Patch 2.1.56 "Decisive Moment" dropped on March 11, touching nearly every mid lane mage in the roster in one sweep. 22 hero changes total, the overwhelming majority concentrated in the mid lane pool. Moonton's stated intent: flatten the attribute disparity between mages and push mid lane diversity. The actual result is more selective than that.
This is the S40 reset patch. What happens to the mid lane meta now matters for the next three months of ranked.
#What Moonton Actually Did (And Why)
The design note reads: "we have adjusted the attributes and Mana Costs of most Mid Lane Mages to bring them closer to the average level."
Translation: stat homogenization. Most mages received near-identical adjustments to Physical Defense (normalized toward 17-18), Physical Defense Growth (normalized to 4.0), HP Growth (normalized toward 145-175), and base Movement Speed (normalized toward 250). These are passive stat floors, not the active numbers that determine a hero's game impact.
The meaningful changes are in the kit adjustments on top of that baseline. That's where the tier shifts live.
#The Nerfs: Three Heroes Take Real Hits
Yve: Slow Gutted, Base Stats Slashed
Yve took the most consequential nerf in this patch.
| Stat | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Base HP | 2,530 | 2,320 | -210 |
| HP Growth | 185 | 145 | -40 |
| Skill 2 Slow (base) | 30% | 20% | -10% |
| Skill 2 Slow (max) | 60% | 40% | -20% |
| Ultimate Slow | 60% | 40% | -20% |
| Skill 1 Cooldown | 3.0-1.5s | 3.5-2.5s | +0.5s max |
The HP numbers are ugly in isolation. A 210 base HP cut plus 40 less HP Growth translates to roughly 980 less HP at level 15. That's the difference between surviving or not surviving a single rotation from an assassin.
The slow reduction is the deeper problem. Yve's entire kit is built around territorial control via slows. Her Skill 2 slows at max 40% down from 60%, her Ultimate drops from 60% to 40% zone slow. At pre-nerf values, anyone inside her Ultimate zone had almost no ability to reposition. At 40%, mobile heroes can simply dash through it or tank the ticks while escaping.
In Patch 2.1.47, Yve held a 50.1% win rate at Mythic+, not dominant, but functional in zone-control compositions. With the slow values decimated, her playmaking drops substantially in solo queue where coordinated follow-up is unreliable.
Yve is not dead. She still has global Ultimate vision utility and a safe laning phase. But her ceiling against competent mobile opponents is now materially lower.
Pharsa: Direct Damage Numbers Cut
| Stat | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Skill 2 Base Damage | 525-700 | 475-700 | -50 early |
| Skill 2 Cooldown | 5s flat | 6.5-5s | +1.5s level 1 |
| Ultimate Damage | 570-870 | 530-870 | -40 early |
Pharsa's nerfs are specifically targeted at early-to-mid game lane pressure. The Skill 2 early level damage cut (-50 base) combined with the longer early cooldown (6.5s vs 5s at level 1) directly reduces her ability to bully mid lane in the first six minutes.
Her late-game ceiling is technically untouched, max level Skill 2 and Ultimate values are identical. But Pharsa has always been a hero who needs to convert early poke advantages into a gold lead before opponents outscale or outmobile her. This nerf specifically targets that window.
She was sitting at 49.7% WR in 2.1.47. Expect that to drop below 49%.
Xavier: Stat Trim, Early Cooldown Penalized
| Stat | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Base HP | 2,495 | 2,380 | -115 |
| Skill 2 Cooldown | 13s flat | 13-11s | +0s late, same |
Xavier's nerf is relatively light compared to Yve. The base HP cut hurts laning survivability, but his 50.4% WR in 2.1.47 suggested he wasn't overpowered to begin with. Moonton is nudging Xavier rather than gutting him. Note that the Advanced Server 2.1.62 data (March 6) shows his Skill 1 damage getting a buff, 480-650 → 480-705 (+110% Magic Power), suggesting Moonton already identified overcorrection. That adjustment may not be live yet but signals the direction.
Selena and Lukas: Minor Mana / HP Regen Touches
Selena's mana costs increased on Skill 1 (50-75 → 60-85) and Skill 2 (80-120 → 80-130). In the context of her kit, where Abyssal Trap spam is the core lane pattern, this adds up over a long laning phase. Minor, but real against aggressive enemy roamers who extend fights.
Lukas Skill 1 HP recovery drops from 6% to 5% per hit on hero/minion. Incremental.
