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Magic Chess

Lastest Patch Note
MC Patch Notes v380.1
Magic Chess Pass
Magic Chess Pass Season 9
Exclusive Season Skin Reward

Grandmaster Smith

[[File:Festival Flutter.jpg|thumb|center|391x391px|[[File:Hero-icon.png|20xpx|link=|Saki]] Saki | Festival Flutter
Season 13]]

      Magic Chess is a new game mode that can be found in the Arcade. Magic Chess was temporarily added on January 2020 but eventually, it was permanently released on the Patch Note 1.4.60 | 2020-3-17.

      Magic Chess is an 8-player complex strategy based game mode, where players will compete against each other and random creeps in the Magic Chessboard. The goal of this game is to buy and upgrade your heroes and the little commander, customizing your lineup to trigger and counter more and stronger synergies. The victory belongs to the one stands till the last!


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Homescreen[]

Magic Chess Home Screen

Quick Overview[]

Magic Chess is a turn-based strategy mode. In a single match, 8 players will confront each other, and whoever's still standing at the end wins! In each round, the Little Commander can recruit Heroes with Gold, and deploy them during the Preparation Phase, after which, the Heroes will attack enemies automatically during Battle Phase.

Wanna deploy more Heroes? You need to upgrade your Little Commander first. You can check your Little Commander's level during the match, and you can deploy 1 more Hero each time the Little Commander is upgraded!

If you own 3 same 1-star or 2-star Heroes at the same time, these Heroes will be combined into a higher-star hero and gain doubled attributes. The Heroes you already have will be highlighted in the Shop. Upgrading the star-level is the most important way to build a stronger troop!

Each Hero has 2 attributes: Faction & Role. The synergy effect will be triggered if there are enough Heroes with the same attributes deployed. Don't forget to tap Heroes and check out what Faction and Role they belong to!

You can sell the Heroes that you currently don't need by dragging them to the Shop (You can also sell them by tapping the Sell button on the page of Hero Details.) In this way, you can free up space for buying other heroes and restore some Gold. You can sell the 1-Gold Hero at the original price. So if you don't have Hero to use, buying some 1-Gold Hero should be a good choice!

At the end of each round, each Little Commander will get a fixed amount of Gold bonus. And for every 10 Gold owned, the Little Commander will get 2 extra Gold as Interest at the start of the next round The Interest capped at 4 Gold. Additionally, getting winning or losing streaks will also grant the Little Commander an extra Gold bonus. Every round you win, you will get 1 Gold.

Commander[]

A Commander, also known as, Little Commander is a being that is summoned outside the Magic Chessboard together with the heroes to compete on Magic Chessboard. They are the computer-controlled characters in . Each of them has three unique abilities in which one ability can be equipped for battle. These abilities can be unlocked through gaining experience or unlocking skins as you play. There are currently 26 commanders in the original server as of 9 August, 2023, with the latest commander being File:Hero45311-icon.png Angela | Bunnylove.

Latest Little Commander in Original Server
Bunnylove MC

File:Hero45311-icon.png Angela | Bunnylove
24,000 Battle Points 24000 | 499 Diamonds 499

The other commanders are:

You also have the option of buying new commanders with Battle Points Battle Points Battle Points (BP) or Diamonds Diamonds Diamonds. The minimal package for Battle Points starts at 15,000 Battle Points 15000 with the maximizing at 24,000 Battle Points 24000 while Diamond packages start at 399 Diamonds 399 and maxing at 499 Diamonds 499.

Skins can only be bought with Diamonds at 269 Diamonds 269, from Achievements, and from Time-limited Events.

Heroes[]

Hero is a legendary being or human who has been summoned inside the Magic Chessboard together with the commanders to compete within the Magic Chessboard. Also, they are the computer-controlled characters in . As the battle progresses, they are equipped with different equipment and synergies. They have different star levels, a skill, and skins that can be equipped for battle.

