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Mobile Legends Patch 1.9.12 Update: Revamped Hanzo, Balance changes and more

Reduced Mana keeps bringing more balance changes!

With a lot of changes for skill Mana Cost for some heroes, devs have complained that the cost of Mana has been very high for some heroes compared to other heroes. Developers at MOONTON Games will continue to reduce the skill Mana Cost for some heroes. As devs have optimized more heroes, devs have reconsidered the value of Mana in MLBB. Let us break down the Patch 1.9.12 Update in detail on the Mobile Legends: Bang Bang Advanced Server.

Mobile Legends Patch 1.9.12 Update: Mana Changes

  • Currently, half of the physical heroes don’t have Mana, and among those physical heroes with Mana, most don’t need to carefully manage their Mana (e.g., Arlott, Wanwan, Karrie, etc.).
  • To provide Mana and Mana Regen with a few physical Heroes, physical equipment needs to retain these attributes, but these attributes are redundant for other physical heroes.
  • Mana management remains an essential element in MOBA games. Many magic heroes also have mechanics related to Mana. Therefore, it is not appropriate to completely remove Mana.
  • It is a reasonable design for heroes who cast magic skills to consume Mana. This also helps more players distinguish the type of damage dealt by heroes. In the future, when players see a hero with mana, they can be certain that the hero can deal with Magic Damage.

Along with these assumptions, the devs have decided to remove Mana for physical heroes, along with the following adjustments.

Revamped Hanzo

Hanzo is a ninja who combines Ninjutsu with Demon Blood. In this revamped design for Hanzo, devs have aimed to make the following optimizations:

Mobile Legends Hanzo, Mobile Legends Nostalgia Event January 2024
Hanzo in Mobile Legends (Image via MOONTON GAMES)
  • Balance Hanzo’s counter relationships with other heroes: Reduce Hanzo’s vulnerability to Assassins who can easily find and kill his body, while increasing the counterplay options for enemy heroes when Hanzo’s Ultimate is active.
  • Hanzo no longer needs to accumulate Demon Blood to release his Ultimate. The Ultimate will now have a fixed duration.
  • Give Hanzo some combat capability when his Ultimate is not active.

On the other hand, devs have been meticulously refining Hanzo’s visual update. The new model, visual effects, and hero portrait will be available on the Advanced Server in future updates. Stay tuned!

Passive – Ame no Habakiri

Damage dealt by Hanzo’s Basic Attack or skills inflicts a stack of Dark Ninjutsu on the target, up to 5 stacks. Each stack of Dark Ninjutsu increases the damage of Skill 1.

Skill 1 – Ninjutsu: Demon Feast

Hanzo deals Physical Damage to enemy targets (including enemy heroes). If the target is a Creep with max stacks of [Dark Ninjutsu], then the target will be devoured and Hanzo will recover HP. In Hanekage form, Skill 1 deals extra damage based on the lost HP of enemy heroes with full [Ninjutsu] stacks and recovers Hanzo’s HP.

Skill 2 – Ninjutsu: Soul Reap

Hanzo dashes in the target direction, leaving a Dark Mist in his path, dealing Physical Damage to enemies in the area and slowing them. In Hanekage form, Skill 2 deals increased damage and briefly knocks targets airborne.

Ultimate – Kinjutsu: Pinnacle Ninja

Hanzo charges into battle as Hanekage (invincible during this period), consuming 12.5 energy every second (can be reduced with Purple Buff). When energy is depleted, Hanzo will be slowly drawn to Hanekage’s current position.

When Hanekage is killed, Hanzo’s body will be quickly drawn to Hanekage’s position and slowed for 1s while recovering a small amount of HP.

Mobile Legends Patch 1.9.12 Update: Hero Adjustments

Alice (Buffed)

Mobile Legends Patch 1.8.50 Update, Mobile Legends Alice Guide Cover
Alice in Mobile Legends (Image via MOONTON Games)

Alice’s skill set is adjusted, giving her a new Ultimate and Passive making her engaging to play.

