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Mobile Legends/Heroes/Fredrinn
IF / MLBB#117

SEASON 41 PROFILE

Rogue Appraiser

Fredrinn

FighterTankJungle

Fredrinn converts part of the damage he takes into Crystal Energy and returns it through Appraiser's Wrath. His abilities generate Combo Points, Brave Assault engages and Energy Eruption controls; the longer opponents hit without finishing him, the stronger his answer becomes.

DATA REVIEWED 24.08.2026 · PATCH 2.1.95

GuideBuildsAbilitiesMetaPatchesCountersSkinsFAQ
01

HOW TO PLAY

Fredrinn guide for Season 41

DAMAGE
Physical
ATTACK
Melee
SPECIALTY
Damage / Chase
MAIN POSITIONS
Jungle
IN THE GAME SINCE
12 August 2022
  1. 01EARLY GAME

    Generate points through Piercing Strike and Brave Assault during the clear without spending them outside a useful fight. Check Crystal Energy before looking for the large strike.

  2. 02MID GAME

    Around Turtle, engage the enemy jungler, chain Energy Eruption and hold Appraiser's Wrath until Fredrinn has taken real damage. Casting with little energy wastes its mechanic.

  3. 03LATE GAME

    Late in the game, stand in front of damage that can be returned, but do not chase Valir or X.Borg away from support. Without a nearby target, the stored energy disappears for nothing.

IF / LOADOUT LAB

Three builds. One draft.

Choose the lane or job first. Hover or use the keyboard on any item, talent or emblem to see exactly what it does. Spells and blessings are explained alongside their icons.Choose the lane or job first. Tap any item, talent or emblem to open its explanation. Spells and blessings are explained alongside their icons.

Jungle Objective Tank

Default jungle setup for first-contact objective fights where Cursed Helmet speeds clear, Thunder Belt locks targets, and Guardian Helmet keeps Fredrinn healthy between contests.

10,610 GOLD
  1. WHAT IT DOES

    +18 Magic Defense. +40 Movement Speed. Fortitude: CC and Slow Duration Reduced by 30%

    Magic Defense
    +18
    Movement Speed
    +40
  2. WHAT IT DOES

    +1200 HP. +20 Magic Defense. Burning Soul: Deals Magic Damage equal to 1.2% of hero's Max HP per second to nearby enemies. This damage is increased by 125→350 against creeps and minions (scales with level). Curse: Dealing damage with Burning Soul will reduce the Target's Hybrid Defense by 3→9 for 3 seconds.

    HP
    +1200
    Magic Defense
    +20
  3. WHAT IT DOES

    +800 HP. +15 Physical Defense. +15 Magic Defense. +20 Movement Speed. Thunderbolt: Every 4 seconds, the next Basic Attack deals 50 (+100% Total Physical Defense) (+100% Total Magic Defense) extra True Damage to the target and enemies around them, and briefly slows them by 99%. Hybrid Defense permanently increases by 1 each time the attack hits an enemy hero. (This effect is reduced to 50% for Marksmen and Mages)

    HP
    +800
    Physical Defense
    +15
    Magic Defense
    +15
    Movement Speed
    +20
  4. WHAT IT DOES

    +1550 HP. +20 HP Regen. Recovery: Regenerates 2.5% Max HP per second (reduced to 0.5% Max HP per second over 5s after taking damage).

    HP
    +1550
    HP Regen
    +20
  5. WHAT IT DOES

    +850 HP. +20 Physical Defense. +20 Magic Defense. +10% Cooldown Reduction. Bless: Received Shield and HP Regen effects are increased by 25%.

    HP
    +850
    Physical Defense
    +20
    Magic Defense
    +20
    Cooldown Reduction
    +10%
  6. WHAT IT DOES

    +800 HP. +15 Physical Defense. Immortal: Revives 2.5s after death and gaining 16% Max HP and 220-1200 shield (scales with level) that lasts for 3s. (210 cooldown).

    HP
    +800
    Physical Defense
    +15
EMBLEM + 2 STANDARD TALENTS + 1 CORE TALENT
BASE EMBLEM

Recommended emblem setup for this build.

HP
+500
Hybrid Defense
+10
HP Regen
+4
STANDARD TALENT

Gain 225 extra max HP.

STANDARD TALENT

Damage against Lord and Turtle is increased by 15%. This bonus is halved against regular Creeps and doesn't affect the damage of Retribution.

CORE TALENT

After the next Basic Attack, deal 100(+7% Total HP) Magic Damage to nearby enemies. Cooldown: 15s.

