5 major melee carry changes define the MLBB Patch 2.1.88 fighter buffs, with Argus, Ruby, Saber, Yin, and Hanzo receiving the patch’s most direct role pressure. The official Patch 2.1.88 notes call several of them “major changes.” That label is accurate, for once.
Patch 2.1.88 is not a normal numbers patch. It moves burst assassins toward fighter stat profiles, gives sustain fighters higher damage, and makes several melee heroes less dependent on one perfect engage.
#MLBB Patch 2.1.88 fighter buffs overview
5 heroes received fighter-relevant major changes, while 3 established EXP lane threats were directly nerfed. That ratio matters because Patch 2.1.88 does not just buff weak picks, it redistributes melee priority across EXP, jungle, and flex assassin slots.
| Hero | Patch Direction | Main Stat Change | Main Gameplay Change | Verdict |
|---|---|---|---|---|
| Argus | Buff, adjustment | Base HP 2450 to 2600, Attack 111 to 120 | Ultimate auto-casts on fatal damage | Winner |
| Ruby | Buff, adjustment | Spell Vamp ratio 125% to 75%, scales up to 150% at low HP | Skill 1 and Ultimate damage spiked | Winner |
| Saber | Buff, adjustment | HP 2440 to 2500, HP growth 180 to 195 | Sustained damage added around Skill 1 | Winner |
| Yin | Buff | Lieh Skill 1 cooldown 20 to 14s, now 1.5s after end | Domain fighting uptime increased | Winner |
| Hanzo | Buff, adjustment | HP 2594 to 2440, Attack Speed growth 2% to 1% | Turtle and Lord interaction added | Winner, with tax |
| Freya | Nerf | Ultimate cooldown 34 to 26s, now 44 to 28s | Ranged window cut from 12s to 10s | Loser |
| Gloo | Nerf | Skill 1 explosion 300 to 450, now 250 to 400 | Attached regen reduced early | Loser |
| Phoveus | Nerf | Attack 132 to 120, HP 2650 to 2550 | Lane base stats cut | Loser |
The winners are not equal. Argus and Ruby gained identity-level upgrades, while Hanzo received objective access in exchange for real durability cuts.
Moonton’s direction is visible: less one-button deletion, more extended melee trading. Then Saber got both durability and better repeated access to skills, because consistency apparently needed a spokesperson.
#MLBB Patch 2.1.88 fighter buffs make Argus a real auto-trigger threat
Argus gained +150 base HP, +9 base attack, +2 attack growth, and a 42 to 35s ultimate cooldown replacing the old 60 to 50s timer. He also lost 20 movement speed and had Demonic Slash damage cut from 180 plus 80% Total Physical Attack to 80 plus 50% Total Physical Attack.
| Argus Metric | Before Patch | Patch 2.1.88 | Change |
|---|---|---|---|
| Base HP | 2450 | 2600 | +150 |
| Base Attack | 111 | 120 | +9 |
| Attack Growth | 6 | 8 | +2 per level |
| Movement Speed | 260 | 240 | -20 |
| Ultimate Cooldown | 60 to 50s | 42 to 35s | -18 to -15s |
| Demonic Slash Damage | 180 plus 80% Total Physical Attack | 80 plus 50% Total Physical Attack | Heavy base and scaling cut |
| Energy per Basic Attack | 10 | 25 | +150% |
The headline is not the HP. The headline is the automatic ultimate trigger on fatal damage, which removes the most common Argus failure state: dying with Eternal Evil available.
That is a large reliability buff. Argus still loses raw passive burst, but Patch 2.1.88 gives him more frequent Malice cycles, a shorter ultimate cooldown, and a built-in safety net.
The movement speed cut is not cosmetic. A 240 movement speed fighter has to commit harder to lanes and flank angles, so his map tempo drops. Moonton traded map freedom for duel reliability, which is less elegant than it is effective.
