'Tank Arlott' No Longer Possible in Mobile Legends

'Tank Arlott' No Longer Possible in Mobile Legends

(Photo : Moonton Studios)

Moonton Studios just put up a new beta update for Mobile Legends recently, which is now available on the game's advanced server. While there are some good changes, players have quickly realized that the company has nerfed one notable hero, specifically one build that made him so formidable on the battlefield. The hero in question is none other than Arlott. So, what changed?

'Tank Arlott' No More

Arlott is a fighter/assassin hybrid in Mobile Legends. He is capable of dealing significant amounts of damage and he has enough sustain thanks to his second skill, Vengeance, that allows him to stay on the battlefield for longer periods of time.

Vengeance prompts Arlott to charge forward, dealing 160 base damage that scales with his total physical attack stat. It has a unique effect where Arlott restores a portion of his health if he uses Vengeance on a marked target.

Since the HP regen provided by his second skill is equivalent to his total HP back then, players would stack items that increased Arlott's life and defenses. This build is commonly known in the Mobile Legends community as "Tank Arlott," mainly because he can take a beating without worrying about anything.

However, the "Tank Arlott" meta is seemingly over because of one particular change that was implemented in the newly released Beta Patch 1.8.50. In this update, the company changed the HP regen scaling of Arlott's second skill. Previously, Vengeance's HP regen scales with Arlott's maximum health. However, it now scales with his total physical attack. So, what does this mean, exactly?

From now on, Arlott players who want to achieve the same level of sustain they once had prior to this update will have to purchase more attack items rather than those that give HP bonuses. This effectively reduces the amount of life Arlott has to work with, making him far less tankier than before.

This adjustment has upset the Mobile Legends community, particularly those who use this fighter/assassin hero quite religiously.

Redditor Kumiko_Raiz said that Tank Arlott was the best build for the hero. They said that being forced to build attack items just to get enough sustain is so awful.

Another player was baffled why Moonton had to make this adjustment. They said that Arlott is one of the most well-balanced heroes in Mobile Legends right now and they just had to do something that renders him less appealing to use.

Now, to be clear, this change is still not implemented on the official servers. If it receives enough pushback from the community, Moonton might be forced to abandon the adjustment entirely.

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Patch Notes

FANNY

  • Skill 1

    • Total Physical Attack Bonus: 80% >> 88%

  • Ultimate

    • Energy Cost: 30 >> 20

    • Base Damage: 500-860 >> 500-750

ALICE

  • Skill 2

    • Damage Bonus Based on HP: 3.5%-6% >> 2.5%-5%

    • New Effect: Damage bonus based on HP can deal up to 250-500 damage to creeps.

  • Ultimate

    • Hitting creeps no longer reduces the cooldown of Skills 1 and 2.

    • Recovery on Hitting Non-Hero Units: 50% >> 30%

BALMOND

  • Skill 2

    • Damage increased with each subsequent hit: 12.5% >> 7.5% (This took effect with the 1.8.44 update)

ARGUS

  • Base attack increased to 111

  • Growth of each attack reduced to 3.5

  • Attack on the max level remains unchanged

  • Skill 2

    • New Effect: Now creeps can be Cursed.

WANWAN

  • Passive

    • Slightly reduce her jump distance.

HANABI

  • Passive

    • Slightly reduce the range of the bounces.

  • Skill 1

    • Percentage of damage dealt to hero units converted to Shield: 20% >> 30%

Do you play Arlott in Mobile Legends? If so, what can you say about the recent adjustment the hero has received in Beta Patch 1.8.50?

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