#The Buffs: Who Actually Benefits
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Novaria: The Biggest Winner This Patch
Novaria's direct kit buffs are substantial, and they address her core weakness.
| Skill | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Skill 2 Damage | 230-340 (+70% MP) (+4-6% Max HP) | 230-405 (+100% MP) (+4% Max HP) | +65 damage, +30% MP ratio |
| Skill 2 Mana Cost | 100-200 | 50-90 | -110 mana at max |
| Skill 1 Slow | 20% base / 50% max | 20-50% scaling | Improved early |
| Skill 1 Explosion Damage | 4-6% Max HP | 4% flat | Standardized |
The Skill 2 mana cost reduction is enormous. Her previous cost of 100-200 mana per cast was genuinely prohibitive in lane, it forced frequent base trips or blue buff dependency that no mid laner can guarantee. Dropping it to 50-90 gives her nearly double the cast frequency before going out of mana.
The 30% Magic Power ratio increase on Skill 2 means every 100 Magic Power now converts to 30 more damage on each cast. With standard 500 MP builds at full items, that's +150 damage per cast baseline, compounding with % Max HP scaling.
Novaria was sitting at 47.8% WR in 2.1.47, the second-worst mage in the pool. These changes are the kind of direct kit fixes that produce 2-3% win rate jumps. She's worth watching for B-tier re-entry this season.
Nana: Skill 2 Transformed
| Skill | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Skill 2 Cooldown | 14.5-12s | 12-9s | -3s max |
| Skill 2 Damage | 150-275 (+30% MP) | 250-375 (+50% MP) | +100 base, +20% MP |
| Skill 2 MR Reduction | 30-40% | 30% flat | Normalized |
Nana's Skill 2 damage increase is significant. +100 base damage and a 20% Magic Power ratio increase makes Molina's landing far more punishing. The cooldown reduction from 14.5s to 12s at level 1 also means early-game playmaking frequency improves noticeably.
The Magic Resistance reduction getting flattened to 30% at all levels (was scaling to 40%) is a minor offset. Net result is still a meaningful upgrade.
Vexana: Ultimate Cooldown Slashed
Vexana's kit changes are clean: Ultimate cooldown drops from 60-46s to 50-40s. A 10s reduction at both early and late values. Her kit hasn't fundamentally changed, but getting her Phantom Lord back 10 seconds earlier per teamfight is a genuine tempo improvement. She held 51.0% WR in 2.1.47 as A-tier, this keeps her there, potentially edges her toward the top of A-tier.
Zhask: Move Speed + Ultimate Cooldown Restored
Zhask base Movement Speed increases from 240 to 250, and his Ultimate cooldown drops from 60-50s to 44-36s. A 16-second reduction on the cooldown is major for a hero whose entire win condition is deploying Nightmaric Spawn at key moments. Zhask was deep in C/D-tier for multiple patches. This alone doesn't make him competitive in Mythic+, but it clears the floor.
Valir: Recharge Interval Fixed
Valir's Skill 1 Recharge Interval improves from a flat 9s to 9-7s, and mana costs drop across the board. This is a quality-of-life fix more than a power spike, but it brings his ability to sustain pressure in lane slightly closer to comparable poke mages.
Gord: Passive Now Scales With Level
Gord's passive damage changes from a flat 140 (+60% MP) to 140 + (8× Hero Level) (+40% Magic Power). At level 15, that's 140 + 120 = 260 base damage, a 120-point increase over the old flat value, despite the 20% MP ratio reduction. His Skill 1 cooldown also drops from 10-7.5s to 8-6s, which is a meaningful frequency improvement for his core DPS pattern.
Gord was unplayable in prior patches due to immobility and easy-dodge skill pattern. The passive buff helps, but mobility remains the ceiling.
Kagura: Mana Cost Reduction + Cooldown Improvement
Kagura receives reduced mana costs on Skill 1 (50-80 → 45-70) and Ultimate (85-115 → 60-90), plus faster Ultimate cooldown (43-33s → 36-30s). The Ultimate cooldown reduction is particularly notable. Kagura's late-game is defined by how frequently she can access her full combo. Cycling Ultimate 7 seconds faster changes her teamfight presence meaningfully.
Some early damage is shaved at low levels (Ultimate with/without umbrella sees slightly lower floor values), but the cooldown and mana improvements make her combo cadence smoother across a full game. She held 50.8% WR in 2.1.47. Expect her to nudge up.
