Bloody Beast
Updated Apr 13, 2026
Balmond is the simplest fighter in Mobile Legends and one of the most underestimated. He has no mana bar, no complex passive, and no skill ceiling worth bragging about. What he has is a defense-shredding dash, a three-second area spin, a true-damage execute, and enough sustain to never recall.
Win Rate
43.31%
Pick Rate
0.32%
Ban Rate
0.28%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Execute
Weak Against
Strong Against
Balmond can close in on the enemy with Soul Lock, follow up with Cyclone Sweep for continuous damage, then cast his Ultimate to finish off low HP enemies.
Balmond is not a flex pick. He is not a counterpick. He is a draft insurance policy for games where your team needs a frontliner who can clear waves, sustain through trades, and finish kills the rest of your team started. His 0.04% ban rate means he is always available, and that availability is the point.
Pick Balmond when the enemy comp is light on hard CC, specifically airborne and suppression. Cyclone Sweep's 3-second channel is his entire damage output, and any airborne or suppression effect cancels it immediately. If the enemy has Jawhead, Vale, Barats, or Franco as their primary engage, Balmond is a trap pick because his spin gets interrupted every fight. If the enemy's CC is roots, slows, and silences (Nana, Yve, Valir without his enhanced knockback), Balmond spins through all of it.
Pick him when your team already has lockdown. Balmond paired with a Tigreal, Atlas, or Khufra roamer creates a reliable sequence: the roamer lands multi-man CC, Balmond dashes in with Soul Lock (applying 40% Physical Defense reduction), then Cyclone Sweep chews through the debuffed targets while they recover. Without that setup CC, Balmond has to initiate with Soul Lock alone, which gives enemies 3 seconds to interrupt his spin.
Avoid Balmond against ranged kite compositions. Moskov pins him against walls and pokes from distance. Brody outranges and outbursts him before Soul Lock connects. Karrie's true damage ignores his tankiness entirely. If the enemy draft has two or more ranged carries who can kite, Balmond walks into fights and never reaches anyone.
If you cannot name the CC threats on the enemy team and confirm they are manageable, pick a different fighter.
Balmond is a blender with a health battery.
Every minion he kills gives back 5% of his max HP. Every hero kill gives back 20%. He has no mana bar, which means no resource gating on his abilities. Cyclone Sweep hits 14 times over 3 seconds in an area around him, and every hit procs spell vamp. Lethal Counter deals true damage based on the target's missing HP, which means it gets stronger the longer the fight goes.
The hero's entire design philosophy is: walk into range, spin, and outlast. The Patch 2.1.30 buff added a 40% Physical Defense reduction to Soul Lock for 3 seconds. That turned his dash from a gap-closer into a debuff applicator. The correct sequence is now Soul Lock first (to shred defense), then Cyclone Sweep during the debuff window. Every spin hit lands on a target with 40% less Physical Defense, which is the difference between tickling a Gatot and actually hurting him.
Nothing about this kit is flashy. The skill ceiling is low and the skill floor is lower. What makes Balmond effective is that the kit is impossible to waste. There is no wrong rotation beyond casting Lethal Counter on a full-HP target. If you can walk into range and press two buttons in the right order, you are playing Balmond at 90% efficiency. The last 10% is knowing when to walk in, and that is what the rest of this article covers.
Balmond's EXP lane plan is simple because his kit is simple. You clear waves, you sustain off Bloodthirst, and you look for short trades that end on your terms.
Flicker is your emergency exit, not your engage tool before you have War Axe. Burning Flicker for a kill before 5 minutes is almost always a mistake because the 120-second cooldown leaves you exposed for the next two ganks.
The first item is War Axe, every game. At 2100 gold it comes online around the 5-to-7 minute mark depending on lane state. War Axe gives 35 Physical Attack, 400 HP, 10% CDR, and 8% Spell Vamp as base stats. The passive, Fighting Spirit, grants 12 Physical Attack and 2% Spell Vamp per second when dealing damage, stacking up to 6 times. Cyclone Sweep hits 14 times over 3 seconds, which means War Axe reaches full stacks in under 2 seconds of spinning. At full stacks: +72 extra Physical Attack, +12% extra Spell Vamp, and 10% extra True Damage on base damage.
That last part matters. Cyclone Sweep's flat base damage (up to 100 per hit at max rank) now also deals 10% of itself as True Damage on top. Combined with 20% total Spell Vamp at full stacks, each spin hit both damages and heals.
