Patch 2.1.47 hit the main server on January 28, 2026. It's a post-M7 patch, which typically means Moonton corrects whatever the tournament scene broke. This one is no different. Eudora gets a full revamp, four heroes get nerfed, four get buffed, and Demon Hunter Sword takes a hit that every physical fighter is going to feel.
Here's what changed and what it means for ranked.
#Eudora Revamp: The Superconductor Overhaul
Eudora's revamp is the headline. Her previous kit was one of the most readable patterns in the game: get vision, land Ball Lightning stun, dump skills, disappear. It worked perfectly when conditions were ideal. It was also trivially easy to play around.
The new Eudora revolves around her Superconductor passive. Every skill applies a Superconductor mark to enemies hit, and that mark unlocks enhanced effects on follow-up skills. Managing the mark is now what separates good Eudora players from autopilot ones.
New Skill Interactions at a Glance
Forked Lightning (Skill 1): Hits a fan-shaped area instead of the old linear bolt. When it connects with a marked target, it creates a lightning chain between Eudora and the enemy, dealing damage over time. The chain also grants Eudora 40% movement speed for 1 second and reduces Forked Lightning's cooldown by 1.5 seconds. At max level, her Skill 1 cooldown drops from 5 seconds to 3.5 when consuming marks. That's aggressive poke tempo.
Ball Lightning (Skill 2): Still your primary CC. Stuns, deals damage, and reduces the target's Magic Defense. The upgrade: when the target is marked, the orb bounces to nearby enemies, applying the stun and Magic Defense reduction to multiple targets. Magic Defense reduction scales from 10 to 25.
Thunder's Wrath (Ultimate): Cooldown reduced from 32 seconds to 26 seconds, but mana cost climbs from 130 to 190. When targets are marked, the ultimate triggers an additional Thunderburst hit on the target location. Core zone damage is 600-1000 (+160% Magic Power), outer damage 300-500 (+100% Magic Power), and the Thunderburst adds another 300-550 (+110% Magic Power). Against a stunned, marked, Magic Defense-reduced target at level 8 with Arcane Boots and Holy Crystal (~200 Magic Power), the full combo lands roughly 2,500-2,700 effective damage. That kills most marksmen and mages cleanly.
Optimal Combo: S2 → Ult → S1
Old Eudora punished you for poor sequencing, but the punishment was small. New Eudora punishes you hard. Using Forked Lightning before applying a mark wastes both the cooldown reduction and the movement speed. The correct burst sequence is Ball Lightning to apply the mark and reduce Magic Defense, immediate Thunder's Wrath, then Forked Lightning on the marked target for the chain.
This means the old habit of opening with Skill 1 is now actively wrong in a burst scenario.
Meta Impact
The revamp turns Eudora into a more flexible pick. She still deletes squishy backliners, but Ball Lightning's bounce mechanic on marked targets gives her genuine teamfight value when enemies cluster around Turtle or Lord. The movement speed from Forked Lightning partially addresses her biggest weakness: being dove by mobile assassins.
She's currently sitting at a 49.0% win rate on mlbbhub.com, landing her in B tier. That's probably a learning curve artifact. Players are still adjusting to the new sequencing requirements. Expect that number to climb as the mark management clicks for mage mains.
#The Nerfs: Post-M7 Corrections
Aamon (Nerf)
Aamon's Ultimate damage against high-HP targets has been reduced, and the multi-hit behavior got a clean-up. The old interaction where multiple shards could hit the same target with scaling damage is gone.
Before: Minimum shard damage 45-55 (+12% TMP), maximum 75-90 (+20% TMP). After: Minimum 35-45 (+10% TMP), maximum 70-90 (+20% TMP).
The minimum damage floor drops by 10 base damage and loses 2% Total Magic Power scaling. That's a noticeable reduction against tanky targets who absorb multiple shards. His win rate currently sits at 53.9% (S tier on mlbbhub.com) after the adjustment. The nerf didn't remove him from S tier, but it trimmed the ceiling on his burst against tanks. He was genuinely over-tuned against high-HP targets and this was necessary.
Moonton also fixed a bug where the displayed shard count didn't match actual damage values. So some of what players thought was intentional power was just a display bug. Aamon mains were getting charity damage. Now they're paying it back.
Yu Zhong (Nerf)
This one stings.
Before: Base damage per Sha Residue stack — 30. After: Base damage per Sha Residue stack — 20.
That's a 33% reduction on his passive proc damage. Sha Residue stacks accumulate fast and proc constantly in extended trades, so this hits his sustained damage hard, especially in the early-to-mid game when he's supposed to be bullying the EXP lane. Moonton's stated intent: "slightly reduced his dominance in the early to mid game."
Yu Zhong is currently A tier on the February 2026 meta tier list. He's still viable, but if you were drafting him primarily to win lane through attrition, you need to adjust that expectation. The late-game dragon form remains untouched, which means he scales fine. The issue is getting there without the early stomp being as free.
Sora (Nerf)
Sora's Ultimate in Torrent Form gets a longer cooldown.
Before: Torrent Form cooldown 24-16 seconds. After: Torrent Form cooldown 32-24 seconds.
That's an 8-second increase at every level. Moonton's design intent: Sora's CC should be "decisive and used at key moments" rather than spammable. In practice, this means Sora can't chain-CC the same target as consistently in extended fights. His Torrent Form is his main initiation tool, and making it a genuine resource decision rather than a frequently available option changes how you draft against him.