#Item Changes: What They Mean for Mid Lane
| Item | Before 2.1.56 | After 2.1.56 | Change |
|---|---|---|---|
| Enchanted Talisman. CDR | 20% | 15% | -5% |
| Enchanted Talisman. Magic Power | 50 | 60 | +10 |
| Enchanted Talisman. Max HP | 250 | 300 | +50 |
| Glowing Wand. Magic Power | 50 | 60 | +10 |
| Glowing Wand. Max HP | 400 | 300 | -100 |
| Ice Queen Wand. Magic Power | 75 | 60 | -15 |
| Ice Queen Wand. IQW Stack CD | 1s | 0.4s | -0.6s |
Enchanted Talisman is the most impactful item change for mid laners. The CDR drops from 20% to 15%, which directly affects anyone using it as a primary cooldown source. With Talent system providing 10% CDR baseline, the pre-nerf Talisman + Talent combination hit 30% CDR. Post-nerf, the same setup gives 25%. For high-frequency casters like Cyclops, Chang'e, and Kagura who depend on rapid skill cycling, this is a genuine power reduction even accounting for the +10 Magic Power offset.
Glowing Wand loses 100 Max HP but gains 10 Magic Power. This is a pure shift from tankiness to damage output. Net trade for Pharsa and Yve players: slightly more burst, significantly less staying power in drawn-out trades. Given both heroes just got nerfed, this compounds their squishiness.
Ice Queen Wand loses 15 Magic Power but the internal cooldown on its Bound effect drops from 1s to 0.4s, meaning it stacks slow effects 2.5x faster. This is a buff for slow-applying heroes (Novaria, Nana, Aurora) but a wash for heroes who primarily used it for pure damage output.
#S40 Mid Lane Tier Assessment
Based on patch 2.1.47 data as baseline, adjusted for 2.1.56 kit and item changes:
| Hero | S39 WR (Mythic+) | 2.1.56 Direction | Projected Tier |
|---|---|---|---|
| Kadita | 53.0% | Neutral (stat normalize) | S |
| Zetian | 51.4% | Neutral (stat normalize) | A |
| Vexana | 51.0% | Buff (Ult CD -10s) | A |
| Kagura | 50.8% | Buff (CD, Mana) | A |
| Nana | ~48% | Buff (Skill 2 revamped) | A |
| Zhuxin | 50.9% | Neutral | B |
| Cecilion | 50.8% | Neutral | B |
| Lylia | 50.7% | Buff (Mana cost reduced) | B |
| Novaria | 47.8% | Buff (Skill 2 mana, damage) | B |
| Yve | 50.1% | Nerf (slow, HP gutted) | B-/C |
| Pharsa | 49.7% | Nerf (damage, CD) | C |
| Xavier | 50.4% | Nerf (HP) | B |
| Eudora | 49.0% | Nerf (mana costs) | C |
| Gord | ~42% | Buff (passive, CD) | C |
| Valir | ~46% | Buff (recharge, mana) | C |
| Zhask | ~44% | Buff (MS, Ult CD) | C |
| Valentina | 41.3% | Neutral | D |
| Lunox | 49.6% | Neutral (stat normalize) | B |
Kadita stays S-tier. Her kit changes are essentially neutral, the passive stat normalization doesn't touch what makes her strong (burst-assassin pattern, survivability from passive, point-and-forget damage). Nothing in this patch addresses her 53.0% win rate, which means she enters S40 as the undisputed mid lane anchor.
The interesting movement is in the formerly C-tier pool. Novaria and Nana both receive kit-level improvements, not just stat tweaks. If the mana cost reduction on Novaria translates to actual lane presence, she becomes a viable pick against slow-moving teams. Nana's revamped Skill 2 gives her a genuine damage threat where previously she was treated as a pure support mage.
#The Deeper Issue With Homogenization
Moonton normalized Physical Defense toward 17-18 for practically every mage in this patch. Yve went from 19 to 16 (unusually, a cut below the norm). Lunox dropped from 15 to 18. Kimmy went from 22 to 17. Valentina from 21 to 20.
Flattening these stats removes one axis of differentiation that previously allowed certain mages to play more aggressively in lane (high physical defense) or more conservatively (low physical defense). A mage with 22 physical defense could absorb more physical poke from bot lane roamers. At 17-18 across the board, the laning defensive profiles converge.
The intent is clear: Moonton wants hero selection in mid lane to be driven by kit utility rather than stat advantages. Whether that produces actual diversity or just elevates the already-strong kit heroes further is the question S40 will answer over the next few weeks.
For full win rate data as S40 settles, the MLBB meta stats page will update with fresh Mythic+ numbers. The MLBB patch notes hub has the full 2.1.56 change list if you want to cross-reference specific numbers.
The summary verdict: Yve players are the clearest losers. Novaria and Nana players have the most upside. Kadita players continue doing exactly what they were doing last season.


