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

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

As a seasoned Mobile Legends player with hundreds of battles under my belt, I must say that the recent updates for Terizla and the Lord have certainly shaken things up!


In the latest update, developers at MOONTON Games have decided to lower the skill Mana Cost for certain heroes in Mobile Legends: Bang Bang. This adjustment comes after they noticed that the cost of Mana was too high for some heroes compared to others. As more heroes have been optimized, developers have also re-evaluated the role of Mana within the game. Let’s delve deeper into the specifics of the Patch 1.9.12 Update 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.

Besides these presumptions, the developers have chosen to eliminate Mana for physical characters, accompanied by these modifications. (Or) In addition to these premises, the developers opted to get rid of Mana for physical champions, together with these alterations.

Revamped Hanzo

Hanzo is a ninja character that blends Ninjutsu with demonic blood. In the updated design for Hanzo, developers are focusing on these enhancements:

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

  • 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.

Meanwhile, developers are carefully polishing Hanzo’s visual overhaul. You can expect to see the updated model, visual effects, and hero portrait on the Advanced Server with upcoming updates. Keep an eye out for more news!

Passive – Ame no Habakiri

With each hit from Hanzo’s basic attack or abilities, an accumulation of Dark Shadows is applied onto the target, reaching a maximum of 5 accumulations. Each stack of Dark Shadows amplifies the power of his Skill 1, dealing more damage.

Skill 1 – Ninjutsu: Demon Feast

1. Hanzo inflicts Physical Damage on opposing units (both enemies’ minions and heroes). If the target has maximum stacks of [Dark Ninjutsu], it will be consumed, restoring some of Hanzo’s Health. When transformed into Hanekage, Skill 1 deals additional damage proportional to the HP lost by enemy heroes with full [Ninjutsu] stacks and recovers a portion of Hanzo’s Health.

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

In the heat of the fight, Hanzo transforms into his invincible form, Hanekage, burning through 12.5 units of energy every second. This consumption rate can be adjusted with a Purple Buff. Once his energy reserves are exhausted, Hanzo will begin to move towards where Hanekage currently is at a slow pace.

Upon Hanekage’s demise, Hanzo’s body swiftly moves towards Hanekage’s location and remains stationary for a second as it recuperates a modest amount of health points.

Mobile Legends Patch 1.9.12 Update: Hero Adjustments

Alice (Buffed)

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

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 falls into a state of draining vitality whenever she defeats an enemy hero or a Legend Creep three times. This state causes her to deal Magic Damage to nearby foes every second and restores her health whenever she attacks an opponent. The duration resets each time she strikes an enemy hero or a Legend Creep with either a basic attack or a skill.

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

Ultimate (↑)

Alice unleashes her crimson feathers, inflicting Magical Harm on nearby foes while afflicting the Curse of Blood upon heroic adversaries struck. The Curse of Blood detonates after a set duration, dishing out additional damage and replenishing Alice’s health reserves.

Lolita (Nerfed)

Loita’s skill number 2 significantly weakens enemies who are marksmen or use projectile attacks. This leaves these opponents feeling helpless against Loita, but it also restricts the situations where she can be effectively used. The developers aim to keep this feature intact, but they need to lessen its countering power.

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

After the recent update, developers have improved Lolta’s passive shield efficiency but unintentionally gave her an advantage in victory rates by allowing equipment like Flask of the Oasis. In this latest adjustment, the developers aim to balance the benefits from her various builds and continue to enhance the effectiveness of her passive shield while maintaining a fair gameplay experience.

Passive (~)

As an avid fan, I’m always thrilled by the power of the Noumenon Energy Core! It constantly churns out energy to bolster my beloved character, Lolita. Every tick of the second hand, it adds one stack, piling up to a maximum of 15 stacks. In moments of action, when Lolita unleashes her skills, she taps into all these stored energies, fortifying herself and her nearby comrades with protective shields!

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)

As a gamer, I’ve noticed that Suyou’s snowballing power is just off the charts. The devs are planning to tone down his early and mid-game combat potential. Their hope is that by doing so, he’ll require additional equipment support to reach low cooldowns and high damage reductions.

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)

Following the updates to Argus’s abilities, his strength has experienced a significant surge, particularly in the increased frequency of Demonic Slash activations, especially during late-game use of his Ultimate. Consequently, developers have chosen to reduce the power of Demonic Slash. Moreover, developers have enhanced the functionality of Eternal Evil when activating Death Immunity, making it easier for players to determine 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: Regains 100 Malice Energy when striking 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 (↓)

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

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)

With no Mana Cost, Lancelot is a considerable danger to Marksmen on the Gold Lane. Developers plan to impose an Energy Cost on his Skill 1, yet they’ll also enable him to use that skill once without a specific target for extended-range confrontations.

Skill 1 (~)

  • Cooldown: 0
  • Energy Cost: 50

Successfully applying a Sword Mark will restore 35 Energy.

Saber (Adjusted)

In simpler terms, the developers are planning to decrease how often Saber can use his ultimate move because it’s too powerful against vulnerable characters. At the same time, they want to make Saber faster at moving around the jungle and stronger in combat when he doesn’t have his ultimate ready.

Furthermore, developers are incorporating an Energy Expenditure for Skill 1 to ensure that he doesn’t pose too much of a challenge to Marksmen stationed in the Gold Lane.

Skill 1 (~)

Energy Cost: 50

Each strike with Orbiting Swords decreases the cooldown time for both Orbiting Swords and Charge by 15%, and also adds 5 Energy points to your pool. However, this effect does not apply when attacking minions; they won’t replenish your energy.

Skill 2 (↑)

Following the conclusion of the Charge, your subsequent Basic Attack will inflict 2 instances of Physical Damage between 35 and 75, boosted by 60% of your total Physical Attack. This has the effect of potentially activating the 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 1.9.12 Update: Revamped Hanzo, Balance changes and more

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 (↓)

Developers found that eliminating Mana impacted Terizla more intensely than anticipated. Consequently, they’ve implemented further tweaks, primarily aimed at substantially diminishing his power in the initial stages of gameplay compared to the standard 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

Developers have identified that the current respawn time for the game’s Lord is somewhat extended, leaving players with little activity during the late game once they’ve completed their equipment and are waiting for the Lord to reappear. Simultaneously, developers have observed that within a range of 8-12 minutes, an allied Lord without any skills has minimal effect, yet they aim to avoid merely boosting its values to strengthen its role as it was before. Instead, they’re considering alternative ways to make the allied Lord more impactful during these periods.

The developers at MOONTON are aiming for a more tactical conflict when it comes to battles involving the Lord. To achieve this, they’ve implemented certain modifications, and they plan on monitoring the effects of these alterations moving forward.

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 Patch 1.9.12 Update: Revamped Hanzo, Balance changes and more

Thunder Fenrir (~)

Alongside changes to Mana Cost, developers have amplified the abilities for heroes who don’t require Mana.

Creep Reward (~)

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

Equipment changes

Glowing Wand (↓)

Following the application of the healing reduction effect, this gear has become excessively multi-purpose. Developers intend to make a slight adjustment to lower its damage output.

Unique Passive – Scorch (↓)

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

For now, that concludes our Patch 1.9.12 Update on the Mobile Legends Advanced Server. In the meantime, feel free to explore more about Mobile Legends BB (MLBB) through our other articles!

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2024-08-24 13:11

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