#Ruby damage buff changes her from sustain tax to kill pressure
Ruby’s Ultimate base damage jumped from 200 to 480 into 600 to 1200, while Skill 1 scythe damage changed from 90 plus scaling to 280 to 480 plus 110% Total Physical Attack. Her baseline Spell Vamp ratio dropped from 125% to 75%, then scales up by missing HP to a 150% cap.
| Ruby Metric | Before Patch | Patch 2.1.88 | Change |
|---|---|---|---|
| Passive Spell Vamp Ratio | 125% flat | 75%, scaling to 150% at low HP | Weaker early sustain, stronger clutch sustain |
| Skill 1 Scythe Damage | 90 plus 70% to 130% Total Physical Attack | 280 to 480 plus 110% Total Physical Attack | Large base damage increase |
| Skill 1 Shockwave Damage | 90 plus 70% to 130% Total Physical Attack | 140 to 240 plus 55% Total Physical Attack | Higher base, lower scaling ceiling |
| Ultimate Damage | 200 to 480 | 600 to 1200 | +400 to +720 |
| Ultimate Cooldown | 26 to 20s | 40 to 30s | +14 to +10s |
Ruby no longer gets to heal through everything from level 1 for free. Good. She now has to be damaged before her sustain identity fully turns on, which is closer to counterplay than the old version.
The compensation is brutal. A 600 base damage level 1 Ultimate is not a poke tool, it is a sentencing hearing. The cooldown increase matters, but Ruby’s engage windows now carry actual lethal pressure instead of being a group hug with crowd control.
Patch 2.1.88 moves her from durable nuisance to burst-enabled fighter. That is a net buff in coordinated fights and a slight laning discipline tax in the first waves.
#Saber buff points away from pure one-shot assassin
Saber gained +60 base HP, +15 HP growth, +0.4 Physical Defense growth, lower Skill 1 mana cost, and higher late base damage on Skill 1 and Ultimate. In exchange, his Extra Physical Attack ratios fell across the burst pattern.
| Saber Metric | Before Patch | Patch 2.1.88 | Change |
|---|---|---|---|
| Base HP | 2440 | 2500 | +60 |
| HP Growth | 180 | 195 | +15 per level |
| Physical Defense Growth | 4.1 | 4.5 | +0.4 per level |
| Skill 1 Cooldown | 9s | 10s | +1s |
| Skill 1 Mana Cost | 80 to 105 | 60 to 85 | -20 all levels |
| Ultimate First Two Strikes | 120 to 180 plus 100% Extra Physical Attack | 120 to 220 plus 80% Extra Physical Attack | Higher base, lower scaling |
| Ultimate Third Strike | 240 to 360 plus 200% Extra Physical Attack | 240 to 440 plus 160% Extra Physical Attack | Higher base, lower scaling |
Saber is being pushed toward fighter equipment and repeated sword cycles. Skill 1 now reduces both Skill 1 and Skill 2 cooldowns through orbiting sword attacks, which gives him more actions after the first target does not immediately disappear.
The burst ceiling is lower with heavy attack stacking. The base damage is higher, especially at later ranks, so mid-game damage stays relevant without forcing a full glass-cannon profile.
This is the healthiest version of a Saber buff. He becomes less coin-flip, less allergic to extended fights, and less dependent on deleting one marksman before becoming decorative terrain.
#Yin and Hanzo gain objective and domain value
Yin’s Lieh Skill 1 cooldown changed from 20 to 14s into 1.5s after the skill ends, while Hanzo’s Ultimate cooldown dropped from 24 to 16s into 18 to 12s. Hanzo also gained the ability to use Hanekage Skill 1 on Turtle and Lord.
| Hero | Before Patch | Patch 2.1.88 | Practical Result |
|---|---|---|---|
| Yin Skill 1, Lieh | 20 to 14s cooldown | 1.5s after skill ends | Much higher domain DPS uptime |
| Yin Ultimate | Control could interrupt cast | Control no longer interrupts except Suppress | More reliable domain entry |
| Hanzo Ultimate | 24 to 16s cooldown | 18 to 12s cooldown | More frequent ghost pressure |
| Hanzo Skill 1, Hanekage | No Turtle or Lord use | Can target Turtle or Lord | Objective contest upgraded |
| Hanzo HP | 2594 | 2440 | -154 |
| Hanzo Attack Speed Growth | 2% | 1% | -1% per level |
Yin’s change is direct. Once the domain starts, Lieh has more uptime and fewer dead seconds between damage windows. The lock-on removal means the player has to aim better, which is apparently still legal in 2026.