Attributes (↓)

Attack Range: 4.7 >> 2.8

Skill 1 (↓)

Damage: 400-600 +120% of Total Magic Power >> 400-600 +60% of Total Magic Power

Skill 2 (~)

  • Cooldown: 6s >> 7-5s
  • Bonus Damage: 2.5%-5% +(0.3% of Total Magic Power)% of enemy’s Max HP >> 4%-8% of enemy’s Max HP

Passive (↑)

Alice enters the blood-draining state upon damaging an enemy hero or a Legend Creep 3 times, dealing Magic Damage to nearby enemies per second, during which she recovers HP each time she damages an enemy. The duration is reset when she hits an enemy hero or a Legend Creep with a Basic Attack or skill.

Alice’s Basic Attacks deal with Magic Damage based on her Physical Attack, Magic Power, and HP.

Ultimate (↑)

Alice spreads her blood wings, dealing Magic Damage to all enemies in range and applying Blood Curse to all enemy heroes hit. Blood Curse will explode after a certain time, dealing Extra Damage and restoring Alice’s HP.

Lolita (Nerfed)

Loita’s Skill 2 has a strong counter effect against enemy Marksmen or heroes who shoot projectiles. This makes the countered enemy heroes feel powerless when facing Lolita, while also limiting her usage scenarios. Devs want to preserve this feature but need to adjust its counter strength.

Mobile Legends Lolita Guide Cover
Lolita in Mobile Legends (Image via MOONTON Games)

Additionally, after the last adjustment, devs have increased the efficiency of Lolta’s passive shield but also allowed her to gain too much win rate through equipment like Flask of the Oasis. In this adjustment, devs aim to balance the benefits of her different builds while further optimizing the efficiency of her passive shield.

Passive (~)

Revamped: The Noumenon Energy Core keeps generating energy to enhance Lolita. Every second, it charges 1 stack, accumulating up to 15 stacks. When Lolita casts a skill, she will use all the charged stacks to grant a shield to herself and nearby allied heroes.

Each stack provides a shield of 20 +1% Extra Max HP +5% Total Magic Power, lasting for 5s.

Skill 1 (~)

Passive Shield Trigger: Before the first dash >> After the first dash

Skill 2 (↓)

  • Shield Damage Absorption: 1000-2000 +15% Total HP >> 500-1000 +20% Extra Max HP
  • Cooldown: 15-12.5s >> 15s at all levels

Suyou (Nerfed)

Suyou’s snowballing ability was too strong. Devs will nerf his early and mid-game combat capability, hoping that he will need some equipment support to achieve low cooldown and high damage reduction.

Passive (↓)

  • Cooldown of All Skills: 7s >> 8s
  • Damage Reduction in Immortal Form: 20% (base) +1% for every 20 extra Physical Attack >>> 10% (base) +1% for every 15 extra Physical Attack (maximum 40% remains unchanged).

Argus (Nerfed)

After the skill revamps, Argus’s strength has seen an epic boost, with the frequency of Demonic Slash’s activation generally increased, especially when using his Ultimate in the late game. Therefore, devs have decided to nerf Demonic Slash’s power. Additionally, devs have optimized the performance of Eternal Evil when triggering Death Immunity, allowing players to better find out if they’ve entered the Death Immunity state.

Passive (↓)

  • Energy Regen on Crit: 20 >> 10
  • Effect Removed: Demonic Slash ignores 40% of the target’s Physical Defense

Skill 2 (↓)

Effect Adjusted: Restores 100 Malice Energy upon hits >> Restores 100 Malice Energy upon hitting heroes

Skill 3 (↓)

  • Cooldown: 55-45 >> 60-50
  • Enhanced Warmonger – Demonic Slash’s Energy Regen: 60 >> 50
  • Enhanced Warmonger – Energy Regen on Crit: 40 >> 50

Lukas (↓)

lukas-mobile-legends-mlbb-cover
Lukas in Mobile Legends (Image via Chupsy TV)

Optimized the range of Flash Combo in Sacred Beast form. Now it can only knock nearby enemies airborne (distant enemies will still take damage from subsequent tail swings). Additionally, devs have slightly reduced the late-game damage of Flash Combo.

Skill 1 (↓)

  • Base Damage: 300-550 +100% Total Physical Attack >> 300-600 +120% Total Physical Attack
  • Spin Damage: 100-200 +80% Total Physical Attack >> 100-200 +50% Total Physical Attack

Skill 2 (~)

CD Reduction: 2-4.5s >> 2.5-4s

Lancelot (Adjusted)

Without Mana Cost, Lancelot poses a significant threat to Marksmen in the Gold Lane. Devs will add an Energy Cost to his Skill 1, while also allowing him the possibility of using Skill once without a target for long-distance engagement.

