The Protector
Updated Apr 24, 2026
Bruno is a gold laner for drafts that want lane pressure without giving up late crit threat. He looks simple until the fight asks him to manage spacing, ball retrieval, and target order at the same time. If your team can keep one clean front-to-back angle open, Bruno pays it off fast.
Win Rate
47.95%
Pick Rate
0.18%
Ban Rate
0.13%
Sustained DPS
Battle Spell
Flicker
Weak Against
Strong Against
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 not a blind comfort marksman. He is a draft answer for games where the enemy frontline has to walk into your range and your own team can keep divers from touching you on first contact. When that is the shape of the fight, his empowered basic attacks and bouncing ultimate let him pressure the nearest target without wasting damage.
Pick him when your roam or EXP gives real peel and your comp still wants physical follow-through after the first trade. Tanks and bruisers that stand in lane and objective chokes make Bruno easier to pilot because he does not need to overreach for damage. He can start on the first reachable body, let Worldie spread through the cluster, then finish whatever gets displaced or softened.
Do not blind him into gold lanes that get first move for free. ONE Esports explicitly calls out Brody and Ixia as lane answers because both can punish Bruno before he gets comfortable spacing, and the official Mobile Legends hero page lists Moskov among the best picks into him. That is the real warning label on the hero: short range plus one escape means he hates lanes that either out-reach him or force his dash early.
He is also a trap when your own draft is all magic or all dive. If your team wins by hard flanking, Bruno arrives late and spends the fight catching up. If your draft is magic-heavy, his defense shred matters less than it would on a physical-leaning front-to-back comp, so there is less reason to accept his lane risk.
Bruno works when every trade follows the same rhythm: tag with Volley Shot, respect where the ball lands, and only commit further if the return path is safe. Players who treat him like a pure auto-attack marksman flatten the hero into bad item choices and panic dashes. Players who treat him like a ball-control marksman understand why his best trades feel unfair.
Volley Shot decides the lane because it turns one basic attack into a tempo play. The slow lets Bruno choose whether the trade continues, and the returning Powerball decides whether he gets to extend without spending extra cooldowns. If the ball comes back into a safe pocket, the trade stays yours. If it lands forward in a bad pocket, the correct play is often to leave it and reset instead of griefing your HP bar for one more touch.
Flying Tackle is not his engage button unless the kill is already free. It is the spell that preserves your spacing after the first exchange goes live. Liquipedia's skill text also matters here: casting Flying Tackle while the Powerball is rebounding pulls it back immediately, so the dash is part escape tool, part rhythm reset. That is why the hero feels smooth in good hands and clumsy in bad ones.
Worldie is the same story. Most Bruno players hold it for a backline highlight. The better use is often earlier and simpler: hit the first target standing near teammates, force the bounce pattern through the pack, and let the defense shred make the rest of your damage easier to land. Bruno is strongest when you think in chain reactions, not isolated combos.
Bruno's first honest spike is Haas's Claws plus Berserker's Fury, usually somewhere around minute 8 to 10 in a stable gold lane. Before that point, he can bully with single touches but does not always have the sustain or crit consistency to finish the fight he starts. After that point, one clean Volley Shot trade can force the entire lane to retreat.
Haas's Claws matters because Bruno wants every crit window to buy one more second of lane control instead of one more step backward. Berserker's Fury matters because Bruno does not want long neutral trades. He wants the moment where the enemy mispositions once, eats an empowered basic, and suddenly cannot keep standing in front of the wave.
What changes mechanically at two items is simple: you stop trading one hit for one hit and start trading one hit for map control. You can chip the turret after a winning touch, rotate earlier to the river, and threaten the second half of a fight instead of backing out after the first cast. If you reach that timing without giving up lane deaths, Bruno stops feeling fragile and starts feeling expensive to walk into.
The common wrong reflex is to slide forward, ult the enemy marksman, and try to end the fight in one clip. That is how Bruno gets pinched by the frontline he ignored and the diver he forgot. The correct reflex is colder: stand where your peel can still touch you, hit the first target that opens a bounce angle, and only step forward after a cooldown advantage already exists.
If your support is Estes, Floryn, or Mathilda, you can hold your ground longer and greed one extra basic attack before disengaging. If your support is an engage-first roam with weaker peel, cut your leash shorter and treat every extra forward step as borrowed time.
Bruno's default logic is not complicated, but it is strict. Start from crit items that make his first clean touch hurt, then add whatever lets him keep that touch pattern alive in the actual lobby. This is not the hero for lazy attack-speed stacking because his passive taxes extra attack-speed value compared with a standard gold laner.
Boots are the first real conversation. Tough Boots is the safer default when the enemy draft has chain crowd control, because Bruno loses whole fights the moment he gets pinned once. Swift Boots is the greedier lane option when the enemy engage is light and the matchup is decided by repeated short trades instead of one hard catch.
After the two-item crit spike, the next slots depend on the game:
Malefic Gun is the cleanest third damage buy when you need safer spacing. The extra range and move speed on hit let Bruno keep damaging through frontliners without planting his feet in danger. Buy it when the enemy comp punishes short range or when objective fights keep happening in narrow chokes.
