Summary
- Battle Spells in Mobile Legends can have a significant impact on a hero's combat performance and can determine the outcome of conflicts.
- Arrival is a useful Battle Spell for roamer heroes to quickly travel to contested areas and provide reinforcements to overwhelmed allies.
- Flameshot is a straightforward Battle Spell that provides extra damage and crowd control, making it suitable for heroes who need additional firepower in their kit.
Among gameplay mechanics in Mobile Legends: Bang Bang, the concept of Battle Spells is 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.
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As such, players of Mobile Legends: Bang Bang who 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.
10 Arrival
Become Backup Faster For Allies
|
Cooldown |
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 in Mobile Legends gameplay 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 with Arrival should result in reinforcements getting to designated positions much faster than risking ambushes by touring other parts of the map.
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.
9 Flameshot
Get An Extra DPS Kick With A Straightforward Attack
|
Cooldown |
50 Seconds |
|---|---|
|
Effect |
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 |
|
Best Used For |
Heroes who need an extra damaging component in their kit could use this Spell |
Despite the tactical component in playing MOBAs, a game like Mobile Legends has Flameshot to 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 Mage defending the mid lane could use the extra firepower of Flameshot to eliminate other Mages on the lookout for roaming opportunities.
8 Vengeance
Deflect Attacks To Turn Skirmishes To One’s Advantage
|
Cooldown |
75 Seconds |
|---|---|
|
Effect |
In the next 3 Seconds, 40% of each damage the user takes is dealt as Magic Damage to the enemy |
|
Best Used For |
Tanks and Fighters on the frontlines who want to deal extra DPS through damage reflection |
It remains essential for a MOBA like Mobile Legends to 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 like Vengeance, 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 fray from another lane, as they often still have a split-second animation as an indicator.
7 Inspire
Transform Slow Starters, Long-Ranged Hitters Into Gatling Guns
|
Cooldown |
75 Seconds |
|---|---|
|
Effect |
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. |
|
Best Used For |
Fighter and Marksman heroes who deal more damage from faster attacks |
When players select a Marksman in Mobile Legends, the MOBA characters often have Inspire as 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.
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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.
6 Petrify
Stun Opponents For The Perfect Finish
|
Cooldown |
90 Seconds |
|---|---|
|
Effect |
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 |
|
Best Used For |
Tanks could use the extra stunning power to initiate combat more efficiently |
As with all other MOBAs, gameplay in Mobile Legends also 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, meaning missing one crucial skill could cost the team the entire fight.
This isn’t the case with Petrify, 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.
5 Revitalize
Additional Healing For Emergencies
|
Cooldown |
100 Seconds |
|---|---|
|
Effect |
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. |
|
Best Used For |
Support, Mages, and other heroes who need the extra healing in extreme situations |
While healing heroes in a MOBA like Mobile Legends isn’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 with Revitalize, which amps up their support capabilities further 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.
4 Flicker
Get In And Out Of Situations Quickly
|
Cooldown |
120 Seconds |
|---|---|
|
Effect |
Moves quickly to a designation direction, afterwards gain 6 (+1 x Hero Level) Physical and Magic Defense for 1 Second |
|
Best Used For |
Escaping dangerous situations or entering skirmishes faster |
Regardless of a hero’s role in a MOBA like Mobile 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 with Flicker, 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 Spell regardless of the role.
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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.
3 Aegis
An Instant Shield That Becomes An Instant Lifesaver
|
Cooldown |
90 Seconds |
|---|---|
|
Effect |
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. |
|
Best Used For |
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 like Mobile Legends specifically because Aegis boosts 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 emergencies across 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.
2 Retribution
Speed Up The Jungle Game For Roamers
|
Cooldown |
35 Seconds |
|---|---|
|
Effect |
- 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) |
|
Best Used For |
Junglers and Roamers who need to eliminate Creeps faster to get their buffs more consistently |
Considering how Mobile Legends follows 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, with Retribution being 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.
1 Purify
Stop Pesky Crowd Control Effects
|
Cooldown |
90 Seconds |
|---|---|
|
Effect |
Instantly removes debuffs. Get +15% Movement Speed and Crowd Control immunity for the next 1.2 Seconds |
|
Best Used For |
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. In Mobile Legends gameplay, a nifty Battle Spell like Purify can 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.
Mobile Legends: Bang Bang
- Released
- October 31, 2016