Mobile Legends: Bang Bang just pushed Patch 2.1.86 live on the Advanced Server, and this one hits several of the most-played heroes right now. Suyou loses early burst across all three hit variants of Skill 2, Ling gets a clear attack speed jump to boost jungle dominance, and the Street Fighter 6 collaboration skins are now confirmed with four pairings and a gacha draw system.

MLBB Advanced Server: Patch 2.1.86 Mechanical & Event Hub

Category / SystemTargeted Hero / ElementRework / Update StatusNew Mechanical & Balance ParametersCore Tactical & Meta ImpactJungler NerfSuyouEARLY DOWNGRADESkill 2 Base Damage Slashed: Tap drops to 280-440; initial hold strikes drop to 225-365; final hit drops to 360-584. Slower Snowballing: Strips his aggressive Level 3 power spike, forcing a slower, more passive transition into first core items. Jungler BuffLingHEAVY UPGRADE Base attack speed leaps from 1.02 to 1.15; Skill 2 cooldown falls to 2s; Energy cost drops to 30. Jungle Dominance: Drastically accelerates early camp clear speeds and sustained execution sequences on low-mobility targets. Gold Lane NerfClaudeDOWNGRADESkill 2 Cooldown Increased by 1s across all skill ranks, moving baseline to 14-11.5s. Wider Punish Windows: Heavily penalizes sloppy positioning, giving opposing assassins an extra second to lock him down mid-rotation.

EXP Lane Nerf

MashaBUG FIX & ADJUST Deletes Skill 2 crit bugs; passive Feral Regen drops to 10%. HP damage scaled down while scaling up Extra Physical ATK by 3%. Build Realignment: Tanky, bulk-oriented builds take a heavy step back, forcing players toward high-risk, glass-cannon damage builds. Mage AdjustOdetteTUNING / QoL Weakens her Ultimate slow effect from 20% to 40% while optimizing the input frame interval between her two ult casts. Reduces total, oppressive crowd control locking velocity, but completely eliminates accidental early Ultimate cancellations. Fighter AdjustKaleaSCALING REWORK Passive enhanced hits lose base value (200 ➔ 140; 100 ➔ 70) but gain scaling factors based on Hero Level. Moves her completely away from dominating Level 1 to 4 laning trades, turning her into a late-game scaling fighter. Fighter BuffAulusHEAVY REWORK Passive Max HP scaling replaced by level damage: (120 + 20 × Lvl)(+75% Total Phys ATK). Skill 2 dash up to 3.2. Transforms him into a lethal, hard-counter tool specifically engineered to hunt and burst down squishy, low-mobility backlines. Assassin AdjustHiraraCOMBO FIX Erases passive energy recovery delays; structural 1st + 2nd combo multiplier increased to 2.5x. Greatly rewards mechanical precision; buttons pressed out of order will result in a massive damage penalty.

If you main a jungle, gold lane, or EXP lane hero, the changes in this patch will affect how you play as early as your first clear. And if you are saving diamonds for a big skin event, the SF6 draw format and estimated costs matter before you commit.

Suyou Takes Three Nerfs to Skill 2 Across Every Form

Suyou’s early burst was clearly a problem, and the developers went after every version of Skill 2 at once.

The tap version drops from 300-492 to 280-440 base damage. The first two strikes of the hold version go from 250-410 down to 225-365. The final hold strike falls from 400-656 to 360-584.

None of these are huge individually, but stacked together across a full combo in the early game, the total damage loss is real. Suyou can still burst targets later in the game, but the period between Level 3 and the first item power spike is noticeably weaker now. Expect jungle Suyou win rates to dip in the first weeks after this hits the official server.

Leomord and Claude Also Take Meaningful Nerfs

Leomord loses jungle speed and late-game durability in the same patch. His Skill 1 bonus damage to creeps drops from 60% to 40%, which slows down every camp clear from the opening minute. Then during his Ultimate, the hybrid defense boost gets cut from 30-110 to 30-90 across levels.

The creep damage nerf is the one that actually changes games. Slower clears mean later power timing, which means less map pressure before the first objective fight.

Claude’s nerf is simpler but still sharp. Skill 2 cooldown increases by exactly one second at all levels, going from 13-10.5 seconds to 14-11.5 seconds. His entire identity relies on repositioning with Skill 2, so that extra second becomes a punish window for assassins and divers who struggle to catch him right now.

Masha Gets Fixed and Then Nerfed

Two bugs got patched out for Masha: her HP recovery was exceeding intended values in certain situations, and Skill 2 was incorrectly triggering critical hits. Both are now fixed.

On top of the bug fixes, her passive Feral Regen drops from 15% to 10% of Max HP. Her extra HP-based damage scaling also shifts, with the multiplier moving from 2-8% to 1-4% of the target’s Max HP, but gaining 3% Extra Physical Attack scaling in return instead of 1%. This means damage Masha builds start delivering better results while tanky Masha takes a step back.

Skill 2 cooldown also increases from 8-5 seconds to 9-7 seconds. Masha players will need to rethink aggressive poke trades in lane because the cooldown at max rank is two seconds longer than before.

Odette Gets Pulled Back After Dominating With Her Ultimate

Odette’s movement speed during her Ultimate was too fast when combined with Skill 1’s slow and Skill 2’s immobilize effect. Developers reduced the slow effect on her Ultimate from 20% to 40% (meaning the effect is now weaker, reducing how much speed she bleeds off enemies while the ult is active). They also optimized the casting interval between her two Ultimate casts to prevent accidental early cancellation.

The end result is a hero that is slightly harder to catch and easier to play cleanly, but less oppressive to fight against when she hits the full control chain.