Current Hero List in Magic chess[]

Role

Faction

Nature Spirit
Nature Spirit
Los PecadosMC
Ablaze Bounties
Astro Power
Astro Power
S.A.B.E.R.
S.A.B.E.R.
Prince
Prince
Cadia RiverlandsMC
Cadia Riverlands
Wyrmslayer Warrior
Wyrmslayer Warrior
Northern Vale
Northern Vale
Forsaken Light MC
Forsaken Light
NecrokeepMC
Necrokeep
Mystic Bureau
Mystic Bureau
Weapon Master
Weapon Master
Summoner
Summoner
Archer
Archer
Elementalist
Elementalist
Mage
Mage
GuardianV2MC
Guardian
Gunner
Gunner
Wrestler
Wrestler
Swordsman
Swordsman

Blessings[]

As of 2023-2-14, Blessings are temporarily removed.

Blessings can give special attributes to a specific hero and reduces the number of heroes needed to trigger Role and Faction synergies. Heroes have a chance of gaining Blessings after upgrading. Each Hero can only gain 1 Blessing.

Hero's Behest[]

Hero's Behest - Striker: Increase Physical Attack. Lower Role Synergy's trigger minimum by 1.

Hero's Behest - Refined: Increase Mana Regen Speed. Lower Role Synergy's trigger minimum by 1.

Hero's Behest - Brilliance: Increase Max HP. Lower Role Synergy's trigger minimum by 1.

Team Spirit[]

Team Spirit - Swift: Increase Attack Speed. Lower Faction Synergy's trigger minimum by 1.

Team Spirit - Wise: Increase Magic Damage. Lower Faction Synergy's trigger minimum by 1.

Team Spirit - Firmness: Increase Physical Defense. Lower Faction Synergy's trigger minimum by 1.

Special Blessing[]

Protostar Breakthrough: Increase hero's star by +1 and gain extra attributes.

Synergy[]

Synergy is the most crucial part of the entire Magic Chess mode as it can lead you to victory if done strategically. Synergy is subdivided into two, the Role and the Faction. There are a total of 11 Roles complemented by 11 Factions. Most units have one designated Role and Faction, with some exceptions having a total of three synergies altogether.

Role[]

Weapon Master

[N] different allied Weapon Master heroes are required to activate the effect.

[3] Allied heroes can convert 25% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 20% Max HP).
[6] Allied heroes can convert 60% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 50% Max HP).
[9] Allied heroes can convert 125% of their damage dealt into HP. When at full HP, Weapon Masters can turn the converted HP into Shield (up to 80% Max HP).


Summoner

[N] different allied Summoner heroes are required to activate the effect.

[2] When the round begins, receive 1 random Summoner hero(es). Increase the damage of summoned units from Summoner heroes by 50%.
[4] When the round begins, receive 1 random Summoner hero(es). Increase the damage of summoned units from Summoner heroes by 150%.


Archer

[N] different allied Archer heroes are required to activate the effect.

[3] Archers gain 2 extra Attack Range and reduce the target's Physical Defense by 2 on each Basic Attack (up to 25 stacks).
[6] Archers gain 4 extra Attack Range and reduce the target's Physical Defense by 5 on each Basic Attack (up to 40 stacks).


Elementalist

[N] different allied Elementalist heroes are required to activate the effect.

[3] Elementalists recover 50% Mana each time they cast a skill.
[6] Elementalists' first skill cast takes effect twice in each battle, after which they recover 50% Mana each time they cast a skill.


Mage

[N] different allied Mage heroes are required to activate the effect.

[2] Allied heroes gain 40% extra Magic Damage and 20% Spell Vamp.
[4] Allied heroes gain 80% extra Magic Damage and 20% Spell Vamp.
[6] Allied heroes gain 100% extra Magic Damage and 20% Spell Vamp.


Guardian

[N] different allied Guardian heroes are required to activate the effect.

[2] Guardians gain 60 extra Physical Defense. The Guardian with the highest cost at the beginning of each round grants the hero one tile behind them 35 extra Physical Defense and 35 Magic Defense.
[3] Guardians gain 90 extra Physical Defense. The 2 Guardians with the highest cost at the beginning of each round grants the hero one tile behind them 35 extra Physical Defense and 35 Magic Defense.


Gunner

[N] different allied Gunner heroes are required to activate the effect.

[2] Gunners gain 20% extra Crit Chance and 50% Crit Damage.
[4] Gunners gain 25% extra Crit Chance and 100% Crit Damage.
[6] Gunners gain 30% extra Crit Chance and 175% Crit Damage


Wrestler

[N] different allied Wrestler heroes are required to activate the effect.

