MLBB / Abilities

Abilities

Powers, techniques, traits and scaling.

Entries

32

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Cloud Walker

Ling · Passive

Ling's superb Lightness Skill allows him to leap among walls. He gains 4 extra Lightness Points per second when he's on a wall and 5 extra Lightness Points each time he deals damage. Ling gains 1.6 times Crit Chance from all sources but only has 140% Crit Damage.

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Finch Poise

Ling · Skill 1

Passive: Ling's Crit Chance is increased by 2.5%. Active: Ling leaps onto the designated wall and enters the Half-Stealth state, restoring Lightness Points faster and gaining 30% Movement Speed. Taking damage causes him to leave Half-Stealth. Being controlled makes him fall to the ground and slows him by 30% for 2s. When he uses this skill to jump from one wall to another, it does not trigger cooldown and refreshes Half-Stealth.

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Defiant Sword

Ling · Skill 2

Ling charges in the target direction and stabs nearby enemies, dealing them 300 (+50% Total Physical Attack) Physical Damage. If Ling casts this skill when he's on the wall (no energy cost), he'll dash to the target location on the ground, dealing 300 (+50% Total Physical Attack) Physical Damage to enemies in the area and slowing them by 30% for 1.5s. Defiant Sword is regarded as Basic Attack.

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Tempest of Blades

Ling · Ultimate

Ling leaps into the air, becoming invincible and gaining 10% extra Movement Speed for 1.5s. He ignores obstacles when in the air. He then lands on the ground, dealing 250 (+100% Total Physical Attack) Physical Damage to enemies in the area and slowing them by 40% for 1.5s, knocking those in the center airborne for 1s, and creating a Sword Field for 8s. Four Tempest of Blades will also appear on the edge of the Sword Field. Ling can touch them to reduce the cooldown of Finch Poise by 4s, reset the cooldown of Defiant Sword, and gain 25 Lightness Points.

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Air Superiority

Fanny · Passive

During flight, Fanny deals 10%-20% extra damage to enemies hit (scales with flying speed) and applies a stack of Prey Mark to them (up to 2 stacks) on each attack. Her subsequent skill hits on marked enemy heroes restore 8 energy per stack for her. The energy restoration is reduced if she hits multiple enemy heroes within a short period of time.

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Tornado Strike

Fanny · Skill 1

Fanny whirls her blades, dealing 275 (+85% Total Physical Attack) Physical Damage to nearby enemies.

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Steel Cable

Fanny · Skill 2

Fanny shoots a cable in the target direction that pulls her to the first obstacle hit. She can cast this skill again within 2s until her energy runs out, and each successive recast within this period costs 2 less energy. Fanny automatically casts Tornado Strike upon hitting an enemy mid-flight, as long as her energy is sufficient.

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Cut Throat

Fanny · Ultimate

Fanny leaps at the target enemy hero or Creep with her blades, dealing 400 (+200% Extra Physical Attack) Physical Damage. Each stack of Prey Mark on the target increases this damage by 30%.

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Only Fast

Chou · Passive

After traveling 5 units, Chou deals 180% damage on his next Basic Attack (cannot Crit), briefly slows the target by 90%, and reduces their by 10 (+1*Hero Level) for 3s (up to 2 stacks).

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Jeet Kune Do

Chou · Skill 1

Chou strikes in the target direction, dealing 180 (+70% Total Physical Attack) Physical Damage to enemies hit. This skill can be cast 3 times before it goes on cooldown. On the 3rd cast, Chou also knocks enemies hit airborne. Hitting an enemy hero with the 3rd cast resets the cooldown of Shunpo.

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Shunpo

Chou · Skill 2

Chou charges in the target direction, gaining Control Immunity and a 200 (+200% Extra Physical Attack) shield.

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The Way of Dragon

Chou · Ultimate

Chou strikes a roundhouse kick at the target enemy hero, dealing them 400 (+200% Extra Physical Attack) Physical Damage and knocking them back. Cast the skill again to chase up the target, dealing a total of 480 (+240% Extra Physical Attack) Physical Damage.

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Malefic Gun

Layla · Passive

Layla deals increased damage to targets farther away from her (starting at 100% and increasing to 115% at 6 units away). This does not apply to Turrets.

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Malefic Bomb

Layla · Skill 1

Layla fires a Malefic Bomb in the target direction, dealing 200 (+80% Total Physical Attack) Physical Damage to the first enemy hit (can Crit). Upon hitting an enemy, Layla's Basic Attacks and Void Projectile gain extra range for 3s, and she gains 60% extra Movement Speed that decays over 1.2s. The duration of the Movement Speed boost is doubled if an enemy hero is hit.

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Void Projectile

Layla · Skill 2

Layla fires an orb of Malefic Energy at the target, dealing 170 (+65% Total Physical Attack) Physical Damage to the target and nearby enemies and applying a Magic Mark to the target for 3s. When Layla hits an enemy with a Magic Mark, she deals 100 (+35% Total Physical Attack) Physical Damage to the target and nearby enemies, stunning them for 0.25s.

