Mobile Legends Patch 1.6.94 Notes: In-Game Adjustments
Heroes Adjustments
Item Adjustments
Spell Adjustments
Battle Field Adjustments Bugs AdjustmentsMLBB Patch 1.6.94 Note
Highlights
- Revamped Heroes: Vexana - Shimmer of Hope, Leomord - Sworn Sword, Faramis - Soul Binder
From The Designers,
Aside from the usual hero revamps, the upcoming Project Next update will also be featuring exciting changes to the game universe. We'll be introducing a whole new Necrokeep led by its magnificent ruler, Vexana, and her two aides, Faramis and Leomord. These three are set to breathe life back into their cursed land!
Meanwhile, we're looking forward to kicking off a new season this June with mid-lane mages taking center stage. We'll be focusing on new changes with the mid-lane minions while reducing the impact of junglers on other heroes during the laning phase. We're also rolling out a series of equipment and hero adjustments that will allow mages to play a more significant role on the battlefield. Compared with the previous season, we'll be more mindful of the extent of the adjustments we introduce this season.
For S25, Rise of Necrokeep, we're bringing you brand new rewards including Rank Protection Cards and MVP Star Up Cards for specific ranks as well as special skin tags for the Season Finale skin based on your highest rank during the season. The battlefield Ul has also been optimized for clarity and precision in order to provide you with a better in-match experience!
Release Date: 2022-06-28
A mage with outstanding crowd control and the ability to summon an Undead Knight to assist her in battle.
We designed a new Ultimate for Vexana and optimized the mechanics of her other skills to enhance her overall skill synergies.
Passive - Nether Touch
Enemies hit by Vexana or her Undead Knight will explode upon death.
Skill 1 - Deathly Grasp
Vexana unleashes a Phantom Claw that terrifies the first enemy hero hit. Phantom Power will then erupt at the enemy hero's location, dealing damage to nearby enemies and terrifying them.
Skill 2 - Cursed Blast
After a short delay, Vexana strikes the target area with a blast of Nether Energy, dealing damage to enemies within.
Ultimate - Eternal Guard
Vexana summons an Undead Knight at the target location, dealing damage to enemies hit and knocking them airborne. The Undead Knight will then join Vexana in battle for some time.
An extraordinary team support who can navigate the battlefield with ease and breathe extra life into allies.
We've optimized the casting experience of Faramis's Skill 1 and 2 and redesigned his Ultimate for greater compatibility with different scenarios.
Passive - Vicious Retrieval
Faramis can now more easily acquire soul fragments. The soul fragments can also enhance his damage.
Skill 1 - Shadow Stampede
Faramis can now move through terrain in the Shadow state, and can cast the skill again to leave the state and pull marked enemies toward him early.
Skill 2 - Ghost Bursters
With an optimized casting experience and range, Faramis can now hit enemies more easily and at longer distances.
Ultimate - Cult Altar
Faramis transforms his surroundings into the Nether Realm, granting affected allied heroes (including himself) extra HP and a chance to "cheat death".
A fearless and loyal knight designed to dominate mid to late game.
Leomord's launching with new skill animations and special effects as well as enhanced damage for optimal mid to late game performance.
Passive - The Oath Keeper
We've lowered the requirement for Leomord to launch critical strikes while increasing his damage and lifesteal ratio.
Skill 1 - Momentum
With an optimized casting experience, Leomord can now cast this skill more frequently while dealing higher damage.
Ultimate - Phantom Seed
An optimized casting experience and increased defense scaling will see Leomord, riding Barbiel more confidently into the battlefield.
We're granting Gord an enhanced Passive coupled with a freshly optimized control experience, allowing him greater mobility during skill casting.
Passive - Mystic Favor
Damage: 160 + 70% Magic Power → 140 + 60% Magic Power
New Effect: Besides inflicting True Damage, the attack will also slow the target by 30% for 1s.
Skill 2 - Mystic Injunction
Damage Interval: 0.45s → 0.3s
Damage: 80-155 + 20% Magic Power → 55-105 + 16% Magic Power
Cooldown: 7-5s → 8-6s
Ultimate - Mystic Gush
Damage interval: 0.3s → 0.2s
Damage: 220-350 + 50% Magic Power → 135-225 + 33% Magic Power
Cooldown: 34-28s → 44-36s
Enemies hit are no longer slowed.
Gord can now cast Battle Spells during the Ultimate.
Other
Gord's movement is no longer interrupted by Skill 1/2 casts.
To help Xavier transcend his dependence on Passive stacks, we're slightly reducing their extra damage while shifting the spotlight onto his active skills. His damage at different numbers of stacks is basically unchanged.