BATTLE SPELL
35s
Retribution

Deals true damage to a creep or minion and enables Jungle equipment. After enough jungle participation, it upgrades and helps secure Turtle and Lord.

ADAPT ITEMS AND BLESSINGS TO THE MATCH
WHAT IT DOES

+18 Physical Defense. +40 Movement Speed. Valor: Gain 4 extra Physical Defense for 3s when taking Physical Damage, up to 20

Physical Defense
+18
Movement Speed
+40
↔
WHAT IT DOES

+18 Magic Defense. +40 Movement Speed. Fortitude: CC and Slow Duration Reduced by 30%

Magic Defense
+18
Movement Speed
+40

Warrior Boots FOR Tough BootsUse when the enemy draft is mostly physical and control duration is not stopping Fredrinn from landing S2 into S3.

WHAT IT DOES

+40 Physical Defense. +5% Movement Speed. +40 Magic Defense. Fortress Shield: For each enemy hero within 5 units, Hybrid Defense is increased by 8, up to 40. Lifebane: Reduces Shield and HP Regen effects of nearby enemies within 5 units to 60% of normal for 1 second.

Physical Defense
+40
Movement Speed
+5%
Magic Defense
+40
↔
WHAT IT DOES

+850 HP. +20 Physical Defense. +20 Magic Defense. +10% Cooldown Reduction. Bless: Received Shield and HP Regen effects are increased by 25%.

HP
+850
Physical Defense
+20
Magic Defense
+20
Cooldown Reduction
+10%

Dominance Ice FOR OracleUse against attack-speed carries, healer drafts, or shield-heavy front lines that must hit Fredrinn during objective fights.

WHAT IT DOES

+900 HP. +2 HP Regen. +48 Magic Defense. Shield: Upon taking Magic Damage, gains 25% Magic Damage Reduction for 3s (applies before taking damage). Regains this effect 5s after leaving combat.

HP
+900
HP Regen
+2
Magic Defense
+48
↔
WHAT IT DOES

+850 HP. +20 Physical Defense. +20 Magic Defense. +10% Cooldown Reduction. Bless: Received Shield and HP Regen effects are increased by 25%.

HP
+850
Physical Defense
+20
Magic Defense
+20
Cooldown Reduction
+10%

Athena's Shield FOR OracleUse when one burst mage can front-load enough magic damage to remove Fredrinn before Crystal Energy converts back.

WHAT IT DOES

+950 HP. +12 HP Regen. +40 Magic Defense. Holy Blessing: Taking Magic Damage grants 6-20 Magic Defense (scales with level) for 5s, up to 6 stacks (1 stack only every 0.6s).

HP
+950
HP Regen
+12
Magic Defense
+40
↔
WHAT IT DOES

+850 HP. +20 Physical Defense. +20 Magic Defense. +10% Cooldown Reduction. Bless: Received Shield and HP Regen effects are increased by 25%.

HP
+850
Physical Defense
+20
Magic Defense
+20
Cooldown Reduction
+10%

Radiant Armor FOR OracleUse against repeated magic ticks that stack through Lord and Turtle dances instead of one burst combo.

IF / KIT

Abilities at a glance

Hover or use the keyboard on any ability to read exactly what it does in game.Tap any ability to open its in-game explanation. Tap elsewhere to close it.

  1. HOW IT WORKS

    Fredrinn gains 1 Combo Point that lasts 5 seconds each time his skill hits a non-minion enemy, up to 4 Combo Points. His Ultimate costs different numbers of Combo Points at different skill levels. Fredrinn stores 100% of the damage he receives as Crystal Energy, which decays after 5 seconds at a rate of 10% Max HP per second. Fredrinn can convert the stored Crystal Energy into HP by 20% of his damage dealt (10% for damage dealt to minions). Gaining a Combo Point resets the decaying timer.

  2. HOW IT WORKS

    Fredrinn thrusts his sword in the target direction, dealing 125 plus 100% of his Total Physical Attack as Physical Damage to enemies hit and slowing them by 30% for 2 seconds. His next Basic Attack gains extra range and deals 85 Physical Damage. This skill deals 200% damage to non-hero enemies.

  3. HOW IT WORKS

    Fredrinn dashes in the target direction, dealing 140 Physical Damage to the first non-minion enemy hit. His next Basic Attack knocks the target airborne for 0.3 seconds.

  4. HOW IT WORKS

    Fredrinn deals 210 Physical Damage to nearby enemies and taunts them for 1 second. Hitting a non-minion enemy grants Fredrinn 25 Physical and Magic Defense for 3 seconds and reduces the cooldowns of Piercing Strike and Brave Assault by 75%. This skill costs 1 Combo Point.

