Mobile Legends Patch 1.9.00 Update: Balance changes, Equipment adjustments and more
As a seasoned Mobile Legends player with years of experience under my belt, I’m thrilled to see these recent adjustments to some of my favorite heroes! Phoveus’ passive now gives him more survivability and damage in the late game, making him a formidable fighter instead of just an assassin. I remember struggling to activate his passive in team fights, but with these changes, he’ll be a force to reckon with.
In the latest update, version 1.9.00, on the Advanced Server from MOONTON Games, the developers have made balance modifications for Mobile Legends’ heroes and introduced some slight adjustments to equipment. Here’s a closer look at the changes.
Mobile Legends Patch 1.9.00 Update: Hero Balance changes
Suyou (Buffed)
As a long-time gamer with a deep appreciation for intricately designed characters, I can tell you that I was thrilled when the developers announced an update to Suyou’s abilities in our favorite game. With my years of experience battling it out in various arenas, I have come to understand the importance of fine-tuning a character’s skills to maximize their potential.
Skill 2 (↑)
Slightly reduced the damage interval of Hold-casting
Damage by Tap-casting: 600-984 +240% Extra Physical Attack >> 300-492 +120% Extra Physical Attack +20% of Target’s Lost HP (up to 1,000 damage to non-hero enemy)
Cyclops (Buffed)
As someone who has spent countless hours watching and analyzing the strategies of various Superheroes, I can tell you that Cyclops is a complex character with unique abilities. However, I’ve noticed a limitation in his Ultimate Sphere move that can make things challenging for him in battle.
That’s why we are trying to increase its flight speed while adjusting other skill values.
Ultimate (↑)
- Sphere’s Speed: 1 >> 6
- Cooldown: 43s at all levels >> 20-16s (scales with level)
- Damage: 550-880 +220% Total Magic Power >> 550-880 +120% Total Magic Power Mana Cost: 160-200 >> 80-100
- Immobilizing Time: 1-2s (increase with travel distance) >> 0.8s
Joy (Buffed)
Experimental Adjustments
Developers aim to decrease the duration of Joy’s damage infliction to enhance her powerful attacks, making her perform more like an Assassin class character.
Skill 2 (~)
Skill Interval: 1s >> 0.8s
Ultimate (↑)
- Damage: 120-200 +40% Magic Power >> 150-250 +50% Magic Power
- Number of Pulses: 8 >> 6
Thamuz (Buffed)
In the late stage of the game, Thamuz deals less damage compared to before. On the other hand, we boosted the damage that Grand Lord Lava deals as it levels up.
Passive (↑)
Damage: 50 +110% Total Physical Attack >> 50-120 +100% Total Physical Attack
Masha (Adjusted)
Masha starts off noticeably weaker than most characters during the initial stages of the game, but significantly stronger as the game progresses towards its end. The developers have chosen to maintain her power in the late game while making some minor modifications to her experience level.
Skill 1 (~)
- Cooldown: 6-4s >> 4s
- Active Damage: 2-4% of target’s Max HP >> 3% of target’s Max HP
Ultimate (~)
- Cooldown: 40-30s >> 35s
- Base Damage: 350-550 >> 400-500
Dyrroth (Adjusted)
With his abilities boasting impressive armor piercing power, Dyrroth excels at taking down heavy-duty targets like Tanks. To alter his role, we decreased his burst damage and armor penetration in favor of enhancing his endurance and healing capabilities, transforming him from an Assassin into a more robust Fighter figure.
Passive (↑)
- Circle Strike Damage: 140% Total Physical Attack >> 160% Total Physical Attack
- HP Regen Ratio (hitting Minions): 20% >> 25%
- HP Regen Ratio (hitting heroes): 40% >> 50%
Skill 1 (~)
Devs have fixed an issue where the actual slow effect of Skill 1 did not match its description.
Skill 2 (↓)
- Target’s Defense Reduction: 50% >> 30%
- Target’s Defense Reduction by Abyss Enhanced: 75% >> 60%
Phoveus (Adjusted)
Phoveus’ power in both the initial and final stages of a game is well-balanced, making it simpler for him to trigger his Passive ability effectively during the late game.
Passive (~)
- Shield: 16% of Max HP >> 8% of Max HP
- Extra Damage: 8% of Max HP >> 4% of Max HP
- Cooldown: 26s >> 26-14s(scales with Ult level)
- CD Reduction: 4s >> 20% of Passive Cooldown
Zhask (Buffed)
The damage inflicted by Nightmaric Spawn no longer depends on attack speed, instead it may come with attack effects that could confuse players and require them to carefully consider which gear to acquire.
In other words, it’s our expectation that an increase in attack speed will be advantageous for Nightmaric Spawn, while we’ve worked to enhance the user-friendliness of certain abilities.
Attributes (~)
- Attack Speed Growth: 1% >> 0
- Attack Speed Inherited by Nightmaric Spawn: 70% >> 100%
Skill 1 (↑)
- New Effect: Every 5% extra Attack Speed will increase the damage by 1 (the same as Magic Power scaling).
- Increased the disable duration of Skill 1 after the Nightmaric Spawn dies or disappears: 2s >> 1s
Cici (Buffed)
Skill 1 (↑)
Base Damage: 65-90 >> 70-95
Ling (Nerfed)
Passive (↓)
Crit Damage: 150% >>140%
Battlefield and System Adjustments
Equipment Adjustments
Sky Piercer (~)
Devs have adjusted the damage display for this equipment to show the actual damage value.
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2024-07-20 11:11