Hero, Battlefield Adjustments and more
With the Layla’s Workshop in the new year of 2024, developers have intended to remove Mana for all heroes, who can only deal Physical Damage in Mobile Legends: Bang Bang. Most players liked the idea, while some players were concerned that certain heroes might become too powerful. These adjustments will be worked upon, on this patch with the nerf of some heroes. These changes will be monitored, along with adjustments in future. Let us break down the Patch 1.9.08 Update in Mobile Legends in detail.
Mobile Legends Patch 1.9.08 Update: Hero Adjustments
Lukas
Lukas is a new Fighter role hero with a powerful skillset that allows him to perform strong combos to burst down enemies on the battlefield. Truly mastering each ability whilst prioritizing the Beast form, would surely make one excel outstandingly on the battlefield.
They have 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, we 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
Argus (~)
Experimental Adjustments Return: This time, we further optimized Argus’ battle experience and addressed a series of issues.
Skill 2 (↓)
- Removed: Attacking Cursed targets grants 200% Malice Energy.
- New effect: Hitting an enemy grants 100 Malice Energy (excess Malice Energy will be kept for the next Basic Attack).
Skill 3 (↑)
- Transformation Duration: 5s >> 4s
- Death Immunity Duration: 3s >> 4s
- Movement Speed Bonus: 80% >> 40%
- Movement Speed Bonus Duration: 2s >> 1s
- Cooldown: 46-38s >> 55-45s
- New Effect: If Death Immunity is not triggered during his transformation, the cooldown will be reduced by 50% when the skill ends.
Cyclops (↑)
Experimental Adjustments Return: Cyclops’ Ultimate Sphere moves at a slow speed. Although, it is designed to have a longer Immobilizing Time the farther it goes, if the distance is too great, Cyclops usually cannot follow up with other skills.
Ultimate (↑)
- Sphere Initial Speed: 1 >> 7; no longer accelerates with flying time
- Cooldown: 43s at all levels >>> 26-18s
- Damage: 550-880 +220% Total Magic Power >> 500 +120% Total Magic Power
- Mana Cost: 160-200 >> 60-100
- Immobilizing Time: 1-2s (increase with travel distance) >> 0.75-1.5s
Joy (~)
Experimental Adjustments Return: We hope to reduce Joy’s damage time to increase her burst capabilities and make her more like an Assassin.
Skill 2 (~)
Skill Interval: 1s >> 0.8s
Nolan (↑)
Experimental Adjustments: After removing the control immunity effect from the Ultimate, Nolan’s survivability has become somewhat low. We hope to give him some sustained combat ability while slightly reducing his mobility to balance.
Skill 1 and 2 (↑)
Cooldown: 2-1s >> 2.5-1.5s
Terizla (↓)
In the NEXT version, Terizla will have a stronger presence in the early and mid-game. With the upcoming removal of Mana, he will be able to cast skills more freely. Therefore, we have significantly reduced his early-game power but slightly increased his late-game power.
Skill 2 (↓)
- Cooldown: 7-4.5s >> 9-4s
- Base Damage of First 2 Attacks: 135-310 >> 90-315
Roger (↓)
In the NEXT version, Roger will have strong performance in survival, damage output, and mobility; and the upcoming removal of Mana will allow him to cast skills more freely. This adjustment to balance this by weakening his survivability in the early and mid game.
Ultimate (↓)
Increased Physical and Magic Defense: 40-70 >> 20-65
Popol and Kupa (↓)
In the NEXT version, Popol and Kupa’s strength in the early and mid-game is too high; and with the upcoming removal of Mana, they can cast skills more recklessly. In this adjustment, we aim to reduce their snowballing ability by weakening their damage and cooldown in the early and mid-game.
Skill 1 (↓)
Base Damage of Kupa’s Bite: 100-190 >> 70-160
Ultimate (↓)
Cooldown: 38-32s >> 48-32s
Suyou (~)
Devs want to increase the burst damage of Suyou’s combo and reduce his long-range poking capability.
Skill 3 (~)
- Damage by Tap-casting: 350-490 +100% Extra Physical Attack >> 525-725 +150% Extra Physical Attack
- The damage by hold-casting is now the same as tap-casting and no longer increases with the hold duration.
