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Bruno Build, Counter & Emblem Guide for Mobile Legends

Patch 2.2.16a · RankedUpdated · Sep 22, 2026
Bruno - The Protector, Mobile Legends Marksman hero

“The Protector”

53.01%

Win RateWin Rate change over the last 36 days +5.4

0.43%

Pick RatePick Rate change over the last 36 days +0.3

0.26%

Ban Rate

Tier AMarksmanGold LaneMedium

Curated Build

Gold Lane Default

See all
Assassin icon

Emblem

Assassin Emblem

Flicker

Spell

Flicker

  • Rupture
  • Master Assassin
  • Quantum Charge

TEAMFIGHT COMBOS

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In teamfights, start with Bruno's 1st Skill to get a Powerball and try to get in as much damage as possible. Look for enemies that are close together to use his Ultimate on, then use his Basic Attacks and 2nd Skill to secure the kill or retreat from danger.

Bruno is a crit-stacking marksman who now wins fights before they start. The 2.2.16 rework turned Worldie into a long-range hook that drops its first target at the edge of his attack range. Pick him when your team can hold a line, and avoid him when the enemy out-ranges you.

At a Glance

Durability
20
Offense
60
Control
20
Difficulty
40
See Bruno in full tier list

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Draft Him When One Target Is Yours To Choose

Bruno is not a blind comfort pick, and the patch 2.2.16 (patch notes) rework made him sharper, not safer. He wins drafts where the enemy has to walk into your auto-attack range and your comp has real peel for the first seconds of every fight. Worldie now starts fights from long range instead of finishing them, so the pick is only as good as the target you are allowed to choose.

Pick him when your roam or EXP provides crowd control that lets you stand and shoot, and when the enemy frontline has to walk at you. Slow frontliners like Hylos or Belerick are the friendly version of that draft: they cannot dive past your team, so your first target is always standing in the open, and your team can collapse the moment the hook lands.

Do not pick him when the enemy gold laner wins the ranged poke war. Ixia reaches past your range with beams and basics, Brody pokes and locks on from deep, and Moskov's spears threaten from outside your range. One long-range ultimate does not fix a lane where every exchange starts with you losing. Do not pick him into an all-dive comp either: if your team wins by hard flanking, Bruno arrives late, and the pick window opens on the enemy's terms.

The test for your own draft: name the hero you want to hook first. If that hero can stand behind two bodies all game, or out-races your range from the first minute, pick someone else.

Worldie Is A Hook, And The Dash Reloads It

Bruno's passive still defines the damage plan: every skill hit adds crit chance, so the hero gets paid for touching enemies with buttons and cashing those stacks into basic attacks. He still converts only a fraction of the bonus attack speed he buys, so the build stays narrow and crit-first. The rework did not touch that engine. It changed how he gets the touches.

Worldie is now a hook. The Energy Ball flies out at long range: the first hero it hits is briefly stunned, slowed hard, and knocked back to land exactly at the edge of your attack range. The ult no longer strips armor. It delivers a target. Every bounce after that prioritizes enemy heroes, so one cast charges Mecha Legs while the fight is still forming.

Flying Tackle is the reload. The rework removed the slide's damage and its old job of pulling a bouncing Powerball back to you. Now the slide itself is the generator: wherever it ends, you get a Powerball ready to kick. A ball returning mid-slide lands near your dash destination instead of where you started, so kicking and dashing in the same beat keeps the ball with you. The old rhythm was kick, retrieve, dash. The new rhythm is kick, dash, kick again.

Laning: The First 5 Minutes

  1. Start with Volley Shot and let the first empowered basic decide the trade. Volley Shot at level 1 gives you more control than Flying Tackle. Hit the enemy gold laner with the empowered basic if their roam is visible and the wave is even. If the brush is dark, take the minion last hit and let the ball land on your side. The reworked ball no longer crosses terrain and stays on the ground longer, so a safe pocket is a more reliable invitation than it used to be. A forward ball under an unchecked brush is still not worth your health bar.

  2. Take Flying Tackle at level 2 and treat it as a reload, not a stun. The slide no longer deals damage and its stun is too short to be a setup, so opening a fight with it buys almost nothing. It is your escape and your ball dispenser at the same time, and its cooldown is longer than it used to be at early levels, so spend it like a resource. Last-hit the first wave cleanly, trim the second so it holds near your half, and only hard-shove with jungle information or your roam hovering the river bush. A forward retrieval with no jungle vision commits your dash or your health bar, and neither is cheap at minute two.

