MLBB meta tier list: facts behind the current hero rankings
Patch 2.1.90 changed more than a handful of hero values. It changed the economy that decides which junglers arrive at their first major item on time, which EXP laners can survive a rough opening, and…

Patch 2.1.90 changed more than a handful of hero values. It changed the economy that decides which junglers arrive at their first major item on time, which EXP laners can survive a rough opening, and which “best hero” claims still make sense once the game gets past the first turtle fight.
That is why a current MLBB meta tier list needs to be read as a layered document, not a final ruling. Patch notes tell us what has moved. Tournament drafts show what coordinated teams refuse to give away. Ranked snapshots reveal what players are actually winning with across the ladder. Those three pictures overlap, but they are not interchangeable.
The easy mistake is to find one spectacular number and promote it into a complete verdict. A high win rate can matter. A massive ban rate can matter. A tournament pick/ban rate can matter even more. None of them, alone, settles the question of who is truly strongest in the current patch.
Patch 2.1.90 and the Great Jungle Economy Shift
The defining line in Patch 2.1.90 is not necessarily the nerf column. It is the jungle gold adjustment.
Base Gold rewards for Thunder Fenrir and Molten Fiend increased by 20%, while Horned Lizard, Fire Beetle, and Lava Golem received a 15% increase. That is a meaningful redistribution of early-map value. A jungler whose kit converts clean clears into a sharp item timing now has more room to matter; a draft built around early farming has a stronger economic argument behind it.
At the same time, Baxia, Fredrinn, Akai, and Zhuxin were nerfed. The result is not an automatic deletion of tank-jungle play, because these heroes still offer initiation, durability, control, and objective security that numbers alone cannot erase. But the patch clearly makes the old default less comfortable. Tank junglers are being asked to justify their place in a more expensive jungle.
| Hero | Primary role | Patch direction |
|---|---|---|
| Baxia | Tank jungler | Nerfed |
| Fredrinn | Tank jungler / EXP flex | Nerfed |
| Akai | Tank / Roam flex | Nerfed |
| Zhuxin | Mid / Jungle flex | Nerfed |
The message gets clearer when the buffs are placed beside those changes. Aulus and Nolan both benefit from an environment where faster farming translates into earlier pressure. Neither hero becomes guaranteed top tier simply because a camp pays more, but both have a more favorable runway than they did before.
This is the important distinction in MLBB competitive meta analysis: a jungle economy buff does not hand out free wins. It changes the cost of choosing a scaling carry over a utility tank. That is a draft question, a pathing question, and eventually a teamfight question.
Patch 2.1.90 did not erase tank junglers. It made the economic case for carry junglers much louder.
For ranked play, the effect may be especially visible in games where the first few minutes are not tightly coordinated. A farming jungler who gets a clean rotation through the boosted camps can turn that advantage into an earlier invade, a faster objective setup, or an item spike that forces a lane to play defensively. In pro play, the same extra gold can alter the timing of a planned composition rather than simply making one player richer.
That is why it is too early to reduce the patch to “tank jungle dead” or “carry jungle broken.” The patch gives carry junglers more leverage. Whether they take over depends on the rest of the draft: lane priority, crowd control, vision around objectives, and whether the enemy team has the tools to stop a scaling hero before that scaling arrives.
Professional Dominance of Atlas and the MSC 2026 Meta
If Patch 2.1.90 is the economic argument, MSC 2026 is the coordination argument. Atlas was one of the clearest examples of how far tournament priority can sit from a simple ranked-ladder reading.
At MSC 2026, Atlas recorded 24 picks, a 16-8 record, a 66.67% win rate, and eight bans. His combined pick/ban presence reached 91.43%. That is not a fringe comfort selection. It is the kind of number that tells you teams had to account for him before the game began.
Akai’s numbers point in the same direction, even with a more complicated win-loss record. He had 17 picks, 13 bans, and an 85.71% combined pick/ban presence, while posting a 47.06% win rate. This is exactly why win rate alone can make tournament analysis look simpler than it is. A hero can be strategically valuable because of draft flexibility, engage threat, disengage options, objective control, or the pressure he creates around a narrow map area.
| Hero | Picks | Win-loss | Win rate | Bans | Pick/ban presence |
|---|---|---|---|---|---|
| Atlas | 24 | 16-8 | 66.67% | 8 | 91.43% |
| Akai | 17 | 8-9 | 47.06% | 13 | 85.71% |
| Yve | 17 | 8-9 | 47.06% | 11 | 80.00% |
| Valentina | 10 | 2-8 | 20.00% | 10 | 57.14% |
Yve and Valentina sharpen the point. Yve finished with a 47.06% win rate but still drew 11 bans. Valentina went 2-8 in picked games and was banned 10 times. Those are not clean “these heroes were weak” stories. They are evidence that coordinated drafts value more than the final win-loss line.
