, so we're tuning them.
Unique Passive - Burning Soul
Damage Increase to Minions and Creeps: 210%-350% → 140%-350%
Physical Attack: 35 → 40
Marksman/Mage/Support Effects: These have been adjusted to the normal 50%, for ease of understanding.
Unique Passive - Burning Soul
Damage Increase to Minions and Creeps: 210%-350% → 140%-350%
Damage Bonus: 0.8% of Max HP → 0.6% of Max HP