[2] Wrestlers' Basic Attacks have a 15% chance to stun the target for 2.5s.
[4] Wrestlers' Basic Attacks have a 25% chance to stun the target for 2.5s.
[6] Wrestlers' Basic Attacks have a 55% chance to stun the target for 2.5s.


Swordsman

[N] different allied Swordsman heroes are required to activate the effect.

[2] Dealing damage increases Swordsmen's Attack by 25 and Magical Power by 25 (up to 10 stacks).
[4] Dealing damage increases Swordsmen's Attack by 40 and Magical Power by 40 (up to 10 stacks).


Faction[]

Nature Spirit

[N] different allied Nature Spirit heroes are required to activate the effect.

[3] Nature Spirits can share the incoming damage, have 25% Damage Reduction, but lose all their Physical Defense.
[6] Nature Spirits can share the incoming damage, have 35% Damage Reduction, but lose all their Physical Defense.


Ablaze Bounties

[N] different allied Ablaze Bounties heroes are required to activate the effect.

[2] Puts bounties on 1 random enemy hero(es) when battle starts. Killing a hero with a bounty will grant 1 point of Ablazed Power and Gold equal to the total Star Level of Ablaze Bounties heroes (up to 4 Gold). Each point of Ablazed Power increases shields by 40 and Physical Attack by 3. A hero can have up to 10 points of Ablazed Power.
[4] Puts bounties on 2 random enemy hero(es) when battle starts. Killing a hero with a bounty will grant 1 point of Ablazed Power and Gold equal to the total Star Level of Ablaze Bounties heroes (up to 4 Gold). Each point of Ablazed Power increases shields by 80 and Physical Attack by 6. A hero can have up to 10 points of Ablazed Power.


Astro Power

[N] different allied Astro Power heroes are required to activate the effect.

[3] The Astro Power hero with the most equipment gains 55% increased damage and can convert 12.5% of their damage dealt into HP.
[6] The Astro Power hero with the most equipment gains 110% increased damage and can convert 25% of their damage dealt into HP.


S.A.B.E.R.

[N] different allied S.A.B.E.R. heroes are required to activate the effect.

[3] At the beginning of each round, summon 1 S.A.B.E.R. Unitron suit(s) that can each hold up to 3 heroes and inherit 25% HP and 30% Attack from them. When a suit is destroyed, surrounding enemies will be stunned for 1.2s.
[6] At the beginning of each round, summon 2 S.A.B.E.R. Unitron suit(s) that can each hold up to 3 heroes and inherit 25% HP and 60% Attack from them. When a suit is destroyed, surrounding enemies will be stunned for 1.2s.


Prince

[N] different allied Prince heroes are required to activate the effect.

[2] Each active Synergy grants Prince heroes 50 Physical Attack. At 5 active Synergies, Prince heroes gain 40% extra Lifesteal. At 7 active Synergies, Prince heroes gain 175% extra Attack Speed.


Cadia Riverlands

[N] different allied Cadia Riverlands heroes are required to activate the effect.

[3] Each time an allied hero dies, a random Cadia Riverlands hero gains 12% extra Attack Speed and a 10% Max HP shield (up to 3 stacks).
[6] Each time an allied hero dies, all Cadia Riverlands heroes gain 12% extra Attack Speed and a 10% Max HP shield (up to 6 stacks).


Wyrmslayer Warrior

[N] different allied Wyrmslayer Warrior heroes are required to activate the effect.

[3] When Wyrmslayer Warriors defeat an enemy hero, they become invincible for 1s, and gain 15% HP and 65% Physical Attack & Magic Power of the slain target. Stacks up to 2 times.
[6] When Wyrmslayer Warriors defeat an enemy hero, they become invincible for 1s, and gain 15% HP, 65% Physical Attack & Magic Power of the slain target. Stacks up to 4 times.


Northern Vale

[N] different allied Northern Vale heroes are required to activate the effect.

[3] Northern Vale Heroes gain full Mana at the beginning of each round.


Forsaken Light

[N] different allied Forsaken Light heroes are required to activate the effect.

[2] When Forsaken Light heroes cast a skill, they will increase the Attack Speed of other Forsaken Light heroes by 35% for 4s.
[4] When Forsaken Light heroes cast a skill, they will increase the Attack Speed of all allied heroes by 35% for 4s.


