Yo, if you logged into Mobile Legends on April 22 and felt like the EXP lane suddenly became a whole different game, you’re not imagining things. Patch 2.1.67 dropped as a mid-season update, and Moonton went all in. We’re talking a full Aulus revamp, major Dyrroth adjustments, Terizla going mana-free, a Marcel ult fix, item shakeups, and enough balance changes across 28 heroes to make your old tier list cry. This is the kind of patch that reshuffles ranked from Grandmaster to Mythical Glory.
Let’s break it all down. Trust me on this one: if you sleep on these changes, someone in your next ranked lobby won’t.
πͺ The Aulus Revamp Build for 2026: From Cave Dweller to EXP Lane Menace
Let’s be real. Old Aulus was that hero who needed 12 minutes of peaceful farming just to start being useful. You’d pick him, your team would suffer through the early game, and maybe, just maybe, he’d come online for one late teamfight. Those days? Gone.
The revamped Aulus is a sustained fighter who actually has tools to chase people down, enter fights on his own terms, and stay alive once he gets there. Moonton addressed his three biggest problems: he was too dependent on basic attacks, his ultimate felt disconnected from the rest of his kit, and he had zero pursuit ability. The fix was comprehensive.
Passive: Fighting Spirit
The core identity stays the same. Aulus stacks Fighting Spirit on his axe every second after dealing damage to any unit. Each stack grants bonus Attack Speed, and at max stacks, his basic attack gets enhanced with extra range and bonus Physical Damage based on a portion of the target’s Max HP. The key difference now is how much easier it is to build and maintain those stacks with his updated skills.
Skill 1: Aulus, Charge!
This is where things get spicy. Aulus removes all slow effects, gains 30% extra Movement Speed for 5 seconds, and here’s the big one: if he avoids high-level control effects for 2 seconds after activation, he enters an Enraged state with full Control Immunity. That’s right. No more getting chain-stunned on the way in. Pop Skill 1, dodge the first CC window, and suddenly you’re an unstoppable freight train running at their backline. Heroes like Eudora used to shut him down for free. Not anymore.
Skill 2: The Power of Axe
Aulus swings his axe in a fan-shaped area, dealing Physical Damage and slowing enemies by 30% for 2 seconds. Land it on an enemy hero and you unlock a second cast that lets you dash forward and slam the ground for bonus damage. The recast can even go through thin walls. This gives him the gap-closer he desperately needed, but the real skill expression is knowing when NOT to recast. If that first swing only tagged a tank under tower, sometimes walking forward and holding the dash is the smarter play.
Ultimate: Cleaving Axe
Forget the old Undying Fury. Cleaving Axe is a completely new ultimate. Aulus repeatedly swings his axe at nearby enemies, dealing Physical Damage with each hit. After 4 strikes, he briefly charges before unleashing a wider slash that deals bonus Physical Damage in a large area. During the entire channel, he gains 20% Damage Reduction and a short burst of Movement Speed with each swing. Each slash also stacks Fighting Spirit, so you’re building toward that enhanced basic attack while dealing AoE damage at the same time.
The golden rule: don’t open fights with your ult. Enter with Skill 1, close the gap with Skill 2, and THEN activate Cleaving Axe once enemies are committed and can’t easily walk away.
Best Build for the Aulus Revamp
Here’s the item path that’s performing well right now:
| Slot | Item | Why It Works |
| Boots | Warrior Boots (or Tough Boots vs heavy CC) | Standard durability for lane phase |
| Core 1 | War Axe | Stacking Physical Attack and True Damage synergize perfectly with Aulus’s extended fight pattern |
| Core 2 | Brute Force Breastplate | Movement Speed, hybrid defense, and the stacking passive keep you attached to targets |
| Flex 1 | Rose Gold Meteor | Shielded stickiness when snowballing, hybrid defense from the Dragon Scale path |
| Flex 2 | Malefic Roar | The go-to against armor stackers |
| Defensive | Immortality or Queen’s Wings | Immortality for general safety, Queen’s Wings if you expect to dip low before fights turn |
The two-item spike of War Axe + Brute Force Breastplate around the 7-9 minute mark is when Aulus transforms from a laner into a real threat. If you hit that window before the second Turtle spawns, start calling for fights around chokepoints and corridors where Cleaving Axe gets maximum value.