He's sitting at 50.3% win rate (B tier), down from his pre-nerf position. A good direction, but 8 seconds feels aggressive. Watch the Advanced Server for follow-up adjustments.
Leomord (Nerf)
Leomord's Skill 1 extra damage against creeps gets reduced from 200% to 160%. The target is his jungle clear speed, not his lane damage. Moonton acknowledged they were happy to see him return to the meta, but his early jungle control was "too difficult to counter." Fair call. He was clearing buffs before enemies could contest them.
#The Buffs: Room to Grow
Hanzo (Buff)
Hanzo now generates Energy when attacking Turtle and Lord in his Hanekage form. Basic attacks on objectives grant 45 Energy (heroes give 15). This directly addresses his biggest teamfight limitation: his Ultimate draining to nothing during objective fights.
His Ultimate cooldown changes from 24-12 seconds to 24-16 seconds, so he loses cooldown flexibility, but gains objective pressure in exchange. Net result: Hanzo can now actually contest Lord with his ultimate sustained. Previously he had to abandon objective fights to preserve his form.
Lukas (Buff)
Before: Skill 1 recovers 8% Max HP when hitting a hero. After: Skill 1 recovers 5% Max HP when hitting a hero or minion.
Lower sustain per hero hit, but now he sustains off minions too. This changes his laning phase fundamentally. He was previously limited to all-in trades to access his HP regen. Now he heals through normal wave clear, which makes him much harder to chip down in the EXP lane.
Floryn (Buff)
Floryn's Flower of Hope gets a significant upgrade:
Before: +5% Adaptive Attack, 60 (+30% Physical, +30% Magic) damage. After: +8% Adaptive Attack, 100 (+40% Physical, +30% Magic) damage.
That's a 3% bump to adaptive attack and a 67% increase on the base damage of her passive. Combined with the current tier list showing Floryn at S tier in the roam role (54.56% win rate on mlbbhub.com trending stats), this buff lands on an already strong hero. She was already the best sustain support in the meta. This gap between her and Estes widens further.
Miya (Buff)
Before: Ultimate cooldown 46-26 seconds. After: Ultimate cooldown 30-20 seconds.
That's a 16-second reduction at level 1 and a 6-second reduction at max level. Miya's Ultimate is her invisibility and purify reset. Previously, her positioning in fights was constrained by needing to conserve it. A 30-second base cooldown is actually workable. She's still C tier in most Gold Lane tier lists, but this is a meaningful quality-of-life upgrade. Don't expect her to crack S tier, but low-Mythic mains can pick her up more freely now.
Suyou (Buff)
All three skills get scaling cooldowns that reduce as he levels up.
Before: All skills at 8 seconds flat. After: All skills scale from 8.5 seconds at level 1 down to 7 seconds at max level.
This means Suyou punishes you harder in extended fights at high levels while not receiving an early power spike. His late-game damage rotation becomes more fluid. He was already viable in the right hands. This is a ceiling raise, not a floor.
#Demon Hunter Sword Nerf
This is the patch's sleeper nerf. DHS's HP recovery passive gets hit hard.
Before: HP Regen 20 + (4 × Hero Level). After: HP Regen 10 + (4 × Hero Level).
At level 15, that's a reduction from 80 to 70 HP per hit. That sounds small. It isn't. DHS's value was always partly in its sustain enabling aggressive fighters to stay in extended fights. This hits every physical carry who builds it: Hanabi, Clint, Miya (yes, the one who just got buffed), and fighters who itemize it for tank-shredding.
At 10 attacks per second with high attack speed builds, the old passive recovered 800 HP/second at level 15. Now it's 700 HP/second. The sustained healing differential accumulates fast in long fights. Combine this with the Yu Zhong passive nerf and you have a clear pattern: Moonton is pushing back against extended attrition combat.
#Summary Table: Patch 2.1.47
| Hero/Item | Change | Impact |
|---|---|---|
| Eudora | Full revamp, Superconductor passive | Mid lane flex, B tier currently |
| Aamon | Ultimate damage reduced | Still S tier, ceiling trimmed |
| Yu Zhong | Passive proc -33% | A tier, early lane weaker |
| Sora | Torrent Form CD +8s | B tier, less chain CC |
| Leomord | Skill 1 creep damage -20% | Jungle start slower |
| Hanzo | Objective energy regen added | Viable in Lord contests |
| Lukas | Skill 1 regen triggers on minions | Significantly better laning |
| Floryn | Flower of Hope +3% adaptive, +67% damage | S tier support gets stronger |
| Miya | Ultimate CD 46-26s → 30-20s | QoL buff, still C tier gold lane |
| Suyou | All skills scale to 7s CD at max level | Late-game damage ceiling raised |
| DHS | HP regen -10 flat | Hits every physical DHS user |
#Verdict
This is a clean post-tournament patch. The nerfs target heroes that dominated M7 drafts or early-season ranked, and the buffs push underutilized picks into playable territory. Nothing feels like an overcorrection except maybe Sora's 8-second cooldown extension.
Eudora's revamp is the most interesting development. She's not meta-breaking yet, but the skill ceiling on her new kit is substantially higher than the old version. Give it a week or two before dismissing her B-tier placement.
Floryn's buff on an already S-tier hero is the decision I'd push back on. She didn't need it. The gap between her and the rest of the support pool just got wider.
The DHS nerf is the right call and probably should have happened a patch earlier. Physical fighters have been running sustain builds with very low punish. That era is adjusting.
For full hero stats and tier rankings updated for 2.1.47, check the MLBB tier list and individual hero pages like Aamon and Eudora.