Hanzo’s change is more strategic. Turtle and Lord access gives him a real objective interaction instead of forcing him to orbit fights like an anxious spectator.
The HP and attack speed growth cuts are real. Hanzo gains objective agency but loses some safety and scaling comfort, so his patch status is positive without being brainless.
#Fighter nerfs create room for the new winners
3 major EXP lane pressure picks were cut: Freya lost range, uptime, and early ultimate cooldown; Gloo lost early explosion damage and attached regen; Phoveus lost base HP, attack, and defense. Those nerfs directly open space for Ruby and Argus.
| Nerfed Hero | Main Nerf | Before | Patch 2.1.88 | Impact |
|---|---|---|---|---|
| Freya | Ultimate cooldown | 34 to 26s | 44 to 28s | Slower early all-in cycle |
| Freya | Ultimate duration | 12s | 10s | -16.7% uptime |
| Freya | Enhanced range | 3.5 | 3.3 | Shorter threat radius |
| Gloo | Skill 1 explosion | 300 to 450 | 250 to 400 | -50 base damage all levels |
| Gloo | Attached regen | 25% to 30% HP | 20% to 30% HP | Weaker early attachment |
| Phoveus | Base attack | 132 | 120 | -12 |
| Phoveus | Base HP | 2650 | 2550 | -100 |
| Phoveus | Base physical defense | 25 | 22 | -3 |
Freya is the cleanest loser. Shorter range, shorter duration, and a 10-second longer level 1 ultimate cooldown reduce both lane threat and skirmish reliability.
Gloo’s nerf is targeted at the ban-rate problem stated in the notes. The early sustain cut matters more than the damage cut because Gloo’s value came from refusing to die after making everyone else play his minigame.
Phoveus took simple stat damage. Base attack down 12 on a lane bully is not subtle. Moonton used a hammer and labeled it “slightly reduced.”
#Patch 2.1.88 meta verdict for fighter buffs
2 heroes move up immediately, 2 become serious flex considerations, and 1 remains draft-dependent despite gaining objective value. The MLBB meta page should reflect a heavier melee trading environment once enough ranked data settles.
| Tier Movement | Hero | Reason |
|---|---|---|
| Up 2 tiers | Ruby | Damage ceiling finally matches control value |
| Up 2 tiers | Argus | Auto ultimate removes his worst failure pattern |
| Up 1 tier | Saber | Fighter profile improves reliability without deleting burst identity |
| Up 1 tier | Yin | Domain uptime and cast reliability improved sharply |
| Up 1 tier | Hanzo | Objective interaction fixes a long-standing jungle flaw |
| Down 1 tier | Freya | Uptime and range cuts reduce lane dominance |
| Down 1 tier | Gloo | Early sustain and damage trimmed enough to matter |
| Down 1 tier | Phoveus | Base stat cuts weaken first objective fights |
Patch 2.1.88 is a melee durability and reliability patch disguised as a buff list. Argus, Ruby, and Saber are the clearest winners because their changes solve actual structural problems, not just spreadsheet sadness.
Ruby is the strongest immediate beneficiary. Argus is the biggest design winner. Saber is the most likely to annoy ranked players because a more durable Saber with repeated cooldown access is still Saber, just with paperwork.
The patch punishes old lane bullies and rewards fighters that can convert longer trades into decisive damage. That is a coherent direction. Strange, but coherent.


