If you just want to know what this Mobile Legends patch did to your ranked games, here’s the short version: most marksmen and fighters were adjusted to shift power from early cheese into stronger late-game scaling, while a few outliers like Claude, Sora, and Brody took clear nerfs. Aulus is the headline change with a full rework, and key items like Starlium Scythe and Dominance Ice now play a bigger role in teamfights.
Hero changes at a glance
This breakdown is for players who already know the basics and care about how the patch impacts gold lane, jungle, and fighter picks in ranked. We’ll walk through every important buff, nerf, and adjustment, and then call out who comes out as winners and losers once the dust settles.
Quick list: main buffs, nerfs, and reworks
Here’s a fast reference you can skim before queueing up:
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Aulus – full rework with new visuals, skills, and teamfight role.
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Harith – better late-game damage and a new jungle-friendly effect.
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Dyrroth – weaker early game, stronger late-game damage and sustain.
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Melissa – combo rework with less damage, more shielding and consistency.
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Brody, Claude, Sora – clear nerfs that reduce early threat and burst.
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Beatrix, Irithel, Itcha – buffs that improve scaling or early lane pressure.
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Starlium Scythe, Dominance Ice, Marksman emblem – item and emblem changes that reshape teamfight auras and penetration.
If you mainly play gold lane or fighter jungle, you’ll feel this patch the most.
What did this Mobile Legends patch change overall?
The core of this patch is a power reshuffle: lane bullies get toned down, scaling carries and fighters get more payoff, and new item/emblem numbers reward better positioning and target focus.
For high‑MMR ranked players, that means fewer one‑sided early snowballs off a single Brody or Claude rotation, and more games decided around 10–15 minutes when the new scaling buffs and penetration start to matter. Casual players will mostly notice that some familiar heroes feel “off” in lane (Brody, Claude) while others suddenly come online harder in late fights (Dyrroth, Beatrix, Aulus).
Is Aulus’ rework worth learning now?
Short answer: yes. The revamped Aulus is a different hero and absolutely worth learning if you like fighter jungle or EXP lane bruisers.
The rework addresses his old problems: he used to rely heavily on basic attacks and had a hard time sticking to targets or finding a clean way to enter fights. Now, he has:
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A real movement skill to chase and reposition, so you’re not just walking at people.
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A new ultimate that deals continuous area damage, grants damage reduction, and gives control immunity at the right timing.
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A kit that rewards timing your engage instead of just running in with stacked passive.
Player insight: In test games around the 10–12 minute mark, Aulus feels strongest when you hover at the edge of a fight, wait for key enemy CC to be used, then pop your skill 1, wait the 2 seconds for the best buff, and only then dive with your ultimate. If you go too early, you lose a big chunk of his new power budget.
If you already have a “fighter meta” pool, Aulus now deserves a dedicated slot alongside picks like Terizla and other frontliners who can start or finish fights.
How do the item and emblem changes affect builds?
Two items and one emblem got important tweaks: Starlium Scythe, Dominance Ice, and the marksman emblem.
Starlium Scythe rework
Starlium Scythe’s passive still deals true damage based on magic power, but it now triggers much more often.
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Passive cooldown dropped from 5 seconds to 1.5 seconds.
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Per‑proc damage and slow were reduced (lower scaling, weaker slow), but you can trigger it more frequently.
In practice, this favors heroes who can hit often rather than once in a while. Harith, Bane, Guinevere, and similar magic damage dealers who weave repeated hits or short cooldown skills get far more consistent DPS from this item.
Dominance Ice range change
Dominance Ice still combines attack speed slow and anti‑heal, but the passive aura range went from 3.5 units to 5 units.
That bigger radius makes it much easier to tag multiple enemies in a hectic mid or late‑game fight, especially when you’re not hugging the backline. In scrappy ranked games, you’ll notice more enemy DPS quietly losing attack speed and healing just by being near your tank.
Marksman emblem penetration buff
The marksman emblem now gives 10% adaptive penetration instead of 5%, which is a big deal once armor and magic resist numbers start stacking up.
For gold laners and jungle marksmen, this means:
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Better damage into tanks and bruisers in mid‑late.
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A bit less need to overbuild penetration items early, freeing a slot for sustain or utility.
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More value out of your existing late‑game crit and lifesteal core.
This change also narrows the gap between picking pure damage talents and more flexible emblems, especially in matches that go past 15 minutes.
Which marksmen got better or worse this patch?
If you mostly live in gold lane, here’s how this patch feels.
Biggest winners for marksmen
These are the marksmen that feel stronger in practice:
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Beatrix – Spell vamp now applies based on lifesteal, so her ultimates heal massively once you have sustain items, and her base physical attack and growth both went up.
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Irithel – More attack growth and a lower late‑game cooldown on skill 1 give her better sustained damage and mobility when it matters most.
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Itcha – Higher movement speed and doubled early skill 1 damage make her lane trades scary if you play around minion waves correctly.
When you combine these buffs with the improved marksman emblem penetration, each of these picks scales harder into tanky comps.
Clear losers and sideways marksmen
On the other side:
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Claude now consumes mana and has lower ultimate damage, so misusing spells in early skirmishes is punished a lot harder.
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Brody lost some movement speed and a chunk of his early ultimate power, even though his scaling and lost‑HP execute got buffed.
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Miya trades better map movement for weaker attack speed growth, which lowers her overall DPS ceiling.
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Wanwan and Layla sit in the middle: they got small reshuffles that move some power into early levels at the cost of a bit of late‑game punch.
In ranked, expect to see fewer blind Brody/Claude picks at high elo and more Beatrix and Irithel when players want to lean into scaling.
What should you actually change in your play?
You don’t have to relearn the entire game, but a few practical adjustments will help:
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If you play marksman, lean into Beatrix, Irithel, or Itcha, and upgrade your marksman emblem to make use of the extra penetration.
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If you love fighters, try Aulus and get used to waiting that small delay before diving so you get his full rework value.
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If you main tanks, prioritize Dominance Ice earlier against heavy lifesteal comps, because the new aura range hits more enemies without perfect positioning.
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If you’re used to Claude or Brody hard‑carrying lanes, respect your weaker first few minutes and play closer to turret until core items are online.