The two-item spike is War Axe plus Queen's Wings, usually around the 10-to-12 minute mark. Queen's Wings adds 600 HP, 10% Spell Vamp, and the Demonize passive: when your HP drops below 40%, you gain 30% Damage Reduction for 3 seconds and reduce all skill cooldowns by 2 seconds. The Defiance passive adds 0.25% increased damage for every 1% HP lost, up to 15%.
This is where Balmond stops being a lane bully and becomes a drain tank. You spin into a fight, your HP drops to 40%, Demonize triggers, damage reduction kicks in, your spell vamp is now healing through reduced incoming damage, and your own damage increases as your HP drops. The enemy has to burst through the reduction window or disengage, and most fighters cannot do either quickly enough.
Before War Axe you play for farm. After War Axe plus Queen's Wings you play for fights. Do not force skirmishes in between.
The reflex on Balmond is to Soul Lock into the nearest cluster of enemies and spin. That reflex wins fights in low ranks and loses them in high ranks.
The correct teamfight pattern is: wait for your roamer to engage, then Soul Lock the highest-priority target your team is focusing. The 40% Physical Defense reduction makes your entire team's physical damage hit harder on that target for 3 seconds. You are not just dealing damage with Soul Lock. You are amplifying everyone else's.
Three positioning rules:
If your support has Dominance Ice or applies anti-heal, you can push further forward because enemy sustain is suppressed. If your team has no anti-heal, stay closer to your own backline and spin defensively to zone divers off your marksman.
Frame the build as three locked slots and three real conversations.
Locked: Tough Boots, War Axe, Queen's Wings. Tough Boots because the 30% CC duration reduction keeps Cyclone Sweep channeling longer through stuns and slows. War Axe because every stat it gives synergizes with Balmond's spin. Queen's Wings because the Demonize passive defines his teamfight identity.
Slot 4: Dominance Ice or Oracle. Build Dominance Ice when the enemy has sustain heroes (Esmeralda, Yu Zhong, Estes, Alucard). The Lifebane passive reduces nearby enemies' Shield and HP Regen by 50%, which means your spin not only damages but suppresses their healing while you are on top of them. Build Oracle when the enemy has no significant sustain and you want to amplify your own: its passive increases all HP Regen and Shield received by 30%, which multiplies Bloodthirst's healing and your spell vamp returns.
Slot 5: Brute Force Breastplate or Blade of Despair. Brute Force Breastplate is the default because Cyclone Sweep's 14 hits stack its Brute Force passive to full almost immediately, giving +36 Adaptive Attack, +12% Movement Speed, and 15% Control Duration Reduction at max stacks. The movement speed during spin makes you harder to kite. Blade of Despair goes here only when your team already has enough frontline and you need raw kill pressure on squishies. Its Despair passive (25% extra Physical Attack against targets below 50% HP) pairs well with Lethal Counter's execute timing, but the 3010 gold cost delays your durability.
Slot 6: Immortality. In most games, Immortality is the correct sixth item. The revive passive gives your team a second engagement window after you dive. The exception is when the enemy team has heavy burst mage damage and no physical threat, in which case Athena's Shield is the better defensive option.
Jungle variant: Take Retribution (Ice Retribution upgrade) as your battle spell and build War Axe first for jungle sustain. The rest of the build stays the same. Balmond's Bloodthirst passive (5% Max HP per creep kill) makes his jungle clear healthy without needing to recall between camps.
Using Lethal Counter on targets above 50% HP. The ult's damage scales with lost HP. At rank 3, hitting a target at 50% HP deals 45% of 50% lost HP (22.5% Max HP as true damage). Hitting that same target at 20% HP deals 45% of 80% (36% Max HP). The difference is often the gap between a secured kill and a target who Flickers away at 5% HP. Hold the ult. Watch the health bar. Execute, do not initiate.
Spinning into a Jawhead without tracking Ejector's cooldown. Ejector throws you airborne, cancelling Cyclone Sweep instantly. If you see Jawhead use Ejector on a minion or teammate, you have a safe window to spin before it comes back. If you have not seen him use it, assume it is ready and do not commit Cyclone Sweep until you bait it out with Soul Lock pressure or basic attacks.
Ignoring the Soul Lock debuff window. Since Patch 2.1.30, Soul Lock applies 40% Physical Defense reduction for 3 seconds. Cyclone Sweep also lasts 3 seconds. If you spin first and dash second, you are spinning on a target with full armor for the entire channel. The correct order is always dash first, spin second. This single combo-order change is the biggest DPS difference between a Balmond player who read the patch notes and one who did not.
