Patch 2.1.58 dropped on the MLBB Advance Server on February 5, 2026. It's not a full meta reset, but it targets the right problems. Gloo's ban rate hit 90.46% in Mythic rank. Ixia has been farming freely in the gold lane with near-zero risk. The mage item pool needed a price correction. Moonton addressed all three. Here's the breakdown.
#Gloo: 90% Ban Rate Was Never Sustainable
Gloo sits at a 57.85% win rate with a 90.46% ban rate in Mythic rank right now. That's not a hero, that's a hostage situation. Every draft starts with "ban Gloo" and then figure out the rest.
The patch targets his Passive directly: Damage Reduction per Stack drops from 4% to 3%.
Gloo stacks his passive by splitting into smaller Gloos. At maximum stacks, that 1% per-stack reduction translates to a noticeable durability gap in sustained team fights. The math isn't dramatic on paper, but the cumulative effect mid-fight, when Gloo is absorbing burst while his ult is on cooldown, is real.
This isn't Gloo's first nerf rodeo. He's been trimmed repeatedly since Season 36, each time staying in SS tier because his kit mechanics, not just raw numbers, make him oppressive. The ultimate (merging with an enemy hero) is the core problem, but Moonton won't touch that. So they chip the passive again.
Verdict: He stays first-ban material. A 1% reduction per stack doesn't push his win rate below 55%, and his kit remains uniquely oppressive. Expect the ban rate to drop maybe 10 points. That's it.
#Ixia: The Laning Phase Nerf She Earned
Ixia has been quietly overpowered in the gold lane for two patches. Her passive's HP Regen against non-hero units made her a self-sustaining lane bully. She could take poke trades, recover on minions, and never back. Combined with her Skill 1's early base damage, she was clearing waves and winning lane without any setup.
Patch 2.1.58 cuts both:
- Passive HP Regen vs. non-hero units: 20 (+150% Lifesteal) >> 10 (+150% Lifesteal) (50% reduction against creeps)
- Skill 1 base damage: 75-300 >> 50-300 (early game only, level scaling unchanged)
The passive nerf is the more impactful one. Ixia's sustain loop was: trade in lane, farm minions to regen, repeat. With regen halved against non-hero units, she has to play around her actual lifesteal items. That means she's weaker in the early phase before she builds them.
The Skill 1 change confirms Moonton's intent: they want her stronger at max level, weaker in the first five minutes. That's fair. Her problem was that she was simultaneously a strong laner and a strong late-game carry, which left opponents with no window to punish her.
Expect Ixia's early lane presence to drop. She won't disappear from gold lane, but she's no longer a free pick against any roam-heavy opponent.
#Ruby: Back to the EXP Lane
Ruby gets a genuine buff here, and it's designed to break her gold-dependency cycle.
Skill 1 damage: 90 (+70%-130% Total Physical Attack) >> 120-245 (+90% Total Physical Attack)
The old scaling started low and required investment before it felt threatening. The new version gives her flat base damage values that grow with level rather than relying on high physical attack multipliers from items. Moonton's explicit note: "As a Fighter, Ruby was too Gold-dependent. We've increased her early-to-mid game damage while reducing her Physical Bonus to help her return to the Exp Lane."
Ruby running Courage Mask in the roam position was a dominant strategy precisely because she didn't need items to function. This buff flips the incentive. Now she wants levels more than gold, which pushes her back where she belongs: EXP lane, absorbing experience and winning extended trades.
If this goes live as is, Ruby becomes a viable EXP lane pick again for the first time since mid-Season 38. Not meta-defining, but playable.
#The Mage Item Shakeup
This is the patch's biggest systemic change, and most players will feel it in their damage numbers before they figure out why.
Holy Crystal: Magic Power 185 >> 165
That's a 20-point cut on what is arguably the single most important damage item for burst mages. Eudora, Cecilion, Novaria, Gord, Vale players, all of you are getting a damage reduction whether you realise it or not. Holy Crystal's 25% passive scaling means that 20 flat MP loss compounds to roughly 25 effective magic power less at level 15.
On the other side, Moonton is pushing CD-focused mage items:
- Enchanted Talisman: Magic Power 60 >> 75, Price 1870 >> 2070
- Concentrated Energy: Magic Power 70 >> 75
- Feather of Heaven: Magic Power 55 >> 60
- Starlium Scythe: Magic Power 70 >> 75
The direction is clear. Moonton wants mages building more diversely and not defaulting to Holy Crystal as the answer to everything. Burst damage gets slightly weaker; sustained magic damage with cooldown reduction gets relatively better.
The mages who benefit most from this shift: Cyclops (who got a direct buff with Skill 2 magic bonus 50% >> 55%, reverting last patch's nerf), Yve (Skill 1 cooldown reverted from 3.5-2.5s back to 3-1.5s), and Valentina (mana cost reduction on Skill 2).
#Fighter Emblem and Marksman Emblem: Both Changed
Two emblem changes that deserve attention at the Mythic level:
Fighter Emblem: Hybrid Attack 22 >> 16
This is a meaningful hit. The Fighter Emblem's Hybrid Attack made it universally applicable across fighter heroes regardless of whether they built physical or magic damage. Reducing it from 22 to 16 (a 27% cut) makes the emblem less dominant in early trades. Heroes like Gloo, Yu Zhong, and Thamuz will feel this in the first three minutes.
Marksman Emblem: 5% Lifesteal >> 5% Adaptive Penetration
This changes the Marksman Emblem from a sustain option to a damage option. Adaptive penetration is universally useful across physical and hybrid marksmen. The switch removes the option to run lifesteal from the emblem, but in return you get something that scales better into mid and late game. Net positive for most gold laners, except those who relied on the early lifesteal to trade safely. Ixia players, take note: you just lost emblem lifesteal on top of the passive regen nerf.
#Other Notables
Gord nerf: Skill 1 damage 270-495 (+80% MP) >> 225-425 (+65% MP). This follows a cooldown reduction from the previous patch. Moonton gave him the CD, then immediately knocked his numbers back. Classic.
Novaria nerf: Skill 2 damage reverted (90% MP >> 90% of what it was before last patch's buff), mana cost hiked. She had a brief window of viability. Window closed.
Vale nerf: Ultimate base damage 1000-1500 >> 900-1400. He was overperforming after the CD reduction. Expected.
Aulus revamp adjustment: Dash removed from the second cast of Skill 2, replaced with a 30% slow. The mobility trade-off is interesting. He loses the engagement tool but gains more control. Whether this is net positive depends on how much his passive damage buff compensates.
Revamped Aulus: Passive Enhanced Basic Attack +0.4% per hero level (increased from +0.3%). Small but compounds hard in late game.
Guardian Helmet: HP Regen from excess damage 20% >> 30%. Tanks that can absorb burst and recover will love this. Makes Guardian Helmet a stronger anti-burst option.
#What This Patch Means for Ranked
The Gloo nerf won't remove him from the ban pool, but it creates occasional windows where he slips through. If he gets through in Mythic, your team needs to have planned for it.
The Holy Crystal nerf shifts power from burst mages to sustained casters. Yve and Cyclops recover this patch. Eudora and Gord get weaker.
Ixia is still first-pick gold lane material, just not invincible during laning. Use the early window to gank her before she builds two items.
Ruby in EXP lane is worth experimenting with, especially in compositions that need sustain fighters over pure damage dealers.
This patch goes to the original server around February 19-22, 2026, based on the standard two-week advance server cycle.
Patch 2.1.58 notes sourced from the MLBB Advance Server, released February 5, 2026. Hero stats from mlbb.gg and mlbbmeta.com as of the current Season 39 Mythic bracket.