For the emblem, Fighter Emblem with Festival of Blood for sustain is the safe pick. If you’re feeling aggressive and playing jungle, Assassin Emblem with Killing Spree can snowball harder. Retribution is the spell for jungle, Flicker for EXP lane repositioning, and Execute if you want early kill pressure in lane.
Combo Breakdown
Standard engage: Skill 1 β wait for CC immunity β Skill 2 first cast β Skill 2 recast onto target β Ultimate β Enhanced Basic Attacks
Use this when diving into teamfights. The 2-second CC immunity window from Skill 1 is your green light to go deep.
Quick lane trade: Skill 2 β Basic Attack β Skill 1 to disengage
Shorter and safer. You deal burst, grab a few Fighting Spirit stacks, and walk away with the Movement Speed buff before they can trade back.
Who Counters Aulus (and Who He Destroys)
Aulus dominates heroes who want to stand and fight. Yve, Mathilda, Barats, Yu Zhong, and Esmeralda all struggle against his sustained damage. He’s also a nightmare for squishy backliners who can’t reposition fast enough once he’s in.
But he has clear weaknesses. Phoveus is the hardest counter because every dash Aulus takes is a free ultimate proc. Jawhead punishes overcommits with Ejector. Valir makes it nearly impossible to reach anyone with constant knockback and poke. Hayabusa and Ling are too mobile and bursty for Aulus to handle in a straight fight. If you see these heroes in the enemy draft, think twice before locking in.
Counter items to watch for: Blade Armor reflects his basic attack damage, Dominance Ice cripples his Attack Speed, and Winter Crown or Wind of Nature can break his combo at the worst possible moment.
βοΈ Dyrroth’s Power Curve Adjustment in MLBB Patch 2.1.67
Dyrroth didn’t get a flashy visual overhaul, but don’t underestimate what Moonton did here. The core change is an experience optimization for his Rage system. Previously, Dyrroth had to intentionally stack Rage in the mid and late game, which felt clunky and sometimes meant losing DPS windows. Now, Rage recharges automatically, freeing him to focus on fighting instead of micromanaging his resource bar.
On top of that, Moonton shifted his main skill priority to Skill 1 to improve his laning phase curve. His passive also got buffed: enhanced Basic Attack damage increased from 140% to 160% Physical Attack, and HP regen when hitting minions and heroes both went up significantly. The trade-off is that Spectre Step’s defense reduction got nerfed from 50% to 40% (and 70% to 60% enhanced), pushing him toward sustained trading over one-combo burst.
Recommended Dyrroth Build
| Slot | Item | Why It Works |
| Boots | Warrior Boots | Physical defense for lane trades |
| Core 1 | War Axe | Stacking damage and True Damage on extended fights |
| Core 2 | Blade of the Heptaseas | Extra burst on first hit after a skill, great for Spectre Step combos |
| Core 3 | Brute Force Breastplate | Hybrid defense and stickiness |
| Flex | Malefic Roar | Compensates the lost defense shred from Spectre Step nerf |
| Defensive | Immortality | Safety net for aggressive dives |
Emblem: Fighter Emblem with Festival of Blood for sustain. Spell: Retribution for jungle, Execute for EXP lane.
The big takeaway: Dyrroth is now better suited for extended EXP lane trades where he can spam skills freely, sustain through fights, and scale into a legitimate late-game threat. He’s weaker early, stronger late. Plan accordingly.