Passive - Transcendence
Extra Damage Per Stack: 120-130% → 110-120%
Skill 1 - Infinite Extension
Damage: 300-550 + 120% Magic Power → 315-540 + 130% Magic Power
Skill 2 - Mystic Field
Initial Damage: 100-200 + 50% Magic Power → 110-210 + 55% Magic Power
Subsequent Damage: 200-400 + 100% Magic Power → 220-420 + 108% Magic Power
Ultimate - Dawning Light
Damage: 700-1100 + 150% Magic Power → 750-1150 + 162% Magic Power
Our efforts to fine-tune this cute little mage continues! Nana's boomerang gets a slight boost while her Molina and Ultimate get a few minor adjustments.
Skill 1 - Magic Boomerang
Casting range slightly increased.
Foreswing slightly reduced.
Skill 2 - Molina Smooch
Skill range slightly reduced.
Ultimate - Molina Blitz
Casting experience optimized: The delay before the first attack is shortened, while the interval between two attacks are slightly increased.
Left unfettered, Julian's arsenal of weapons has proved to be dreadfully lethal. We're nerfing his overall sustainability and base damage to allow opponents better room for counterplay.
Passive - Smith's Legacy
Spell Vamp: 25% → 20%
Skill 2 - Sword
Reduced the Lifesteal efficiency to match that of other AoE skills
Skill 2 (Enhanced) - Enhanced Sword
Reduced the Lifesteal efficiency to match that of other AoE skills
Skill 3 - Chain
Initial Attack's Base Damage: 340-500 → 300-420
Akai's been causing quite a pandemonium on the battlefield, so we're toning down some of the damage from his Passive and Ultimate.
Passive - Tai Chi
Damage Bonus: 5% Max HP → 4% Max HP
Shield Bonus: 5% Max HP → 4% Max HP
Ultimate - Heavy Spin
Cooldown: 45-37s → 55-47s
Base Damage: 180-540 → 180-420
Fixed an issue where the damage was higher than stated.
With his enhanced critical power. Ling's been posing too high a threat to low-HP enemies. We're lowing his damage to give the victims a chance to get away.
Skill 2 - Defiant Sword
Damage: 300-400 + 40% Physical Attack → 250-350 + 33% Physical Attack
Irithel and Leo have just been piercing through enemies so we're scaling back her attack growth to give other heroes time to catch up.
Attribute
Attack Growth: 14 → 11
Luo Yi's bending time to her will in this patch with an Ultimate cooldown reduction that will have her blitzing all over the map in no time!
Ultimate - Diversion
Cooldown: 55-45s → 50-40s
The Primal Warden ascends into a tankier role with a defense and damage boost that will hopefully see Edith become a stronger initiator in the battlefield,
Attribute
Initial Physical Defense: 15 → 17
Passive - Overload
Base Extra Damage: 90 → 105
Natan will be slicing through space and time with even greater power all thanks to a slight damage boost.
Skill 1 - Superposition
Base Damage: 150-450 → 175-500
A decent Physical Attack boost sees Paquito's Jab packing even more of a punch.
Skill 1 - Heavy Left Punch
Physical Attack Bonus: 150% → 165%
Blade Armor
We're lowering Blade Armor's reflection damage to make it less of a solid counter against Marksman heroes.
Damage Reflection Ratio: 25% → 20%
Craft Cost: 1960 → 1910
Retribution
Our March season launch favored the rise of the tank junglers trend. We're hoping this adjustment improves the battlefield experience for other jungler types.
Extra HP Bonus: 25% → 20%
Minions
By adjusting the composition of mid-lane minion waves, we expect mage heroes to be able to push and roam more easily.
Jungle
Adjustment I
Laning heroes have typically shared minion rewards with allied junglers, affecting the rate at which they level up. We expect this recent adjustment to address this.
First 5 Minutes: Heroes equipped with Retribution can no longer gain Gold and EXP from minions when there are allied heroes without the Roaming footwear around. Reduced Minion Rewards: 30% → 50%
Adjustment II
Following the above adjustment, we've noticed couple of extreme cases where disadvantaged junglers fell way behind within the first 5 mins, so we're also introducing a way for them to catch up.
New Mechanism: When a jungler is 2 or more levels behind the enemy in the first 5 mins, their EXP gain gets a slight boost.
Adjustment III
We want both sides to have a fair chance in the fight over Turtle and Lord.
Retribution's damage against creeps is no longer affected by damage boosting effects.
Creeps
We want to help Junglers better handle jungle invasions, especially when the invaders can knock or drag the creeps out of the leash range.
New Effect: When out of the leash range for the first time, the creep gains 50% extra Movement Speed until it moves back to the range.New Effect: After moving back to the range, the creep will stop recovering HP and re-enter the battle state upon taking damage. (Only for the first time.)
By adjusting the time of the first spawn, we expect that junglers will be able to farm more safely at the beginning.
First Spawn: 25s → 20s
Lithowanderer
By adjusting the time of the first spawn, we expect that more mid laners will be able to join the fight over the creep.
First Spawn: 43s → 48s