  3. Spend battle-spell tempo only after they spend mobility first. Flicker is the default because Bruno already packs damage and needs one clean reposition per fight. Hold it until the enemy gold laner burns their dash, the jungler commits a gap-close, or a kill is guaranteed with one blink. If you bring Inspire, use it after the enemy escape is gone, not as your opener. An inspired Bruno with no target in range is a marksman who gave away his timing.

The Two-Item Window That Ends Laning Phase

Bruno's first honest spike is Haas's Claws plus Berserker's Fury, landing somewhere between minute 7 and 9 in a stable lane. Before that point you can poke and zone with Volley Shot touches, but you cannot finish most fights without help. After both items land, one empowered basic into two follow-ups forces the enemy gold laner to retreat or die.

Haas's Claws converts crit windows into sustain windows: every crit gives lifesteal that buys one more second of lane presence instead of one more step backward. Berserker's Fury matters because its crits now carry true damage on top, and because it turns the crit chance stacking in Mecha Legs into real kill pressure. With both items online, each attack threatens a crit the enemy did not budget for.

What changes mechanically is the threat radius: you stop trading one hit for one hit and start trading one touch for map control. Chip the tower after a winning exchange, rotate to river earlier, and arrive at the first objective fight with kill threat instead of poke. The reworked ultimate is the fastest way to reach that fight with Mecha Legs already charged: kick a hero on the way in and the bounces do the stacking for you. If you reach this window without dying, Bruno stops feeling fragile and starts feeling expensive to walk into.

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Fight From The Angle That Keeps Your Dash Alive

The common wrong reflex is treating Worldie as a teamfight button: kick it into the biggest cluster and watch the bounces go. The bounces now hunt heroes instead of minions, but the first hit is why the skill exists: it stuns, slows hard, and lands one target at your exact attack range. The correct reflex is colder. Choose the target you can actually kill, land the hook, and start firing.

  1. Fight from your tank's shoulder, not from the side angle. Bruno wants a diagonal view of the fight, not a solo flank. From that shoulder position, Volley Shot tags the frontline and Worldie still reaches past it because the hook travels farther than your basics. You do more damage alive behind a tank than dead behind the enemy carry.

  2. Hold Flying Tackle until the enemy commits real threat. If the assassin, fighter, or tank engage has not appeared yet, your dash is worth more uncast than cast. Once the dive angle shows, tackle sideways or backward and keep hitting whoever is closest. The slide ends with a fresh Powerball, so escaping and reloading are now the same button, which means waiting costs you nothing. A Bruno who dashes forward to chase a kill has already lost the next fight.

  3. After the hook lands, the fight belongs to the delivered target. The knockback drops them at your attack range under a decaying slow, so your next few basics are the freest damage you will get. Shoot that target first. When the ult is down, hit the closest body and crit through it. Walking past the frontline to chase a backline you cannot reach is how you end up with no targets.

If your support is Estes, Floryn, or Mathilda, you can hold your ground through two full Volley Shot cycles before disengaging. If your support is an engage-first initiator, cut your leash shorter. Every extra step forward on a low-peel comp is one more second the enemy diver has to find you.

Crit First, Range Second, Answers Last

Bruno's build logic is strict because his passive taxes attack-speed value. You lock three core items, then fill the remaining slots with answers to the specific lobby.

Boots are the first real decision. Swift Boots is the default for the attack speed that helps the early lane rhythm. Tough Boots becomes the right call when the enemy draft has chain crowd control, because Bruno loses the whole fight the moment he gets pinned once. Fortitude's 30 percent crowd-control reduction often saves more autos than Swift Boots' attack speed provides.

The locked core is Haas's Claws, Berserker's Fury, and Malefic Gun. Haas's and Berserker's cover the crit-sustain spike. Malefic Gun is the third piece because the 12 percent range increase and the movement speed on hit let Bruno hit frontliners from safer ground and reposition between attacks without spending his dash. It is also your only penetration slot. Malefic Roar shares the Armor Buster passive, and only one instance applies, so buying both adds stats, not penetration.

Skipping Malefic Gun before the fourth item is a luxury only available against comps with no dive and no poke. That lobby is rare.

After the core, the flex slots depend on the game:

Windtalker is the tempo buy for games where you need faster wave clear and quicker map rotation. Its movement speed also changes where your Powerball lands, which helps keep the ball out of collapse angles.

Demon Hunter Sword is the answer when the enemy frontline stacks HP instead of armor. The percent current-HP damage punishes tanks who built health before resistance.

Sea Halberd is the answer when healing or shielding erases your burst window: Estes, Floryn, Esmeralda, or a sustain-heavy EXP lane makes it better than another greedy crit slot.