A ban often reflects the answer a team does not want to find in real time. Perhaps a composition lacks a reliable response. Perhaps a team does not want to reveal its prepared counter. Perhaps the hero is simply too disruptive when paired with the right front line, jungler, or follow-up damage. Tournament priority is about the full draft board, not a solo-queue blind-pick test.
Atlas is therefore a major professional signal, but not a universal answer for every player and every queue. His MSC presence documents elite coordinated respect. It does not automatically mean that every ranked player should lock him without considering role comfort, team composition, or the difference between a rehearsed five-man engage and a solo-queue fight where nobody follows the ping.
A tournament ban is often a measure of draft pressure, not a promise of easy ranked wins.
Statistical Anomalies in Ranked Win Rates and Ban Priorities
Ranked data creates a different set of traps. It is tempting to treat the highest number in the win-rate column as the cleanest possible answer to the question of the mlbb best heroes current patch. But win rate needs context: pick rate, ban rate, rank bracket, role assignment, and the basic fact that public snapshots are not tournament drafts.
Marcel’s ranked snapshot is a useful example. He sits at a 58.70% win rate, with a 0.25% pick rate and a 29.57% ban rate. The win rate is striking. The pick rate is also striking, because it shows that the result comes from a comparatively narrow share of games. That does not make the number meaningless. It means it should not be used as a stand-alone declaration that Marcel defines the entire meta.
A 0.25% pick rate is a signal to slow down, not speed up. It may reflect a specific role fit, a specialized audience, patch experimentation, or simply a hero who has not become broadly adopted. Without treating a single percentage as a full competitive verdict, the responsible reading is straightforward: Marcel’s high win rate deserves attention, but it needs to be placed beside his limited pick presence and his ban rate.
| Hero | Win rate | Ban rate | Practical reading |
|---|---|---|---|
| Marcel | 58.70% | 29.57% | Strong result, but limited pick presence calls for context |
| Gloo | 55.18% | 55.11% | High win rate paired with heavy ban pressure |
| Belerick | 53.41% | 59.74% | Major ban priority alongside a positive win rate |
| Sun | 53.31% | 48.79% | Consistent ranked threat with substantial ban attention |
Gloo, Belerick, and Sun present a more complete ranked profile because their win rates are accompanied by heavy ban pressure. That does not prove they are identical in power or equally useful in every role. It does show that they are affecting drafts often enough for opponents to remove them at a notable rate.
Belerick’s 59.74% ban rate is especially difficult to ignore. A hero banned that frequently is not merely producing a favorable spreadsheet result; he is shaping what opponents are willing to play against. Gloo’s 55.18% win rate and 55.11% ban rate tell a similar story from a slightly different angle: ranked players are winning with him and also regularly choosing not to face him.
The best use of mobile legends hero rankings is not to hunt for one definitive winner. It is to identify the heroes whose signals agree across several columns. A strong win rate with a strong ban rate is worth more than a win rate read in isolation. A high pick rate can indicate broad adoption, but it can also pull a win rate toward the middle because more players are testing the hero. Every column has a blind spot. The point is to make the blind spots visible.
The Resurgence of Carry Junglers and EXP Lane Buffs
The beneficiaries of Patch 2.1.90 are not difficult to identify. Esmeralda, Nolan, Aulus, Minsitthar, and Argus all received buffs, with the overall direction favoring several underused EXP-lane and jungle options.
Aulus and Nolan fit naturally into the carry-jungle conversation. They have different game plans, but both benefit from an environment where jungle resources offer more value. Aulus wants his items and the room to reach his later damage profile. Nolan wants tempo: a clean early route, an opening to create pressure, and enough advantage to keep the other side reacting rather than farming safely.
Esmeralda and Argus point to the EXP lane. Their buffs matter because EXP lane is rarely isolated from the rest of the map. A bruiser who can hold the lane more confidently changes how much attention the jungler needs to spend there. A side laner who can threaten a deeper push changes objective setups. A durable or dangerous EXP pick can force the enemy gold laner and mid laner to respect side pressure rather than treating the match as a pure central-map contest.
Minsitthar occupies a useful middle ground in this conversation. His value is not just raw damage. He can affect movement, punish certain dive patterns, and make a fight uncomfortable for heroes that normally rely on clean entrances and exits. In a patch where carry junglers may have more gold to work with, the heroes able to interrupt those carries become more relevant as draft tools.
The interaction between jungle gold and lane buffs is what makes this patch more interesting than a standard buff-and-nerf list:
1. Carry junglers gain a cleaner economic path. More valuable camps give farming-focused picks more reason to prioritize efficient clears and item timing.
2. EXP laners have more room to contest their side of the map. Buffed bruisers can make a neglected side lane expensive to ignore.