Necrokeep

[N] different allied Necrokeep heroes are required to activate the effect.

[3] Necrokeep heroes cannot gain Mana, but will recover all HP and Mana upon taking lethal damage.


Mystic Bureau

[N] different allied Mystic Bureau heroes are required to activate the effect.

[3] Grants the Mystic Scroll equipment after activating the Synergy. When a Mystic Bureau hero dies, they will turn into a copy of the hero with the Mystic Scroll and use their Ultimate immediately. They will then continue to fight in battle but cannot gain Mana. Based on the original hero's star level (1-Star/2-Star/3-Star), the copy will inherit 10%/15%/20% HP of the Mystic Scroll holder, respectfully.
[6] Grants the Mystic Scroll equipment after activating the Synergy. When a Mystic Bureau hero dies, they will turn into a copy of the hero with the Mystic Scroll and use their Ultimate immediately. They will then continue to fight in battle but cannot gain Mana. Based on the original hero's star level (1-Star/2-Star/3-Star), the copy will inherit 15%/20%/25% HP of the Mystic Scroll holder, respectfully.


Removed[]

Summoner

[N] different allied Summoner heroes are required to activate the effect.

[2] Summon a Sacred Beast to join the fight, which increases attack of friendly summons by 8%.
[4] Summon a Strong Sacred Beast (Lord) to join the fight, which increases attack of friendly summons by 20%.


Scarlet Shadow

[N] different allied Scarlet Shadow heroes are required to activate the effect.

[2] All Scarlet Shadow heroes gain an extra skill.


Undead

[N] different allied Undead heroes are required to activate the effect.

[1] When only one Undead Hero is deployed, increases this Hero's Attack by 35%
[2] A random Undead Hero increases the Attack by 35%
[4] Increases all Undead Heroes' Attack by 90%


Marksman

[N] different allied Marksman heroes are required to activate the effect.

[3] Increase Marksman's Crit Rate by 20% and deal 300% Crit Damage.
[6] Increase Marksman's Crit Rate by 35% and deal 400% Crit Damage.


Shape-Shifter

[N] different allied heroes are required to activate the effect.

[2] Restores 40% HP and gains the ability of shape-shift. Increases damage by 30% upon shape-shift.


Elf

[N] different allied Elf heroes are required to activate the effect.

[3] Elves have 25% chance to deal 45% splash damage to 3 target(s) with their basic attacks.
[6] Elves have 50% chance to deal 85% splash damage to 5 target(s) with their basic attacks.


Western Desert

[N] different allied Western Desert heroes are required to activate the effect.

[2] When being hit by Basic Attacks, Western Desert heroes gain 4% Dodge (capped at 100%) for 2s.
[4] When being hit by Basic Attacks, Western Desert heroes gain 8% Dodge (capped at 100%) for 2s.
[6] When being hit by Basic Attacks, Western Desert heroes gain 16% Dodge (capped at 100%) for 2s.


Special Guest

[N] different allied Special Guest heroes are required to activate the effect.

[1] When being attacked by more than 1 units at the same time, the hero's skill will be enhanced during the whole round.


Cyborg

[N] different allied Cyborg heroes are required to activate the effect.

[2] Increases HP of Cyborg heroes by 2,000.
[4] Increase HP of Cyborg heroes by 4500 and that other heroes by 2000.


Blood Demon

[N] different allied Blood Demon heroes are required to activate the effect.

[2] Reduces the number of heroes required by 1 when a faction/role skill that requires >=4 is triggered.


Dragons Altar

[N] different allied Dragons Altar heroes are required to activate the effect.

[3] Every time an allied hero dies, a random Dragon Altar's hero gains 10% attack speed and obtains a shield equal to 10% of max HP. Up to 3 stacks.
[6] Every time an allied hero dies, all Dragon Altar's heroes gains 10% attack speed and obtains a shield equal to 10% of max HP. Up to 6 stacks.


Monastery of Light

[N] different allied Monastery of Light heroes are required to activate the effect.

[2] All heroes gain 60 Magic Defense.


Celestial

[N] different allied Celestial heroes are required to activate the effect.

[3] Increases 35% Attack Speed for Celestial heroes.
[6] Increases 70% Attack Speed for Celestial heroes and 35% for other heroes.