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Destruction Rush

Layla · Ultimate

Passive: The range of Void Projectile and Basic Attacks is increased by 0.6 units. Layla's sight range is slightly increased each time this skill is upgraded. Active: Layla fires a blast of Malefic Energy in the target direction, dealing 500 (+150% Total Physical Attack) Physical Damage to enemies in a line.

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Fearless

Tigreal · Passive

Tigreal gains 1 stack of Fearless each time he is hit by a Basic Attack. At 4 stacks, he consumes them to block the next incoming Basic Attack (including attacks from Turrets). He also gains 1 stack of Fearless each time he casts a skill. Damage from minions does not add or consume Fearless stacks.

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Attack Wave

Tigreal · Skill 1

Tigreal smashes the ground with his hammer, sending a shockwave that erupts 3 times in a fan-shaped area. Each eruption deals 270 (+70% Total Physical Attack) Physical Damage to enemies hit and slows them by 20% / 40% / 60% for 1.5s.

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Sacred Hammer

Tigreal · Skill 2

Tigreal charges in the target direction, dealing (+100% Total Physical Attack) Physical Damage to enemies along the way and pushing them to the end of the charge. Use Again: Tigreal can use this skill again within 4s, dealing 280 (+60% Total Physical Attack) Physical Damage to enemies in front of him and knocking them airborne for 0.6s.

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Implosion

Tigreal · Ultimate

Tigreal unleashes the power of his hammer, pulling nearby enemies to him, dealing 600 (+130% Total Physical Attack) Physical Damage and stunning them for 1.8s. The first half of the channeling can be interrupted by control effects, while the second half can only be interrupted by Suppression.

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Yin Yang Gathering

Kagura · Passive

Upon retrieving the Seimei Umbrella, Kagura gains a 450 (+80% Total Magic Power) shield, stuns nearby enemies for 0.5s, and slows them by 60% for 1s. Cooldown: 4.5s.

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Seimei Umbrella Open

Kagura · Skill 1

Kagura sends the Seimei Umbrella to the target location, dealing 365 (+105% Total Magic Power) Magic Damage to enemies in its path and slowing them by 60% for 0.5s. The Umbrella will automatically return to Kagura when she's too far away. This skill deals 130% damage to non-hero enemies.

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Rasho Umbrella Flee

Kagura · Skill 2

Kagura removes all debuffs on her and leaps in the target direction, while leaving the Seimei Umbrella behind.

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Yin Yang Overturn

Kagura · Ultimate

Kagura invokes the power of the Seimei Umbrella, dealing 250 (+95% Total Magic Power) Magic Damage to nearby enemies, knocking them back, and slowing them by 60% for 0.5s.

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Mecha Legs

Bruno · Passive

Bruno gains 2.5% extra Crit Chance each time he deals damage with his skills (up to 8 stacks). Bruno has higher Physical Attack but only gains 80% extra Attack Speed from all sources.

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Volley Shot

Bruno · Skill 1

Bruno kicks a Powerball on his next Basic Attack, gaining 48% Movement Speed for 1s. It deals 100 (+100% Total Physical Attack) Physical Damage to the target, and slows them by 30% for 0.5s. The Powerball then bounces back toward Bruno and lands on the ground. He or allied heroes can retrieve the Powerball for another attack and reduce the cooldown of Slide by 1s.

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Slide

Bruno · Skill 2

Bruno slides forward, briefly stunning enemies along the way, and gaining a Powerball at the end of the dash.

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Worldie

Bruno · Ultimate

Bruno kicks an Energy Ball at a target hero, dealing 200 (+80% Total Physical Attack) Physical Damage. It knocks them back to the edge of Bruno's attack range, stuns them for 0.5s, and slows them by 80% for 2s. The Energy Ball then bounces among enemy units (up to 10 times), prioritizing enemy heroes. Each bounce deals 100 (+40% Total Physical Attack) Physical Damage.

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Dagger Specialist

Gusion · Passive

Each skill cast adds a rune to Gusion's dagger (stacks up to 4 times). Each stack enhances Gusion's next Basic Attack to deal additional damage equal to 3% of the target's and recover 50 (+25% Total Magic Power) HP for himself.

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Sword Spike

Gusion · Skill 1

Gusion throws a dagger in the target direction, dealing 200 (+50% Total Magic Power) Magic Damage to the first enemy hit and marking them. Use Again: Gusion moves behind the marked enemy, dealing 200 (+100% Total Magic Power) Magic Damage to them. This skill cannot be interrupted while Gusion is moving behind the marked enemy.

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Shadowblade Slaughter

Gusion · Skill 2

Gusion throws a volley of daggers in the target direction, each dealing 100 (+40% Total Magic Power) Magic Damage to enemies hit and slowing them by 6% for 2s (when hit by multiple daggers, the slow effect can stack up to 30%). Use Again: Gusion recalls the daggers, each dealing 65 (+40% Total Magic Power) Magic Damage to enemies in its path.

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Incandescence

Gusion · Ultimate

Gusion dashes to the target location, resetting the cooldowns of Sword Spike and Shadowblade Slaughter. If Shadowblade Slaughter was cast once before the reset, Gusion can throw another five daggers on his next Shadowblade Slaughter cast, and recall a total of ten daggers afterward. Use Again: Gusion dashes a short distance in the target direction.