Patch 2.1.60 dropped on the Advance Server on February 12, 2026. Eight heroes touched, a War Axe revamp pulled at the last minute, and a set of battlefield special gameplay tests that could reshape macro decisions if they ever hit the main server. Here's what the numbers actually say.
#The Nerfs
Ixia: Third Strike
Moonton continues its slow campaign against Ixia's Skill 1.
Skill 1 damage: 50-300 (+80% Total Physical Attack) → 50-250 (+70% Total Physical Attack)
The max-level base damage drops by 50, and the physical attack scaling sheds 10%. In practice, the late-game Siphon Starlium chain that Ixia builds around takes a hit every time she opens with Skill 1 to proc stacks. At full build with ~400 total physical attack, the damage difference per cast is roughly 90 physical damage. That adds up fast in extended fights.
Pre-nerf, Ixia sits at 52.91% win rate, 1.35% pick rate, 13.62% ban rate in Mythical Glory+ (source: mlbb.gg). The ban rate is the honest signal here. Players are afraid of her. The question is whether this nerf is enough to drop her comfortably into the 50-51% range without tanking her viability completely.
My read: She lands around 51.5% win rate post-patch. Not gutted, still S-tier, but the ceiling gets lower. Gold Lane mains who rely on aggressive early Skill 1 poke will feel this the most.
Kagura: Ultimate Damage Across the Board
Moonton's justification is that the recent Skill 1 buff turbo-charged her farming, so they're pulling back on Ultimate damage.
Ultimate (Holding Umbrella): 280-470 (+105% TMP) → 250-420 (+95% TMP) Ultimate (Without Umbrella) Base: 260-390 (+70% TMP) → 235-355 (+60% TMP) Ultimate (Without Umbrella) Extra Damage: 530-800 (+170% TMP) → 480-720 (+155% TMP)
Every scenario takes a hit. The without-umbrella extra damage reduction is the one that stings most in actual teamfights. At 600 total magic power, the extra damage drop is 90 flat plus 90 from scaling, so roughly 180 less burst per ultimate sequence.
Kagura is currently sitting at 50.18% win rate, 0.84% pick rate in Mythical Glory+. She's not dominating. She's barely above even. This nerf is Moonton pre-emptively trimming a hero who was on the rise after her Skill 1 improvement, which is fair balance philosophy in theory. In practice, pushing a 50% win rate hero further down feels premature.
You can check her full counter matchup profile on mlbbhub.com.
Odette: Trade-Off That Isn't
HP Growth: 165 → 175 (buff) Ultimate damage: 2400-3200 (+900% TMP) → 2000-3000 (+750% TMP) (nerf)
Moonton frames this as a trade-off because of her short damage range. She survives longer, but her ultimate hits for significantly less. The numbers are not subtle: at max level with 700 TMP, the ultimate damage drops from roughly 8,700 to 8,250. That's a 450-damage reduction on the primary source of her power.
The 10 HP growth points give her about 130 more HP at level 15. That doesn't offset losing 450 AoE burst damage per ultimate channel.
Odette's current stats: 51.74% win rate, 0.75% pick rate in Mythical Glory+. She was already not a priority pick. Post-patch, she drops. Mid Lane mages with better wave clear will continue to outpriority her.
Ruby: Reverting Last Patch's Gains
Skill 1 damage: 120-245 (+90% TPA) → 110-210 (+90% TPA)
Base damage at level 1 drops from 120 to 110. Max level drops from 245 to 210. Moonton explicitly states this reverts buffs from the previous patch. Ruby received a damage bump to push her out of pure tank territory and into more of a fighter role. They're pulling that back now.
At 52.53% win rate, 0.86% pick rate, 0.66% ban rate in Mythical Glory+, Ruby was performing well. This brings her to probably 51-52% range. She's still a legitimate EXP Lane pick with her lifesteal and CC chain. The nerf doesn't kill her, it just sets her back to baseline.
#The Buffs
Aulus Revamp: The Meaningful One
Enhanced Basic Attack Range: 2.1 → 2.4 Skill 2 Cooldown: 10s → 5s (cooldown starts after the second cast) Plus: greatly reduced foreswing and backswing time on the first cast of Skill 2.
The Skill 2 cooldown change is the headline. Aulus's identity has always been stacking attack speed and hammering enemies with enhanced basics. Skill 2's previous 10-second cooldown meant he spent a lot of time between empowered bursts. Halving it transforms his rhythm completely.
The basic attack range expansion from 2.1 to 2.4 is 14% more reach. In kiting-heavy EXP Lane matchups, that range matters. He can threaten from a safer distance and trade more favorably against heroes with limited range like Terizla.
Aulus was a borderline pick before this. Post-patch, he warrants serious reconsideration in EXP Lane, especially in compositions that need sustained physical damage rather than burst.