3. Drafts need more reliable answers to dive and scaling. If a carry jungler reaches his spike earlier, crowd control, peel, and anti-engage tools gain value.
4. Gold lane and mid lane lose some room for passive comfort. A stronger side-lane threat and a richer jungle can make rotations and wave management more punishing.
The current MLBB.io SS-tier group includes Gord, Miya, Hanabi, Floryn, Melissa, Belerick, Sun, Ling, Eudora, and Atlas. That list spans several roles and several types of value: damage, protection, engage, scaling, and ranked pressure. It should not be read as a command to draft five SS-tier heroes together. Meta strength is not additive in that simple way. A team still needs wave clear, engage timing, front-to-back structure, damage balance, and players who can execute the composition.
That is also where the difference between a public tier list and a live match becomes obvious. A hero can be SS in a general ranking and still be wrong for your draft. Another can sit lower but become the best available answer into a particular enemy composition. Tier lists are maps. They are not autopilot.
Methodology Gaps Between Global Hero Ranking Trackers
On August 1, 2026, MLBB.io placed Atlas in its SS tier alongside Gord, Miya, Hanabi, Floryn, Melissa, Belerick, Sun, Ling, and Eudora. On the same date, mlbb.tools placed Atlas in B tier on its composite-score list.
That disagreement is not a typo worth dismissing. It is the central lesson of public ranking tools: different systems can produce very different outputs for the same hero, even when both are looking at the same current game.
The documented composite-score inputs for mlbb.tools are win rate, pick rate, and ban rate across rank brackets. MLBB.io presents a tier list with its own published tier placements. Those are two different products. One is a composite built from stated ranked-data inputs; the other is a tier ranking with a separate final order. The exact labels may look familiar — SS, S, A, B — but the labels do not carry a universal definition across trackers.
| Question | Ranked-data composite | Published tier list |
|---|---|---|
| Main focus | Measured ranked indicators | Final tracker tier placement |
| Inputs visible in the comparison | Win rate, pick rate, ban rate across rank brackets | Tier assignment shown by the tracker |
| Best use | Finding statistical ladder trends | Comparing the tracker’s current hero order |
| Main limitation | Numbers need role and queue context | Tier labels are not standardized across sites |
Atlas is the cleanest example of why this matters. His MSC 2026 presence was enormous, and MLBB.io placed him in SS tier. Yet mlbb.tools listed him in B tier on its composite-score ranking. The conclusion is not that one page must be discarded. The conclusion is that “best” depends on the question being asked.
Are we asking which hero professional teams prioritize in coordinated drafts? Atlas has a powerful case. Are we asking which hero’s ranked profile scores highest under a system based on win rate, pick rate, and ban rate across rank brackets? The result can be different. Are we asking which support or tank a solo player can execute consistently without guaranteed follow-up? That is a third question again.
Same hero, same patch window, different tiers: the ranking changes when the question changes.
Several limits remain unavoidable when reading any public MLBB meta tier list:
- There is no official global ranked-data feed that independently verifies every exact percentage published by third-party trackers.
- Tier labels are not standardized across regions, rank brackets, role assignments, party sizes, or queue types.
- SS, S, A, and B are presentation labels, not a shared competitive law.
- Tournament statistics document what occurred in a specific event environment, not what every ranked match will reproduce.
- A statistics page alone does not necessarily confirm the exact tournament patch for every individual match.
There is also a patch-date wrinkle worth keeping in view. One third-party archive dates Patch 2.1.90 to July 2, 2026, while July 8 refers specifically to the Original Server rollout recorded by another archive. When patch windows are tight, that distinction matters. A ranking can be technically current and still contain matches played under conditions that are not perfectly identical to the patch being discussed.
The Next Domino
The current mobile legends tier list 2025-style hunt for a single SS answer misses what Patch 2.1.90 is actually doing. The patch is pushing on an ecosystem: jungle income, tank-jungle reliability, carry-jungle tempo, EXP-lane relevance, and the draft value of control-oriented heroes such as Atlas and Akai.
The strongest reading is layered. Start with the patch notes, because they explain the direction of change. Add tournament pick/ban data, because it shows which heroes remain dangerous in coordinated environments. Then open ranked snapshots and read win rate beside ban rate and pick rate, rather than letting any one number carry the entire argument.
Atlas at 91.43% MSC pick/ban presence is a major competitive fact. Marcel at 58.70% ranked win rate is a major ranked-data fact. Neither fact cancels the other, and neither should be stretched into a universal instruction for every queue.
For now, carry junglers have more economic room, buffed EXP heroes have a better chance to claim meaningful draft space, and tanks remain capable of dominating a tournament board even when a ladder-based composite places them lower. That is not a contradiction. It is the current MLBB meta: different environments rewarding different forms of strength.