Game
MLBB emblems
All 7 emblems in Mobile Legends. Each one adds three base stats, and you pick three talents: one from tier 1, one from tier 2 and one core talent.
- Common Emblem+12 Hybrid Regen · +275 HP · +22 Adaptive AttackCore: Impure Rage, Quantum Charge, Temporal Reign, War Cry
- Tank Emblem+500 HP · +10 Hybrid Defense · +4 HP RegenCore: Concussive Blast, Impure Rage, Quantum Charge, Temporal Reign, War Cry
- Assassin Emblem+14 Adaptive Penetration · +10 Adaptive Attack · +3% Movement SpeedCore: Impure Rage, Killing Spree, Quantum Charge, Temporal Reign, War Cry
- Mage Emblem+30 Magic Power · +5% Cooldown Reduction · +8 Magic PenetrationCore: Impure Rage, Lethal Ignition, Quantum Charge, Temporal Reign, War Cry
- Fighter Emblem+10% Hybrid Lifesteal · +16 Adaptive Attack · +8 Hybrid DefenseCore: Brave Smite, Impure Rage, Quantum Charge, Temporal Reign, War Cry
- Support Emblem+12% Healing Effect · +10% Cooldown Reduction · +6% Movement SpeedCore: Focusing Mark, Impure Rage, Quantum Charge, Temporal Reign, War Cry
- Marksman Emblem+15% Attack Speed · +16 Adaptive Attack · +10% Adaptive PenetrationCore: Impure Rage, Quantum Charge, Temporal Reign, War Cry, Weakness Finder
All talents
Talents in the Common emblem are shared: every emblem offers them alongside its own. You can only take one talent from each tier.
Tier 1
- Agility
- Gain 4% extra Movement Speed.
- Support Emblem
- Fatal
- Gain 5% Crit Chance and 5% extra Crit Damage.
- Marksman Emblem
- Firmness
- Gain 8 extra Physical & Magic Defense.
- Fighter Emblem
- Inspire
- Cooldown Reduction is increased by 5% and Mana Regen by 2.
- Mage Emblem
- Rupture
- Gain 5 Adaptive Penetration. Gain Physical Penetration if extra Physical Attack is higher than extra Magic Power; otherwise, gain Magic Penetration.
- Assassin Emblem
- Swift
- Gain 10% Extra Attack Speed.
- All emblems
- Thrill
- Gain 16 Adaptive Attack.
- All emblems
- Vitality
- Gain 225 extra max HP.
- Tank Emblem
Tier 2
- Bargain Hunter
- Equipment can be purchased at 95% of their base price.
- Mage Emblem
- Festival of Blood
- Gain 6% Spell Vamp. Each hero kill or assist grants an additional 0.5% Spell Vamp, up to 12 stacks.
- Fighter Emblem
- Master Assassin
- If there is only one enemy hero nearby, damage dealt to them is increased by 7%.
- Assassin Emblem
- Pull Yourself Together
- Cooldowns of Battle Spells and equipment's active skills are reduced by 12% initially. Each hero kill or assist grants an additional 1% reduction, up to 8 stacks.
- Support Emblem
- Seasoned Hunter
- Damage against Lord and Turtle is increased by 15%. This bonus is halved against regular Creeps and doesn't affect the damage of Retribution.
- All emblems
- Tenacity
- When HP is below 50%, Damage Reduction is increased by 5%.
- Tank Emblem
- Weapon Master
- Physical Attack and Magic Power gained from equipment, emblem, talents, and skills are increased by 8%.
- Marksman Emblem
- Wilderness Blessing
- Movement Speed in the Jungle and River is increased by 10%. This bonus is halved when in combat with enemy heroes, Lord or Turtle.
- All emblems
Core
- Brave Smite
- Dealing skill damage to an enemy hero recovers 5% Max HP. CD: 6 seconds.
- Fighter Emblem
- Concussive Blast
- After the next Basic Attack, deal 100(+7% Total HP) Magic Damage to nearby enemies. Cooldown: 15s.
- Tank Emblem
- Focusing Mark
- After damaging an enemy hero, allied heroes deal 6% more damage to them and gain 10% Movement Speed. Duration: 3 seconds. Cooldown: 4 seconds.
- Support Emblem
- Impure Rage
- Dealing damage with skills deals 4% of target's Max HP extra Adaptive Damage and restores 2% Mana on hit. (If the hero does not use Mana, restores 1% HP instead. The extra Adaptive Damage dealt to non-hero units is up to 120. Cooldown: 5 seconds.
- All emblems
- Killing Spree
- When damaging heroes below 30% HP, instantly recover 15% of Lost HP and gains 20% Movement Speed. Additional Effect: Reset cooldown upon killing an enemy hero. Duration: 3 seconds. Cooldown: 30 seconds.
- Assassin Emblem
- Lethal Ignition
- Dealing damage greater than 7% of an enemy hero's Max HP 3 times within 5s will scorch the target for an additional 162-750 Adaptive Damage (scales with level). Cooldown 15 seconds.
- Mage Emblem
- Quantum Charge
- Dealing damage with Basic Attacks increases Movement Speed by 30% for 1.5s and restores 75-180 HP (scales with level). Cooldown: 10 seconds.
- All emblems
- Temporal Reign
- The next Ultimate cast decreases other active skills' remaining cooldowns by 1.5 times within 4 seconds. This effect is extended by 2 seconds after getting hero kills or assists. (This only applies to the hero themselves. Cooldown: 20 seconds.)
- All emblems
- War Cry
- After every 3 separate Basic Attacks or skills hit an enemy hero, all damage dealt increases by 8% for 6 seconds. (A single Basic Attack or skill that deals damage multiple times only counts as 1. Cooldown: 6 seconds.)
- All emblems
- Weakness Finder
- Basic Attacks slow enemies by 50% and reduce their Attack Speed by 30%. Duration: 1 second. Cooldown: 10 seconds (each Basic Attack reduces it bv 1 seconds, down to 3 seconds).
- Marksman Emblem
Emblem stats and talent effects compiled from the Mobile Legends Wiki (CC BY-SA 3.0) and change with patches. See also all items and battle spells.