Mobile Legends Patch 1.9.08 Update: Battlefield and System Adjustments
Equipment Adjustments
Dominance Ice (~)
Adjusted the attributes of this equipment to match the Mana adjustments.
Attributes (~): +55 Physical Defense +250 Max HP +5% CD Reduction
Black Ice Shield (~)
Devs have adjusted the attributes of this equipment to match the Mana adjustments.
Attributes (~): +18 Physical Defense +150 Max HP +5% CD Reduction
Endless Battle (~)
Devs have adjusted the attributes of this equipment to match the Mana adjustments.
- Attributes (↓): Removed 5 Mana Regen.
- Price (↑): 2330 >> 2180
Clock of Destiny (↑)
Currently, this equipment has a somewhat narrow range of applications. We hope that some magic tanks and fighters, such as Esmeralda and Silvanna, will also consider this equipment.
Attributes (↑): Added 10% CD Reduction. Mana: 800 >>> 400
Wishing Lantern (↑)
The CD Reduction provided by this equipment will allow Mages to cast skills more frequently, so we gave it the same Mana attribute as Lightning Truncheon.
Attributes (↑)
- Magic Power: 70 >> 75 Added 400 Mana.
- Price (↓): 1950 >> 2030
Thunder Belt (↓)
The damage on this equipment is a bit high in the early and mid-game. We hope it will take longer stacking time to deal high damage.
Unique Passive – Thunderbolt (↓)
Damage: 50+100% Total Physical Defense+100% Total Magic Defense >>> 50+100% Extra Physical Defense+100% Extra Magic Defense
Twilight Armor (↑)
Further increased the adaptivity of this equipment.
Unique Passive – Twilight (↑)
Damage Absorption Trigger Condition: Single instance of damage received exceeds 800 >> 500
Battlefield Effect Balance Adjustments
Fortified
The extra Gold provided by each turret’s Energy Shield is uniformly adjusted to 120 Gold. After the adjustment, the total extra Gold provided by Energy Shields is consistent with the standard battlefield.
As the average match duration increased significantly with this battlefield effect, we reduced the damage that Energy Shields can absorb to balance the overall match duration.
Super Entourage
Devs have added exclusive skills to three special minions while adjusting their base attributes to balance the overall strength of the minion waves.
Now, Lava Golems will grant nearby allied units with 10 Hybrid Defense, Fire Beetles grant allied units with around some 10% Attack Speed, and Horned Lizards will grant nearby allied units with 15 Adaptive Attack.
Eternal Strength
As the Power of Turtle became permanent and provided too many boosts to the team that acquired it, we weakened the boosts provided by each stack.
- Shield of 1 Stack: 200 +20* Hero Level >> 10″ Hero Level
- Shield of 2 Stacks: 400 +40* Hero Level >> 200 +10* Hero Level
- Shield of 3 Stacks: 600 +60* Hero Level >> 300 +10* Hero Level
Boosts when the shield is active: Each stack grants Physical Attack and Magic Attack equal to 10 +Hero Level >> Each stack grants Adaptive Attack equal to 10 +Hero Level (does not change with the number of stacks).
Everlasting Turtle
In order to balance the increased Gold and EXP output due to the continuous refresh of the Turtle after 8 minutes, and to enhance the Turtle’s role in the mid and late game, we have greatly reduced the EXP and Gold rewards provided by the Lord when this effect is activated.
Healing Turret
- Increased the effectiveness of Healing Turret in the early game, while reducing the difference in its healing on heroes with different base HP.
- HP restored for nearby allied heroes every second: 1% of Max HP >> 20 + 0.5% of Max HP.
Mobile Legends Patch 1.9.08 Update: Events
Battlefield Draft
The mode will be available till the 20th of August, 2024. In Battlefield Draft, the previously introduced battlefield effects will make a limited-time return. Players will now get to decide which effects to apply to the battlefield.
This event will have 4 phases. The first 3 phases are divided into a Voting Stage, Announcement Stage, and Play Stage. During each Voting Stage, one can get Gameplay Votes by completing daily tasks. They can use these to vote for the favourite from the three battlefield effects.
The battlefield effect with the highest number of votes will enter the Announcement Stage and ultimately take effect in Ranked matches for Epic and above ranks during the Play Stage. The 4th phase does not have a Voting Stage and will apply the designated battlefield effects.
Till then, go through our other MLBB articles:
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