Wind of Nature is the panic button into physical dive. Ling, Hayabusa, or any physical assassin who reaches you once justifies the active immunity. Rose Gold Meteor is the survival pivot against magic burst, where the Lifeline shield and movement speed let you survive the first spell cycle and fight back.

Great Dragon Spear is the snowball item. If you are ahead and Worldie is creating pick windows, the 30 percent movement speed after casting the ultimate lets you chase the delivered target without spending Flying Tackle.

Blade of Despair is the sixth-item capstone when you are the primary carry and the enemy is already losing. The 160 raw attack and the Despair passive make every crit lethal once targets drop below half HP. Do not buy it before your survival slot unless the game is already over.

Corrosion Scythe and Feather of Heaven look like marksman staples, but Bruno converts only part of every attack-speed source, and the two share a buff that does not stack. Neither earns its slot ahead of the crit core.

Mistakes That Turn A Winning Lane Into A Lost Game

Walking into bad ground to collect the Powerball. The ball sits longer now, which makes the retrieval more tempting, and picking it up still trims Flying Tackle's cooldown. Dying for it does not. If the ball lands in front of an unchecked brush, under an enemy wave, or inside a collapse angle, leave it. The hero works without one ball retrieval. The hero does not work without a health bar.

Opening with Flying Tackle because the enemy is in range. The slide deals no damage now and its stun is an interrupt, not a setup. When you open with it, every follow-up crowd control becomes lethal and every gank arrives against a marksman with no escape. Volley Shot first, then assess. Tackle only when the trade is won or you are leaving.

Blind-picking Bruno into a lane that punishes your spacing. Ixia, Brody, and Moskov make you spend Flying Tackle for survival instead of ball retrieval, and once the dash is permanently on defense, you lose the rhythm that makes the hero work. Worldie is your one long-range answer, and one cooldown is not a lane plan. You arrive at mid game an item behind the marksman who still owns the range.

Throwing the ult and then dancing. The hook lands one target at your attack range under a decaying slow, and that slow is your damage window. Spend the stun repositioning and the target breaks contact, and your longest cooldown bought nothing. Kick, then shoot. Reposition only after the kill.

Staying in the long side lane after the first turret falls. Bruno wants shorter paths to mid, turtle, and the next wave. Once the outer gold turret is gone, rotate with your team and farm from central angles. Lingering in a long side lane with no tower means every flank reaches you late and your team fights without their marksman.

Key Habits That Win More Than They Should

Tip

Worldie's bounces now prioritize enemy heroes, so the ult is worth throwing into a fight near a minion wave. The ball skips the creeps and keeps charging Mecha Legs on real targets.

Tip

The Powerball no longer crosses terrain, and its landing distance now follows your movement speed. Stop kicking over walls and hoping for a safe return. Move toward the lane you want the ball on before you fire.

Tip

Let allies pick up the Powerball when the ground in front of you is unsafe. The cooldown trim on Flying Tackle happens no matter who walks over it, so your tank or roam can step on the ball for free.

Note

Purify does not remove Suppression. If the enemy answer is Kaja or Franco, keep Flicker, play farther back than usual, and wait for them to cast on someone else before you commit to the fight.

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Related Heroes

Bruno FAQ

Bruno is a Marksman hero played in the Gold Lane. Its strongest build centers on Haas's Claws, Berserker's Fury, Malefic Gun; open the Bruno build simulator for the full item order and final stats, or compare every available loadout on the Bruno builds page. See every hero that beats it on the Bruno counter page.

Bruno's strongest build centers on Haas's Claws, Berserker's Fury and Malefic Gun as core items, paired with the Assassin Emblem and the Flicker battle spell. The full six-item order, flex options for different matchups, and talent setup are in the build section on this page.

The recommended emblem for Bruno is Assassin Emblem, set up with the Rupture, Master Assassin and Quantum Charge talents. The full emblem and talent breakdown, including alternatives for specific matchups, is in the build section.

Bruno is a Marksman hero, usually played in the Gold Lane. Role and lane decide which builds, emblems, and counters matter most, all of which are covered on this page.

Bruno is countered most by Lesley, Lolita and Odette, the heroes with the biggest measured edge against Bruno in ranked play. The full counter list, the heroes Bruno beats, and game-phase tips are in the counters section.

Bruno is rated Medium difficulty in Mobile Legends. Bruno rewards some practice with positioning and combos but stays approachable for most ranked players.

Bruno currently holds a 53.0% win rate, a 0.4% pick rate, and a 0.3% ban rate in ranked Mobile Legends, refreshed daily from match data. Win and pick rates broken down by rank, from Epic to Mythical Glory, are in the rank stats section.