Windtalker is the tempo buy for games where you need faster wave turns and quicker rotations from gold lane into mid. It is less about highlight damage and more about making Bruno feel less sticky between waves and shorter fights.
Malefic Roar is mandatory once the enemy frontline starts stacking defense. Bruno still crits hard into squishies without it, but tanks become a time sink if you keep delaying penetration.
Sea Halberd is the answer when shields and healing are the real problem. If Estes, Floryn, Esmeralda, or a sustain-heavy EXP lane keeps erasing your first burst window, this item does more to win the fight than another greedy crit slot.
Wind of Nature is still the best panic button into physical dive. Buy it when the real loss condition is Ling, Hayabusa, Alpha, or another physical threat reaching you once. Rose Gold Meteor is the better survival pivot against magic burst because it gives lifesteal, a shield trigger, and extra movement to survive the first spell cycle.
Blind-picking him into a bully lane and calling it comfort. Bruno can survive hard lanes, but surviving is not the same as controlling them. Brody, Ixia, and Moskov make you spend your dash for lane safety instead of damage, and once that happens your gold lead disappears.
Pressing Flying Tackle first because the enemy looks close enough. The dash is your insurance policy. When you spend it to begin a trade, every follow-up crowd control spell becomes lethal, and every gank arrives against a marksman with no second answer.
Walking into bad ground just to collect the ball. The cooldown refund is valuable. Dying for it is not. If the Powerball lands in front of a hidden brush, under a hostile wave, or inside a collapse angle, leave it and keep your lane.
Staying in side lane after the first turret is gone. Bruno wants shorter paths to mid, turtle, and the next wave. Once outer gold turret falls, he should usually compress the map with his team and farm from safer central angles instead of lingering in a long side lane where every flank reaches him late.
Building only damage after the enemy has already shown their dive pattern. If the whole lobby is screaming that one physical assassin will decide the fight, the answer is not another greedy damage slot. Bruno wins games by staying alive long enough to finish the second half of the fight, not by topping the damage chart before he gets deleted.
Tip
Let allies retrieve the Powerball when the ground in front of you is bad. The cooldown refund matters. The body collecting it does not.
Note
Purify does not solve Suppression. If the enemy answer is Kaja or Franco, keep Flicker, play farther back, and make them cast on someone else first.
Tip
Worldie is strongest when cast on the first reachable hero inside a cluster. Stop waiting for a perfect backline snipe and start using the bounce path your frontline already created.
Tip
Malefic Gun is not a license to walk forward alone. Treat the range gain as a longer leash around objectives, not a reason to start side-lane duels with no vision.
Bruno gains 2.5% extra Crit Chance each time he deals damage with his skills (up to 8 stacks). Bruno has higher Physical Attack but only gains 80% extra Attack Speed from all sources.
Bruno kicks a Powerball on his next Basic Attack, dealing 100 (+100% Total Physical Attack) Physical Damage to the target, slowing them by 30%, and speeding up by 30% for 0.5s. The Powerball then bounces back toward Bruno and lands on the ground. He or allied heroes can retrieve the Powerball for another attack and reduce the cooldown of Flying Tackle by 1s.
Bruno makes a slide tackle in the target direction, dealing 140 (+40% Total Physical Attack) Physical Damage to enemies in his path and stunning them for 0.5s. If the Powerball is bouncing back, Bruno also draws the Powerball toward him.
Bruno kicks his Energy Ball at the target enemy hero, dealing 250 (+83% Total Physical Attack) Physical Damage and knocking them back. The Energy Ball then bounces between nearby enemies up to 10 times, each time dealing 150 (+50% Total Physical Attack) Physical Damage. Each hit also reduces the enemy's Physical Defense by 4% for 8s (up to 3 stacks).
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.
In the laning phase, use Bruno's 1st Skill to get a Powerball, and start attacking the enemy while picking up the ball. When the target is low, stun them with his 2nd Skill and finish them off with Basic Attacks.
These heroes have the highest win rates against Bruno in ranked matches. Pick any of them for a statistical advantage in draft.
Bruno performs well against these heroes. Consider picking Bruno when you see them on the enemy team.

Bruno has a strong early game advantage over Ling. Control the tempo before Ling scales.
45.6%
Bruno struggles the most in the late game, where counters average a 50.4% win rate. Early game matchups are tighter at 41.5%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Bruno in late team fights.
Bruno is strong here
Even matchup phase
Even matchup phase
Flicker
Flicker
Flicker
Heroes that synergize well with Bruno in team compositions.




Bruno is a legendary striker from the city of Eruditio, known for his cybernetic legs that grant him superhuman kicking power. Born with a condition that left his legs unusable, he was given experimental mechanical limbs by the Eruditio science council. These mecha legs allow him to kick energy balls with devastating force and precision. Bruno channels his love of football into combat, turning every battlefield into his personal pitch. His Powerball technique has shattered both goals and enemy formations alike.
No voice lines available for Bruno yet.