
A combat spell is an additional ability in MLBB; each player can choose one from a shared list before the match begins. The right choice can compensate for a character’s weaknesses or amplify their strengths against opponents.
To choose the right spell, you need to:
Below, we break down all these nuances in detail. In this article, you’ll learn which spells are available in MLBB, what they’re used for, and how to choose the right one based on your hero, their role, and the situation in the game.
A combat spell in Mobile Legends is a special active ability that a hero can use before the game begins. This ability has its own button and cooldown, so it can’t be used very often. The list of spells is the same for all heroes—players can choose any one.
You can select a spell before the match begins on the preparation screen—the same place where you set up emblems and quick-buy items. In addition, spells for specific heroes can be assigned in the “Preparation” section of the MLBB main menu—though it’s best to double-check before the game to make sure it’s actually suitable for that match.
When making their selection, players consider not only the hero themselves and their role, but also their allies’ abilities and the opponent’s pick. For example, in some cases a character might need Flash for extra mobility, while in other games that same character might prefer Cleanse to remove negative effects from enemies.
Below, we’ll break down all the spells and explain the situations in which each one works best.

There are a total of 12 combat spells available in Mobile Legends: Bang Bang, each suited for specific situations and roles. Some help deal additional damage, others increase a hero’s survivability or mobility, and some provide beneficial effects for the entire team.
Below, we’ve compiled a list of all combat spells, their main effects, and the roles they’re best suited for. This chart is ideal for beginners who may still find it difficult to assess their opponent’s pick and adjust their skill build before every match.
| Spell | What it does | Cooldown | Best for |
| Heal | Restores health to the hero and nearby allies | 75 s | Supports and tanks who want to focus on supporting the team |
| Inspiration | Temporarily enhances the hero’s basic attacks | 75 s | Mages and heroes who rely on auto-attacks |
| Fire Shot | Fires a shot that knocks enemies back and deals magic damage | 50 s | Long-range mages who want to keep enemies at a distance |
| Retribution | Reduces incoming damage and deals a percentage of the attacking enemy’s damage to you | 75 s | Fighters and tanks who are in the thick of battle and take a lot of damage |
| Retribution | Helps you defeat jungle monsters faster and control the Lord | 35 s | Forest Guardians |
| Flash | Teleports the hero a short distance in the selected direction | 120 s | Most roles, especially fighters, tanks, and mages looking to increase mobility |
| Kara | Allows you to finish off enemies while ignoring shields | 90 s | Assassins and fighters without finishing damage or with the potential to apply pressure on the lanes |
| Stun | Deals damage to nearby enemies and briefly stuns them | 75 s | Heroes with strong control skill combos |
| Sprint | Increases movement speed and grants immunity to slow effects | 100 s | Heroes who want to increase their mobility |
| Shield | Creates a shield that absorbs a portion of incoming damage | 75 s | Heroes who need extra survivability |
| Purification | Removes crowd control effects and temporarily protects against them | 90 s | Heroes Vulnerable to Control Effects |
| Arrival | Allows you to quickly move to an allied tower or minion | 75 seconds | Heroes who play by applying pressure on the lane and across the map |
Spell selection depends on several factors—the hero and position, your team’s and opponents’ picks, as well as your personal playstyle. You don’t have to pick the most popular option every match: sometimes a situational choice will be much more useful.
We recommend paying attention to the following:
The main rule is simple: first, decide what you want to strengthen in your character for a specific match. If possible, assess the team composition in the game, and only then choose a spell.

Different heroes within the same role or map position can perform differently, so there are no one-size-fits-all solutions for choosing spells.
Except for one role—junglers almost always choose Retribution. This ability is specifically designed for the jungle; it helps kill monsters faster and also allows you to finish off the Turtle and the Lord to secure bonuses for your team.
On the Gold and Mid lanes, heroes’ objectives are similar. Essentially, you need to choose between offensive and defensive options: Shield, Purify, and Heal are suitable for a cautious playstyle, while Inspiration, Fire Shot, or Retribution (depending on the hero) will increase aggression. The latter is more commonly chosen, since mid laners and top laners are expected to deal damage. The most popular options are Flash and Sprint—mobility is useful both for attacking and retreating.
For tanks and support heroes (usually junglers and ropers), defensive spells are chosen more often. This could be either Healing for the team or Retribution, which reflects damage back at enemies. But there are many more options—including the same mobility choices mentioned in the paragraph above.
Based on this, here’s a quick cheat sheet for the most effective spells:
We haven’t mentioned two more spells that are only effective on specific heroes in certain situations. While Flash is generally suitable for almost anyone (it gives you a chance to dodge an attack or launch your own), Stun isn’t very effective on its own—the spell only shines if you can follow up with other abilities to maintain control. And Arrival significantly boosts your split-pushing potential in specific situations, a capability that only certain heroes can utilize.
That said, don’t treat the advice above as strict rules. Even for a single hero, there are 3–4 good spells in different situations, and within an entire role, the choice can be much broader.
Choosing the right combat spell helps you leverage a hero’s strengths and compensate for their weaknesses. You should only pick the same ability in every match during your very first few games, when you’re just starting to learn the game. Going forward, don’t forget to consider all the factors of each individual match.
One of the main mistakes beginners make is choosing a spell based solely on their own champion and ignoring their opponents. Before the match begins, try to think about what might pose the greatest threat to your hero and what role you want to play in battle. This will help you make a more informed and effective choice.