Jump to a page or hero
2025-11-04 ยท Source: Official Moonton patch notes, via mlbbhub.com
MLBB Patch 2.1.30 balance update: 11 hero buffs including Hilda, Xavier and Minotaur, 7 nerfs.
Designer's Note
We will continue optimizing the experience for roaming tank heroes. In previous patches, we increased the Gold income for roaming heroes. In upcoming patches, we will enhance certain tank heroes' Gold efficiency and optimize their equipment.

A female warrior who infuses weapons with the Power of Einherjar for sustained combat. In this revamp design for Freya, we aim to resolve the following issues and make optimizations: 1- We've noticed that Freya has to cast her Skill 2 to increase Attack Speed when jungling or clearing minions, which leaves her unprepared for sudden teamfights, so we aim to lower the cast condition for her Skill 2. 2- Freya's dominance in the early to mid-game was too powerful. Once she gained momentum, enemies found it difficult to counter her. Therefore, we will reduce the Attack Speed provided by her passive, making certain Attack Speed equipment more beneficial for Freya. 3- Gave her Ultimate the capability to enter teamfights. This should allow her to quickly enter the Valkyrie state and enter combat when allies initiate teamfights.

Hilda's late-game minion clearing efficiency and durability are low, and she relies on Bushes to trigger her passive effect, leaving her with average performance in the Exp Lane. So this time we redesigned Hilda's passive skill, changing the enhanced Basic Attack originally obtained from Skill 1 to entering a Bush, improving her Exp Lane presence and minion clearing efficiency. Meanwhile, Skill 1 has been redesigned to grant a shield and speed boost, reducing her dependence on bushes. We've also optimized the control experience of Basic Attacks after Skill 2, improving passive stacking efficiency and combo smoothness. To balance this, we've reduced how much the Passive Wilderness Mark reduces Physical & Magic Defense.

Xavier relies on continuously hitting enemies with Skills 1 and 2 to enhance and enter the Transcendence state for stronger damage output. This doesn't align with our design expectations. Therefore, we've increased the width of all skills, changed Stage I to a permanent passive, and removed the original Stage II effect, allowing Xavier to enter the Transcendence state more quickly. To balance this change, we've reduced the duration of Skill 2's immobilization.

As a tank-roaming hero, Minotaur's ability to provide healing and buffs to his team far exceeds his own survivability as a tank. We want his combat ability to better match his character. We've revamped the original Enraged Regen effect that enhanced Skill 2 as Minotaur's new passive to improve his durability in combat. We've also added Slow Effects to the first 2 hits of his Ultimate to improve the hit rate of the final hit's Airborne effect. For balance, we have reduced Minotaur's ability to provide healing and buffs to allies, though he remains a unique tank with the ability to heal teammates.

Atlas's Skill 2 and Ultimate lack clear range indicators in actual combat to determine whether they can hit enemies. So we've adjusted the ranges of his passive Frigid Breath, Skill 2's stun, and the Ultimate's first-stage slow effect to be completely consistent. Players can now use the visual effect circle of Frigid Breath as a range indicator for other skills, improving overall skill hit rate. Additionally, the Physical & Magic Defense boost from Atlas's Passive cannot scale with his economic growth, so we've adjusted its numerical structure to scale based on his Extra HP. To balance this change, we've slightly reduced the stun duration after Atlas returns to Mecha in Skill 2.

When Benedetta's skills hit consecutively, her Sword Intent accumulates quickly to full. However, holding the Basic Attack button to enter the Swordout state may affect the control experience of skill-combo transitions into Swordout Slash. Therefore, we've shortened the detection time for entering the Swordout state when holding the Basic Attack button, allowing Benedetta to enter the state more quickly and improving control fluidity and responsiveness. Additionally, after dealing damage 3 times with Basic Attacks or skills, Benedetta's Sword Intent gauge falls slightly short of being full, affecting the controls of her Swordout Slash combos. Therefore, we've increased the amount of Sword Intent gained from dealing damage. It now only takes 3 hits from Basic Attacks or skills to fully charge her Sword Intent. We've also fixed an issue where Benedetta would continue charging Swordout Slash after being interrupted by control effects, which could cause her to cast it unintentionally once the control effect ended.

Increased Martis's damage in the mid-to-late game.

We aim to slightly raise Balmond's control ceiling in high-level matches.

Enhanced his mobility and the controls of his Ultimate.

Optimized Skill 2's Mana Cost and the controls of the Ultimate to make HP support for allies more timely.

Thamuz currently takes too long to scale, making him unable to fulfill the Fighter/Tank role until he has three or more equipment items. To address this, we've increased his early game survivability.

As a late-game Marksman, Layla's farming speed was greatly affected by the decrease in Gold from Minions. Therefore, we've slightly increased her damage in the mid to late game.

Chang'e's tower pushing efficiency in the early-mid game is too high compared to other Mages, so we reduced her enhanced Basic Attack Damage and balanced it by reducing Skill 1's mid-late game cooldown.

We aim to improve Obsidia's fighting capability when her Ultimate hits in the early game, while reducing her damage output in the late game.

Alucard's scaling ability is too strong in the current patch, so we've reduced his mid to late-game damage to restore balance.

Yi Sun-shin can trigger his Control Immunity too often and for too long, making him hard to counter. And we aim to reduce its duration while preserving his mobility.

Arlott's damage was too high with the defense build, so we've slightly reduced his Base Damage.

Cici's Delight stacks decay gradually when not dealing damage, granting her Movement Speed and Spell Vamp boost most of the time, making it difficult for enemies to counter. Therefore, we have increased the decay speed.


Decreased Irithel's mid-to-late game damage potential.

We've noticed that Bane's fully charged Skill 2 venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.