Eudora: Finally Playable Early
Skill 1 Cooldown: 7-5s → 5s at all levels
Eudora's early game problem was always the 7-second cooldown on Skill 1 at level 1. At that interval, she couldn't reliably proc her Superconductor passive in short trades. The flat 5s across all levels fixes this completely.
The difference in the first five levels is significant. Two fewer seconds per cast rotation means she applies Superconductor faster and punishes enemies who don't respect her burst window. Her laning phase goes from passive to aggressive.
Current Eudora stats on mlbbhub.com: 49.0% win rate, B-tier. That's the pre-buff baseline. Expect her to land somewhere around 51% with this change. Not a meta-defining hero, but she becomes a legitimate budget pick for players who understand her combo timing.
See her full build and counter page on mlbbhub.com.
Aurora: Long-Overdue Cooldown Reduction
Skill 1 CD: 6-4.5s → 6-4s Skill 2 CD: 12-9s → 12-8s
Aurora at 47.85% win rate, 0.34% pick rate in Mythical Glory+ is simply not viable in the current meta. She's #106 of 131 heroes on mlbb.gg's tier list. A 0.5-second shave off Skill 2's max-level cooldown doesn't move that needle meaningfully.
The honest assessment: Aurora needs more than cooldown tweaks. Her Frost Shock passive design is exploitable by any mobile hero. These buffs will bring her to maybe 49% win rate. She stays C-tier.
Marcel: Early Game Teeth
Passive true damage: 5% MaxHP → 50 + (5% MaxHP) Skill 1 base damage: 300-500 → 400-550
The passive change is the one that matters. Adding a flat 50 true damage before the percentage calculation means Marcel's trades at level 1 hit noticeably harder against squishier targets. Against a 2500 HP target, he goes from 125 true damage to 175 true damage per proc. That's a 40% increase in early passive damage.
Skill 1's base damage gains 100 at level 1 and 50 at level 5. Combined with the passive change, Marcel's level 1 all-in threat improves substantially. Watch for him to show up in draft as a flex pick who can threaten early skirmishes.
Saber: Survivability Patch
Base HP: 2440 → 2500 HP Growth: 180 → 195 Physical Defense Growth: 4.1 → 4.5 Skill 1 change: Each orbiting sword now reduces Skill 2 cooldown by 1s (up from 0.5s)
At level 15, the HP Growth change gives Saber roughly 210 more HP. The defense growth improvement means about 6 more physical defense at max level. These are small improvements but they matter for an assassin who lives and dies in the half-second after his dive.
The Skill 2 cooldown reduction improvement from Skill 1 is the mechanical change worth noting. Faster Skill 2 cycling means he can chain combos tighter. Whether this brings Saber back into the ranked meta is doubtful, but it's the right direction. He was unplayable as a pure glass cannon.
#The Pulled Change: War Axe
Moonton started a War Axe revamp this patch cycle and pulled it. The patch notes say plainly: "The revamped War Axe is still being forged, so we have temporarily reverted its changes."
No specifics on what the planned revamp was. Keep watching the Advance Server.
#Battlefield Effects: Worth Watching
Four battlefield special gameplay tests are running this patch. The most tactically interesting:
Fire Turtle: Defeating Turtle no longer grants a shield. Instead, an allied Turtle spawns on the enemy's weakest lane to push it, with HP regeneration for nearby allies. This is a massive objective rework. If it ever hits the main server, Turtle timing and lane pressure dynamics change completely.
Concealment Time: After killing Turtle or Lord, all heroes gain 1 minute of Concealment, going invisible 5 seconds after leaving combat. Combined with the movement speed bonus on entering concealment, this rewards objective control with map presence that current meta just doesn't have.
These are tests, not confirmed changes. But the direction is clear: Moonton is experimenting with making objectives generate more nuanced map advantages beyond raw stat buffs.
#Verdict
| Hero | Change | Current WR | Prediction |
|---|---|---|---|
| Ixia | Nerf (Skill 1 damage) | 52.91% | ~51.5% |
| Kagura | Nerf (Ultimate damage) | 50.18% | ~49.5% |
| Odette | Adjustment (HP↑, Ult↓) | 51.74% | ~50.5% |
| Ruby | Nerf (Skill 1 base damage) | 52.53% | ~51.5% |
| Aulus | Revamp buff | Not viable | Viable |
| Eudora | Buff (Skill 1 CD) | 49.0% | ~51% |
| Aurora | Buff (CD reduction) | 47.85% | ~49% |
| Marcel | Buff (Passive + Skill 1) | Unknown | Improved early |
| Saber | Buff (HP + Defense) | Low | Marginally better |
The Ixia and Ruby nerfs are justified by their win rates. The Kagura nerf applied to a hero sitting at 50.18% is harder to defend. The Aulus and Eudora buffs are the genuine positive changes here. Aurora still needs a kit rework, not a cooldown trim.
War Axe changes coming eventually. The battlefield effect tests suggest Moonton is thinking seriously about objective design. Pay attention to those when they test again.