Forcing fights between War Axe and Queen's Wings. With only War Axe, Balmond has sustain but no durability spike. He heals through spell vamp but melts to focused burst. Queen's Wings gives the 30% Damage Reduction below 40% HP that lets him survive the burst window. Taking a 2v2 or 3v3 fight with only War Axe completed puts you in a position where your sustain cannot outpace the incoming damage.
Picking Balmond into double-ranged carry compositions without a gap-closer roamer. Soul Lock has a fixed dash distance. If both enemy carries are positioned behind a tank at maximum range, Soul Lock reaches the tank and stops. Without a Franco hook, Atlas ult, or Khufra ball to pull the carries forward, Balmond spins on the tank while the backline shreds him from range. Check your roamer's kit before locking Balmond.
Tip
Cyclone Sweep reaches full War Axe stacks in under 2 seconds. Start spinning before the fight fully commits and you enter every engagement with 72 extra Physical Attack and 20% total Spell Vamp already active. The stacks persist for 4 seconds after the spin ends, so your Lethal Counter benefits from the full bonus too.
Note
Balmond has no mana bar. Most EXP laners (Esmeralda, Yu Zhong, and Thamuz excluded) need to manage mana or energy. You do not. Abuse this by forcing short trades every wave and watching them recall while you heal through Bloodthirst. A Balmond who never recalls has a permanent XP and gold advantage over a lane opponent who does.
Tip
Lethal Counter's animation cannot be interrupted once cast. If you start the ult and then get hit by a stun or knockup, the execute still completes. Time it preemptively when you see unavoidable CC coming: press Lethal Counter just before the Tigreal ult connects, and the execute fires even though you get pulled in.
Note
In the jungle, pair Ice Retribution with Lethal Counter to secure Turtle and Lord. Cast Retribution during the Lethal Counter animation for near-simultaneous burst. At rank 3, Lethal Counter deals up to 2000 damage to non-hero units, which combined with Retribution makes contested objective steals realistic even from behind.
Balmond recovers 5% Max HP after killing a Minion or Creep, and 20% Max HP after killing a hero.
Balmond charges in the target direction for a set distance or until he hits an enemy hero, dealing 150 (+60% Total Physical Attack) Physical Damage to enemies along the way. The enemy hero hit will be knocked back slightly, and will have their Movement Speed reduced by 40% and Physical Defense reduced by 40% for 3s.
Balmond gains 15% Movement Speed that decays over time and spins with his axe for 3s, dealing 25 (+2% Extra Max HP) (+25% Total Physical Attack) Physical Damage per hit to nearby enemies up to 14 times. Each subsequent hit on the same enemy will deal 8.5% increased damage (up to 68%). The Physical Attack bonus portion of the damage can Crit.
Balmond unleashes a huge strike in the target direction (this skill can only be interrupted by Suppression), dealing True Damage equal to 150 (+70% Total Physical Attack) plus 30% of the target's lost HP. This skill only deals up to 1000 damage to non-hero units.
Balmond can close in on the enemy with Soul Lock, follow up with Cyclone Sweep for continuous damage, then cast his Ultimate to finish off low HP enemies.
Balmond can close in on the enemy with Soul Lock, follow up with Cyclone Sweep for continuous damage, then cast his Ultimate to finish off low HP enemies.
These heroes have the highest win rates against Balmond in ranked matches. Pick any of them for a statistical advantage in draft.

Cici dominates Balmond in the early game. Apply pressure before Balmond can scale and become a threat.
52.2%

Yve dominates Balmond in the early game. Apply pressure before Balmond can scale and become a threat.
48.5%
Balmond performs well against these heroes. Consider picking Balmond when you see them on the enemy team.

Balmond has a favourable matchup against Chip based on ranked data, so expect a win rate advantage in this matchup.
47.5%
Balmond struggles the most in the late game, where counters average a 48.3% win rate. Early game matchups are tighter at 29.0%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Balmond in late team fights.
Balmond is strong here
Balmond is strong here
Even matchup phase
Assassin Emblem
Killing Spree
Execute
Assassin Emblem
Killing Spree
Execute
Assassin Emblem
Killing Spree
Execute
Heroes that synergize well with Balmond in team compositions.




Balmond is a berserker orc from the savage wastelands, driven by an unquenchable bloodlust that fuels his devastating axe swings. Once the chieftain of a feared orc tribe, he was betrayed by his own kind and left for dead. Surviving through sheer rage, Balmond carved a path of destruction across the Land of Dawn, his spinning axe cleaving through all who stood in his way. His lethal counter-strike has ended countless duels, and warriors across the realm know to fear the sound of his axe slicing through the air.
No voice lines available for Balmond yet.