Summary

Among gameplay mechanics inMobile Legends: Bang Bang, the concept ofBattle Spellsis central to any hero’s build due to their impact on the way they’re able to pull off various builds. The right Battle Spell can dictate the efficiency of a hero’s kit, especially when it comes to combat performance. Since all heroes are able to use Battle Spells, even the same two heroes using similar equipment could rely on their Battle Spell to quite literally spell the difference as to who wins a particular conflict.

As such, players ofMobile Legends: Bang Bangwho feel overwhelmed with their choice of Battle Spell might be wondering exactly which is best suited for their build. Players may be able to determine the right Battle Spell for them by understanding its primary function, as well as its benefits on the battlefield.

Arrival

75 Seconds

Effect

Channel for 3 Seconds before teleporting to any allied Turret (destroyed or otherwise), Minion, or even the base. Get +60% Movement Speed that disappears over 3 Seconds. Interrupted or cancelled casting will reduce cooldown by 30 Seconds

Best Used For

Get to contested areas much faster

The point of the Roamer inMobile Legendsgameplay is to focus on aiding allies across the map, especially if they’re overwhelmed by enemy forces. Often reserved for Jungle or Support heroes, this task combined withArrivalshould result in reinforcements getting to designated positions much faster than risking ambushes by touring other parts of the map.

Flameshot

The biggest risk element of Arrival is its redundancy, especially when it’s treated as a more targeted version of the Recall spell. However, more coordinated teams who have a dedicated Support hero like the ally-augmenting Angela or even Tanks like Belerick could make great use of Arrival to get into areas and turn the tide of battle. Considering how games often escalate after early-game ganking against crucial Marksman and Assassin heroes, someone with Arrival could be the backup they need.

50 Seconds

Shoot a Flaming Shot in a direction for 160 (+60% Total Magic Power) to 640 (+180% Total Magic Power) Magic Damage, while also inflicting 30% Slow for 0.5 Seconds on the target. Nearby enemies are knocked back

Heroes who need an extra damaging component in their kit could use this Spell

Vengeance

Despite the tactical component in playing MOBAs, a game likeMobile LegendshasFlameshotto remind players that sometimes the best strategy is to kill everything with fire. This Battle Spell is as straightforward as it gets, wherein it shoots a flaming shot to an enemy that scales damage with distance while inflicting slow and a surrounding knockback.

Theme-wise, Flameshot fits Marksman Kimmy due to her bullet hell-inspired kit with a long-distance Ultimate. However, virtually any hero could integrate Flameshot into their kit as long as they have use for extra firepower. Fighters who need the extra kick could benefit with Flameshot as a long-ranged component to their melee-heavy toolkit, and the same principle could be applied to the buff-heavy skills of Support heroes. A Magedefending the mid lanecould use the extra firepower of Flameshot to eliminate other Mages on the lookout for roaming opportunities.

Inspire

In the next 3 Seconds, 40% of each damage the user takes is dealt as Magic Damage to the enemy

Tanks and Fighters on the frontlines who want to deal extra DPS through damage reflection

Petrify

It remains essential for a MOBA likeMobile Legendsto have up-close Tank and Fighter roles in initiating melee combat, especially since this is usually the part where these roles contend with controlling their chosen area of combat. With a spell likeVengeance, heroes can regain control of combat momentum much faster especially when timed correctly.

Due to its per-damage element, timing Vengeance to activate just before the start of a group fight could debilitate enemy forces. This is especially true if used against high-Attack Speed foes, like those of the Marksman or Assassin roles. Players can make Vengeance extra annoying if they time the activation of this Spell just before the Assassin enters the frayfrom another lane, as they often still have a split-second animation as an indicator.

Revitalize

The next 8 Basic Attacks will benefit from +55% Attack Speed (capped at 400%) and ignores 8 (+1 x Hero Level) of Physical Defense. These attacks will restore 70 (+15% Total Physical Attack)(+15% Total Magic Power) HP on hit.

Fighter and Marksman heroes who deal more damage from faster attacks

Flicker

When players select a Marksman inMobile Legends, the MOBA characters often haveInspireas their default Battle Spell. Players who have yet to master the intricacies of their chosen hero could always work with Inspire for its inherent boost in firepower, as its speed buff to up to eight Basic Attacks could be the saving grace players need to kill Creeps, protect their Turret, or even outpace the enemy in a skirmish. Its added emergency healing could become a lifesaver in special circumstances, especially without a Support hero nearby.

However, just because Inspire’s Attack Speed buff benefits Marksman heroes greatly doesn’t imply it’s useless for other heroes. With the right combination, even a Fighter like Dyrroth or Chou could kill enemy heroes much faster once Inspire enhances their already-impressive Attack Speed.

Aegis with Uranus

90 Seconds

Inflict 100 (+15 x Hero Level) Magic Damage to enemies and Petrify them for 0.8 Seconds. Enemies hit also get 50% Slow for 0.8 Seconds after the petrification

Tanks could use the extra stunning power to initiate combat more efficiently

Retribution with Hanabi

As with all other MOBAs, gameplay inMobile Legendsalso shows that the team who gets to reveal an opening will likely get wiped out in a skirmish. This opening is likely revealed in how Tanks initiate combat, especially if they manage to CC the enemies or not so the rest of their team can swoop in for the kill. Unfortunately for Tanks like Franco, their toolkit isn’t always dedicated to slowing or stunning enemies, meaningmissing one crucial skillcould cost the team the entire fight.

