Gaming5 MIN

73 of Mobile Legends 133 heroes run the same battle spell. It is not always the one you want

We counted the recommended spell across our 133 hero pages and got an awkward number. One single spell takes more than half the roster.

A team fight next to the Turtle in Mobile Legends, with the battle spell icons visible in the interface
Image: MOONTON Games
01

One spell takes more than half the roster

You open match prep, tap the spell slot, and there they are, eleven of them in a grid with their nice little icons. Most people have been pressing the same one for years without thinking too hard about it, and honestly it mostly works out. But that reflex has a price, and you pay it in the weird games.

We counted the spell we recommend on each of our 133 hero pages and the split is nowhere near even: Flicker shows up on 73 of 133, which is 55%, while Retribution sits at 25, or 19%, and the other nine scrap over the remaining 26%. One of them, Execute, appears on no page at all.

That does not make Flicker correct every time, it makes it the spell that is least wrong when you have no idea what to bring, because 120 seconds of cooldown and a short hop work just as well for engaging, escaping or dodging the combo that was about to kill you. It is the Swiss army knife. And like every Swiss army knife, it loses to the right tool at the right moment.

Reference boardAll eleven spells at a glanceCooldown and unlock level from the current client. The usage bar is how many of our 133 hero pages recommend each spell.
SpellCooldownLevelWho forWhat it doesUsage
Flicker120s21Almost everyoneBlinks you a fixed distance in the direction you aim and leaves you with a little defence for one second.55%
Retribution35s1JungleFlat damage to a creep or minion. It is what secures the Turtle and the Lord when the bar is tight.19%
Vengeance75s23Tank and fighterFor three seconds you take 35% less damage and send part of it back as magic damage.8%
Inspire75s5MarksmanMultiplies your attack speed by 1.5 for the next eight basic attacks and raises the cap to 500%.5%
Petrify75s15Whoever engagesPetrifies nearby enemies for 0.8s and leaves them slowed by half afterwards.4%
Sprint100s9Getting there and out50% extra movement speed and slow immunity for six seconds.3%
Flameshot50s19Finishing from rangeFires a flaming shot where you aim. Knocks the target back and finishes from a distance.2%
Purify90s17Against crowd controlClears every debuff except suppression and grants control immunity for 1.2 seconds.2%
Revitalize75s11SupportSummons a spring that heals for four seconds and boosts nearby allies' shields.2%
Aegis75s13Surviving one engageA shield that lasts five seconds and grows with your level. It exists to survive one combo.1%
Execute90s1FinishingTrue damage that scales with the HP the target has already lost. The worse they are, the more it hurts.
Mobile Legends battle spell screen with Vengeance selected and its description on the right
Image: Screenshot supplied to INSERT FUTURE · game © MOONTON Games
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Retribution is not up for debate in the jungle

Here is the one case in the whole game where the answer is closed, because of our twenty assassin pages eighteen run Retribution, a full 90%, and the two exceptions are heroes who do not play the classic jungle at all.

The reason is arithmetic rather than taste. Retribution deals flat damage to a creep, scales with your level and carries a 35-second cooldown, the shortest of the eleven, so without it you cannot farm at the enemy jungler's pace and, more to the point, you cannot steal the Turtle or the Lord when the bar collapses with five people hitting it. That steal decides entire matches.

That said, the conversation moves to which jungle blessing you pair with it, and we covered that alongside the rest of the setup in our emblem guide by role. Spell and emblem are chosen together or they are not chosen well.

Outside the jungle, though, the map transforms. Mages run Flicker on 84% of their pages and supports on 77%, because both roles die the same way, by standing one second too long in the wrong place, and if you are still hazy on what your position is meant to do, this reads better next to our roles and lanes guide. Tanks drop to 61%, and that is where Vengeance starts showing up at 28%.

03

The rest is picked by what is killing you, not by your role

This is the part that changes games and the part almost nobody uses, because the nine spells that are neither Flicker nor Retribution do not answer the question "what do I play" but a far more useful one, which is "what is killing me".

If the enemy team stacks two or three crowd control heroes, Franco, Khufra and friends, Purify stops being a curiosity: it clears every debuff except suppression and hands you 1.2 seconds of control immunity. It will not save you from the hook, but it will save you from what comes after it, which is where you actually die.

If what wrecks you is a short burst combo, then Vengeance, whose in-game text is blunt about it, "reduce damage taken by 35%" for three seconds, and on top of that it sends part of that damage back as magic damage. It unlocks at level 23, though, so plenty of newer accounts do not even have it.

And if you are a marksman still unable to shoot freely by minute 15, Inspire multiplies your attack speed by 1.5 for eight basic attacks and lifts the cap to 500%, which explains why it turns up on 25% of our marksman pages, the highest share any alternative spell reaches in any role. With Layla or Beatrix in front of a turret, eight basics at that speed is one turret fewer.

04

The three mistakes that come round every week

First, running Flicker on a hero who already has a dash: Fanny does not need another way to move, and Retribution or even Purify does considerably more for her. You are spending a slot duplicating something you already own.

Second, Execute, which does not convince me in almost any scenario and therefore appears on none of our 133 pages. It deals true damage scaled to the HP the target has already lost, meaning it shines precisely when the enemy was about to die anyway, and ninety seconds of cooldown to finish somebody who was falling regardless is a bad trade.

Third, and this one is subtler and more expensive, swapping spells mid-streak because you lost two in a row. My suspicion is that half the losses people pin on their spell actually came from the lane rather than the slot, though that is hard to admit in the moment. If you are going to try a different one, try it five games straight or you will never know whether it worked.

There is a twelfth spell missing from the board, Arrival, because it unlocks at level 25 and its solo-queue usage is marginal. It exists and it makes sense in coordinated teams, but it is not a decision you will be making on your own in solo ranked.

The cooldowns and levels here come from the current client and we review them with every patch. If you are starting out and half the roster is still locked, the best heroes for beginners deliberately run low-level spells, and the draft lab lets you build the whole composition before a ranked game. So how many matches have you spent pressing Flicker without looking at who you are up against?

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