Skill 1 (~)

  • Cooldown: 0
  • Energy Cost: 50

Successfully applying a Sword Mark will restore 35 Energy.

Saber (Adjusted)

Saber’s Ultimate poses too great a threat to squishy heroes. Devs aim to reduce this frequency while enhancing Saber’s jungling speed and combat ability when his Ultimate is unavailable.

Additionally, devs are adding an Energy Cost to Skill 1 to prevent him from posing a significant threat to Marksmen in the Gold Lane.

Skill 1 (~)

Energy Cost: 50

Orbiting Swords’ attack reduces the cooldown of Charge by 1s. >> Orbiting Swords attack reduces the cooldown of Orbiting Swords and Charge by 15% and restores 5 Energy. Damage against Minions doesn’t restore Energy.

Skill 2 (↑)

After the Charge ends, the next Basic Attack deals 35-75 (+60% Total Physical Attack) Physical Damage 2 times (total damage unchanged, but can trigger Orbiting Swords attack twice).

Ultimate (↓)

  • Cooldown: 44-36s >> 60-40s
  • Base Damage for the First Two Strikes: 120-180 >> 65-115
  • Base Damage for the Third Strike: 240-360 > 130-230

Novaria (Buffed)

Mobile Legends Patch 1.7.74 Update, Mobile Legends Patch 1.7.64 Update, Mobile Legends Novaria Gameplay Guide Cover, Mobile Legends Patch 1.7.62 Update
Novaria in Mobile Legends (Image via MOONTON Games)

Devs have slightly increased her skill casting frequency while reducing Mana’s Cost.

Skill 1 (↑)

Mana Cost: 60-110 >> 50-100

Skill 2 (↑)

  • Cooldown: 8s >> 7s
  • Mana Cost: 120-270 >> 100-200

Terizla (↓)

Devs have noticed that the removal of Mana affected Terizla more than expected. Therefore, devs have made some additional adjustments, aiming to significantly reduce his early-game strength compared to the Official Server.

Skill 1 (↓)

Cooldown: 7s at all levels >> 9s at all levels

Skill 2 (↓)

Total Physical Attack Bonus for the First Two Attacks: 160%-185% >> 135%-185%

Mobile Legends Patch 1.9.12 Update: Battlefield Adjustments

Lord

The devs have noticed that the current Lord respawn interval is a bit long, causing players to have nothing to do in the late game after completing all their equipment while waiting for the Lord to respawn. At the same time, devs have also noticed that between 8-12 minutes, the allied Lord without any skills has a limited impact, but devs don’t want to simply increase its values to enhance its role as before.

The devs over at MOONTON hope that the battle between both sides around the Lord will be more strategic. Therefore, devs have made the following adjustments, and devs will continue to observe the impact of these changes.

Lord (Neutral)

Respawn Interval after 18 Minutes: 3 min >> 2 min

Lord (Summoned)

  • It now only evolves once at 18 minutes, removed the evolution at 12 minutes.
  • The Lord spawning at 8 minutes now can charge at Turrets, but only deals True Damage equal to 30% of the Turret’s Max HP.
  • The HP of the allied Lord is adjusted to about 85% of the current version.
  • The Base Turret’s Energy Surge now deals damage equal to 50% of the Lord’s Max HP (deals no damage on the Official Server).

Creeps

Mobile Legends map survey creeps
Creeps (Image via MOONTON Games)

Thunder Fenrir (~)

In conjunction with Mana Cost adjustments, devs have increased the effects for heroes without Mana Cost.

Creep Reward (~)

  • CD Reduction: 10% >> 15%
  • Mana Cost Reduction: 40% >> 30%

Equipment changes

Glowing Wand (↓)

After adding the healing reduction effect, this equipment became too versatile. Devs aim to slightly reduce its damage.

Unique Passive – Scorch (↓)

Damage per Second: 1.5% of target’s Max HP >> 1% of target’s Max HP

That’s all for our Patch 1.9.12 Update in the Mobile Legends Advanced Server! Till then, go through our other MLBB articles:

What are your thoughts on the Mobile Legends Patch 1.9.12 Update? Let us know in the comments below!

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