Kalea Shifts From Bully to Scaler

Kalea is not getting straight nerfed. The developers are changing when she spikes.

The second enhanced basic attack from her passive loses base damage, dropping from 200 to 140, but now gains 8 times Hero Level as bonus base damage. The third enhanced basic attack drops from 100 to 70, but gains 4 times Hero Level. Early in the lane phase this is objectively weaker. From Level 10 onward, the base damage actually becomes competitive with what it was before.

This is a direct attempt to move Kalea away from dominating the level 1 to 4 window and toward a scaling fighter identity that rewards staying even in lane and getting to the late game.

Ling, Ruby, Kaja, Aurora, Cici, Zhuxin, and Aulus All Get Buffs

Ling gets the clearest early-game improvement in this patch. Base attack speed jumps from 1.02 to 1.15, Skill 2 cooldown drops from 2.5 to 2 seconds, and the energy cost of Skill 2 falls from 35 to 30. Jungle clears become faster, Energy stays up longer, and early assassinations become more accessible against low-mobility targets.

Ruby gets a physical attack scaling bump on Skill 1. Scythe Damage scaling increases from 100% to 110% Total Physical Attack, and Shockwave Damage scaling goes from 50% to 55%. If you are already building her for damage in the EXP lane, the numbers in extended fights get noticeably better.

Revamped Kaja gets several quality of life improvements. Skill 2 cooldown drops from 17-14 to 15-12 seconds. Turn speed limits during the soaring state are reduced, foreswing and backswing times are cut, and a new effect now allows Kaja to extend his soaring duration when hitting an ally. His Ultimate lasso also tracks his movement faster.

Aurora gets early cooldown reductions. Skill 1 goes from 6-4 seconds to 5-4, and Skill 2 goes from 12-8 to 10-8. More Skill 1 casts means faster frost stacks and more Skill 2 setups in the early to mid lane phase.

Cici gets a passive buff where stack removal slows from every 0.3 seconds to every 0.5 seconds. Keeping stacks active during a trade just became easier.

Zhuxin restores 5% mana per Crimson Butterfly instead of 4%. Small number, real impact across a full fight.

Aulus gets a full damage rework. His passive shifts from scaling off the target’s Max HP to dealing flat level-based damage: (120 + 20 × Hero Level)(+75% Total Physical Attack). He also gets a longer Skill 2 dash distance, going from 2.8 to 3.2. This makes him genuinely threatening against squishy targets who sat safe against the Max HP version of the kit.

Hirara Gets Her Combo Paths Sorted

After getting overbuffed the previous week, Hirara sees damage trimmed but combo flow improved. The passive energy recovery delay is now gone completely, which makes the hero feel smoother from the first rotation.

Skill 2 animation is faster, but the base damage falls from 165-270 (+55-90% Extra Physical Attack) to 150-255 (+50-85%). The Skill 1 cooldown also increases slightly from 7.8-5 to 8.5-5 seconds.

The big change is the combo multiplier adjustment. The 1st + 2nd combo damage multiplier goes from 1x to 2.5x Crimson Maple Damage. The 2nd + 1st combo drops from 4x to 3.5x. Players who figured out the intended combo path in the first week will see better results. Players who were just pressing buttons in any order will hit a wall.

Battlefield, System, and Mythical Honor Changes

In the Mythical Honor battlefield, Cecilion gets a passive buff. Max Mana increase and Mana Regen from skill hits goes from 10 to 12, which improves his late-game spam potential.

Vale’s experimental adjustments in Mythical Honor have been fully reverted.

Season Achievement now carries over your highest Style Plate level for each lane from the previous season. You do not start from zero when a new season begins.

Hero difficulty ratings have been updated across most heroes on the Official Server to better reflect the current meta. If a hero you play suddenly shows a different difficulty label, the rating system was refreshed, not the hero’s kit.

The Supreme Medal and Supreme MVP art presentation has been optimized. Some previous visual quality changes to existing medals were also reverted.

A beta test for highlight-related features is running on selected servers this week. If certain highlight system elements disappear from your account temporarily, this is part of the test and will return.

Street Fighter 6 Collab Skins: Four Confirmed, Draw Format Revealed

The MLBB x Street Fighter 6 collaboration has four confirmed hero and character pairings currently testing on the Advanced Server:

  • Paquito as Ryu (white karate gi, red headband, red fingerless gloves)

  • Chou as Ken Masters (red karate gi, black belt, brown gloves)

  • Guinevere as Chun-Li (iconic dark blue outfit with black leggings)

  • Dyrroth as Guile (military look, blond flat-top hair, green vest, camouflage pants)

Each skin will also have a painted version using the character’s modern Street Fighter 6 appearance, available for an additional 200 crests on top of the base redemption cost.

The event is expected to go live on the official server around July 3, 2026, though no official date has been confirmed by Moonton yet.

Draw format: The event uses a gacha pull system, not a BINGO board like the King of Fighters collaboration. A single draw costs 50 diamonds, with a daily discounted first pull at 25 diamonds. A 10x draw costs 500 diamonds, with a one-time 10% discount on 10x pulls. Each collab skin costs 1,200 crests to redeem from the event shop, plus 200 crests for the painted version.

Realistic cost estimate: Players targeting one skin without optimizing draws can expect to spend around 5,000 to 6,000 diamonds. Using daily discounted pulls throughout the event and completing recharge tasks during the Premium Supply phase can reduce that by roughly half.

Collab skin drop rate from pulls is 0.08%. The first 10 draws guarantee a permanent Street Fighter reward, which can include a skin, elimination effect, emote, or border.