  5. HOW IT WORKS

    Fredrinn slams his sword in the target direction after a short delay, dealing 600 plus 21%–35% of his Crystal Energy as Physical Damage to enemies in a fan-shaped area. Enemies in the centre take 175% of the normal damage. The cast can be interrupted only by Suppression and costs 3 Combo Points.

IF / LIVE META

Fredrinn in ranked and pro play

AUTOMATIC SNAPSHOT24 Aug 2026
CURRENT TIERB
WIN RATE
51.19%
PICK RATE
0.58%
BAN RATE
3.49%
WIN-RATE CHANGE
-0.1 pp
OUR READING

Fredrinn sits close to the middle of the field. The draft and player execution currently matter more than a headline number.

Seven-day ranked data, updated 24 Aug 2026 · MLBBHub · cross-checked with MLBB.io

PRO / MLBB Mid Season Cup 2026USED IN COMPETITION
PICKS
16
RECORD
7-9
BANS
11
DRAFT PRESENCE
23.89%

Fredrinn has appeared in the tournament draft 27 times. This is tournament context, not a global verdict on the hero.

Tournament statistics · Liquipedia · CC BY-SA 3.0
02

PATCH ARCHIVE

Every buff, nerf and adjustment

IF / PATCH TRACKER

Fredrinn's full patch history

Every documented buff, nerf and adjustment, ordered from the latest patch backwards.

1documented patches

1 patches shown

  1. v2.1.90NERF
    8 July 2026
    • NERFAttribute: Base HP: 2600 → 2500
    • NERFSkill 1: Damage Increase Against Creeps: 200% → 170%
    Check original notes · MLBBHub
03

THE DRAFT

Fredrinn in the draft: strengths, counters and teammates

GOOD INTO

Argus and Alucard accept close combat and feed Crystal Energy without leaving easily.

HarithMageLapu-LapuFighterClaudeMarksman
WATCH OUT FOR

Valir keeps Fredrinn away, while X.Borg wears down his health without offering a target for the return strike.

ValirMageKarrieMarksmanMarcelSupport
WORKS WELL WITH

Angela extends the time available to build energy, and Rafaela helps Fredrinn reach the correct target.

AngelaSupportZilongFighter / AssassinArlottFighter / Assassin

See all 5 counters, favorable matchups and best teammates for Fredrinn

04

COLLECTION

Fredrinn skins: what you can get right now

Available now2

Regal Renegade, a Fredrinn skin
AVAILABLE
Regal Renegade
ORIGIN / EVENTin-game shop: 269 Diamonds

Permanently available through the in-game shop: 269 Diamonds.

Jewel Connoisseur, a Fredrinn skin
AVAILABLE
Jewel Connoisseur
ORIGIN / EVENTin-game shop: 599 Diamonds

Permanently available through the in-game shop: 599 Diamonds.

Locked right now3

Neobeast Fredrinn, a Fredrinn skin
NOT AVAILABLE NOW
Neobeast Fredrinn
ORIGIN / EVENTNeobeast event; recorded release on 5 September 2023

It was obtainable through the Neobeast event; recorded release on 5 September 2023. It is not currently available.

SPARKLE Fredrinn, a Fredrinn skin
NOT AVAILABLE NOW
SPARKLE Fredrinn
ORIGIN / EVENTSparkle event; recorded release on 28 March 2024

It was obtainable through the Sparkle event; recorded release on 28 March 2024. It is not currently available.

Royal Marshal, a Fredrinn skin
NOT AVAILABLE NOW
Royal Marshal
ORIGIN / EVENTthe December 2025 StarLight Pass

It was obtainable through the December 2025 StarLight Pass. It is not currently available.

05

QUICK ANSWERS

The questions players ask about Fredrinn

01What is the best lane for Fredrinn?+

Fredrinn is currently played mainly in Jungle. The guide separates the recommended builds by lane or job, so choose that tab before copying the six items.

02Which Fredrinn build should I use?+

Start with «Jungle Objective Tank». The other options, «Jungle Bruiser Sustain» and «EXP Vengeance Frontline», are there for a different lane or match-up; they are not cosmetic variations.

03Which heroes counter Fredrinn?+

Valir, Karrie and Marcel are the first counters to consider. Valir keeps Fredrinn away, while X.Borg wears down his health without offering a target for the return strike.

04Which Fredrinn skins can be obtained now?+

2 skins are marked as obtainable right now. 3 more are kept in the vault with the event or shop where each one originally appeared.

SAME ROLE OR LANEView all heroes
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