π‘οΈ Terizla Goes Mana-Free
This is a smaller change on paper but massive in practice. Terizla no longer uses Mana. His skills are now completely free to cast, limited only by cooldowns. If you’ve ever played Terizla and experienced that frustrating “full HP, zero Mana” situation where you literally can’t do anything, that’s gone forever.
Recommended Terizla Build
| Slot | Item | Why It Works |
| Boots | Tough Boots | CC reduction for a hero who wants to stay in fights |
| Core 1 | War Axe | Universal fighter core for sustained damage |
| Core 2 | Oracle | HP regen and shield increase synergize with his durability |
| Core 3 | Brute Force Breastplate | Stacking defense and Movement Speed |
| Flex | Blade of Despair | Raw damage spike for finishing power |
| Defensive | Immortality | Second chance after diving into the enemy team |
Emblem: Fighter Emblem with Festival of Blood. Spell: Flicker or Execute.
Without Mana constraints, Terizla can spam abilities nonstop in lane, making him significantly more threatening in prolonged fights and split-push scenarios. He’s back in the conversation as a viable EXP lane option.
πΈ Marcel Ultimate Optimization
Marcel was already one of the most impactful releases this season, currently sitting at a 67%+ ban rate in Mythical Glory. His dual-soul kit with Clemar’s photo stasis ultimate reshaped the roam meta overnight. In Patch 2.1.67, Moonton optimized his Ultimate to reduce negative effects on allies caught in the stasis zone. Previously, the freeze hit everyone indiscriminately, which could sometimes backfire in chaotic teamfights. The adjustment makes his kit more team-friendly without touching his raw power.
If you’re not banning Marcel already, you should be. And if he gets through, expect him to show up in almost every roam draft.
π§ Item and Emblem Changes That Matter
Two items got meaningful adjustments that affect how you approach builds this patch.
Starlium Scythe had its passive cooldown reverted (reduced significantly compared to its previous state), while per-proc damage and slow were toned down. The net effect is that heroes who hit frequently get more total value from the item. Harith, Bane, and Guinevere all benefit from the faster proc cycle, making it a stronger pick for rapid-fire magic dealers.
Dominance Ice received a range buff on its passive aura, extending from 3.5 to 5 units. That’s a meaningful increase for teamfight coverage, making the anti-heal and Attack Speed reduction much harder for enemies to avoid by simply standing at the edge of a fight. If you’re playing against Aulus or any basic-attack-heavy fighter, this item just became even more important.
Worth noting: the Marksman Emblem was reworked back in Patch 2.1.61 to swap Lifesteal for Adaptive Penetration, and the cumulative effect of that change plus this patch’s marksman attribute adjustments means gold lane carries are hitting noticeably harder in the mid-to-late game.
πΊοΈ What the New EXP Lane Meta Looks Like
So where does all of this leave us? The EXP lane just got a lot more interesting. Here’s a quick rundown of who’s moving in Patch 2.1.67:
| Hero | Status | Why |
| Aulus | π Up | Full revamp with real engage tools, Control Immunity, viable in both jungle and EXP lane |
| Dyrroth | π Up (late game) | Auto-recharging Rage, better sustain, stronger scaling |
| Terizla | π Up | Mana-free means nonstop pressure in lane and fights |
| Harith | π Up | Power curve adjusted to enable jungler role |
| Sora | π Down | Nerfed after dominating with early solo kill potential |
| Brody | βοΈ Adjusted | Early and late game buffed, mid game slightly weaker |
The fighter-heavy meta is pushing marksmen and mages to adapt their builds accordingly. Expect to see more Dominance Ice in your games, and if you’re playing against an Aulus, do yourself a favor and draft someone who can actually keep him away.
That’s the full breakdown of MLBB Patch 2.1.67. The revamped Aulus alone is worth jumping into practice mode for a few games, and if you’ve been sleeping on Dyrroth since his glory days, the auto-Rage mechanic makes him feel fresh again. Now go lock them in before your opponents figure it out.
See you on the battlefield. π₯