This isn’t the case withPetrify, as this Battle Spell provides a momentary stun followed by a momentary slow for surrounding enemies. This can become a Tank’s backup spell to ensure enemies remain in place when combat starts or that they can’t escape if things go south. Players can make Petrify more annoying if equipped by another hero, as they can become the unexpected ace that pulls off a CC just when foes think they’re in the clear.

Petrify with Gusion

100 Seconds

Create a Healing Spring aura around the user to restore 2.5% Max HP every 0.5 Seconds over 5 Seconds (up to 25% Max HP of the recipient). This also gives a +25% boost to the Shield and HP Regen of allies in the AOE, but this won’t stack.

Support, Mages, and other heroes who need the extra healing in extreme situations

While healing heroes in a MOBA likeMobile Legendsisn’t a new trend, these heroes like Estes or Hylos also share the unfortunate reality of focusing too much on their buffs that they don’t contribute as much firepower to the match. However, players can use this to their benefit withRevitalize, whichamps up their support capabilitiesfurther by technically providing them with a fifth skill that heals for a wide area. While its 100-second cooldown might seem too long, this duration should be enough to make Revitalize a reserve Battle Spell in unexpected ambushes or even timed skirmishes.

However, it’s precisely due to the effects of Revitalize as a healing spell that makes it perfect for most heroes. Virtually any role should benefit from Revitalize, assuming players can compensate for the lack of a more tailor-fit Battle Spell with the right equipment and skill progression. This way, even a powerhouse Mage like Eudora or Zhask or an unexpected user like the Marksman Edith could survive harsh battles.

120 Seconds

Moves quickly to a designation direction, afterwards gain 6 (+1 x Hero Level) Physical and Magic Defense for 1 Second

Escaping dangerous situations or entering skirmishes faster

Regardless of a hero’s role in a MOBA likeMobile Legends, it’s a universal rule that they’re practically useless if they don’t get in or out of combat in time. This changes withFlicker, as this Battle Spell teleports heroes to a particular direction while giving them a momentary boost in defense, theoretically giving them enough time to adjust their next move. In turn, Flicker can become a useful Battle Spellregardless of the role.

While Flicker’s dash distance isn’t as far as players would want, it should give them enough distance to escape a pursuing target or a speed boost so their rush skill could get them to where they need. The former is a particularly useful strategy with Flicker, as well-timed dash inside a Turret can help heroes escape certain doom from ambushers like close-ranged Assassins or even fast-paced Fighters.

Get an instant Shield that absorbs 750 (+50 x Hero Level) damage for 5 Seconds. The nearest ally with the lowest HP also gets 525 (+35 x Hero Level) (+70% Lost HP) shield for the duration.

Tank heroes that need the extra shield for damage mitigation or other heroes that need protections for emergencies

The likes of Uranus and even Tigreal become the very images of Tanks in a MOBA likeMobile Legendsspecifically becauseAegisboosts their tankiness to unreasonable heights. While not necessarily a healing spell, the instant shield of Aegis can help heroes evade accidental Turret intrusions, boost damage mitigation in group skirmishes, or even outlast other heroes in ambushes. Ideally, Tanks should use Aegis so their charges like squishier Marksmen and Assassins could also get shields in emergenciesacross all lanes.

However, almost all heroes could use Aegis should their builds sacrifice protections in favor of pure firepower or aggressive plays. This is why fragile Marksmen like Miya or Hanabi sometimes use Aegis as their Battle Spells, as their kits often rely on high-risk offense with the potential of early deaths should they get their positions wrong.

35 Seconds

-Active:Deal 50 (+80 x Hero Level) True Damage to creeps and minions -Passive:Get 60% Creep Rewards, -50% Creep Damage, but get -70% Minion rewards during the match’s first 5 Minutes- Blessing:Every 5 kills will level up the Spell, receiving a buff depending on the Jungling Footwear that deals extra 100 True Damage and absorbing Physical Attack and Magic Power (Flame), Movement Speed (Ice), or Lifesteal (Bloody)

Junglers and Roamers who need to eliminate Creeps faster to get their buffs more consistently

Considering howMobile Legendsfollows suit with other traditional MOBA titles,the Jungle is also a vital part of any team’s progression in the match. The speed at which a certain hero clears Creeps for buffs can dictate the pace of battle, withRetributionbeing a key component in any Jungler or Roamer’s arsenal. At its core, a well-timed Retribution can become a finishing move against Creeps that can steal the buff from the enemy hero, setting back their level progression by precious minutes.

Retribution relies on Jungling Footwear to further enhance its benefits through Blessings that grant mobility (Ice), firepower (Flame), or lifesteal (Bloody). As such, Retribution is suitable for Fighters who can often dispatch enemies up close in engagements or for Assassins who use ambushes to catch the enemy unawares. A player who can master their timing with Retribution can turn the tide of battle quickly, as they can reap the benefits of high-level play earlier in the match.

Instantly removes debuffs. Get +15% Movement Speed and Crowd Control immunity for the next 1.2 Seconds

Getting heroes out of the range and/or timer of crowd control effects

Fans of MOBAs could universally agree that crowd control can become the bane of the existence of any player, especially when their heroes can’t get their setups in when an enemy can immediately stun them to oblivion. InMobile Legendsgameplay, a nifty Battle Spell likePurifycan get heroes out of these sticky situations, allowing them to jump the gun on enemies who expect them to stay stunned for their combos.

Despite its 1.2-second effect, this length of time should be enough for players to avoid CCs if they know which specific animations to watch out for. Purify works for pesky knockback specialists such as Badang (Fighter) and Akai (Tank), who often rely on their stun kits to leave their enemies vulnerable for the rest of the team.