Empire

[N] different allied Empire heroes are required to activate the effect.

[2] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 6 and recover 2 Mana.
[4] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 14 and recover 3 Mana.
[6] Empire heroes' Basic Attacks will reduce enemy heroes' Mana by 24 and recover 4 Mana


Eruditio

[N] different allied Eruditio heroes are required to activate the effect.

[2] Gains a random amount of gold (1-3) at the end of each round.

Superhero

[N] different allied Superheroes are required to activate the effect.

[3] Upon death, Superheroes will pass their energy to other Superheroes, restoring 50% of their HP and increasing their Attack by 50% for 3s (cannot stack).
[6] Upon death, Superheroes will pass their energy to other Superheroes, restoring 100% of their HP and increasing their Attack by 100% for 3s (cannot stack).

V.E.N.O.M.

[N] different allied V.E.N.O.M. heroes are required to activate the effect.

[2] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 0.4%-4% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 25%.
[4] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 0.8%-8% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 50%.
[6] V.E.N.O.M. heroes' attacks poisons the target for 5s, dealing damage equal to 1.2%-12% of the target's Max HP per second (up to 10 stacks). At maximum stacks, the target's HP Regen is reduced by 75%.

Lightborn

[N] different allied Lightborn heroes are required to activate the effect.

[2] When their HP drops below 30%, Lightborn heroes will instantly recover 600 + 10% of Max HP. This effect can only be triggered once every 5s.
[4] When their HP drops below 30%, Lightborn heroes will instantly recover 1400 + 15% of Max HP. This effect can only be triggered once every 3.5s.
[6] When their HP drops below 30%, Lightborn heroes will instantly recover 2200 + 25% of Max HP. This effect can only be triggered once every 2s.

Abyss

[N] different allied Abyss heroes are required to activate the effect.

[2] Abyss heroes gain 8% extra Attack Speed every 2s, capped at 5 stacks.
[4] Abyss heroes gain 17.5% extra Attack Speed every 2s, capped at 5 stacks.
[6] Abyss heroes gain 25% extra Attack Speed every 2s, capped at 5 stacks.

Mech Era

[N] different allied Mech Era heroes are required to activate the effect.

[3] Mech Era heroes reduce the target's Mana by 6 and restore 3 Mana on each Basic Attack against enemy heroes.
[6] Mech Era heroes reduce the target's Mana by 15 and restore 6 Mana on each Basic Attack against enemy heroes.

Targeman

[N] different allied Targeman heroes are required to activate the effect.

[1] When there are other allied heroes on the field, Targeman will rejoin the battle in 5s after death.

Support

[N] different allied Support heroes are required to activate the effect.

[2] When a support hero uses a skill, the allied hero with the most equipment gains a Magic Shield equal to 30% of their Max HP.


Star-Core[]

Each Synergy has multiple Elemental Star-Cores that each increase their corresponding Synergy by +1. When the synergy requirement for a Star-Core is completed, the Star-Core can be equipped to a hero to activate a bonus effect. Star-Cores must be equipped on heroes and their effects will only activate when their Synergies are completed.

Weapon Master Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.


Archer Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.


Mage Star-Core: Fire

When a skill deals damage, an explosion will occur that hits enemies within 8 grids of the target 3 times. Each explosion hit deals Magic Damage equal to 3% of the target's Max HP. (This effect can only be triggered once every 0.2s.)


Swordsman Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.


Nature Spirit Star-Core: Fire

Enemy heroes around the first target hit by a skill will be hit 3 times. Each hit deals Magic Damage equal to 7% of the target's Max HP.


Astro Power Star-Core: Fire

When the round begins, deal Magic Damage to adjacent targets every second equal to 2% of the target’s Max HP.


Wyrmslayer Warrior Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.


Forsaken Light Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.


Scarlet Shadow Star-Core: Fire

When a skill deals damage, the target will be hit an additional 3 times. Each additional hit deals Magic Damage equal to 7% of the target's Max HP.

Archer Star-Core: Water

After every 3 Basic Attacks, the next Basic Attack will cast Rain of Arrows, dealing Magic Damage equal to 4% of the caster’s Max HP and decreasing the target’s Attack Speed by 20% for 2s.


Elementalist Star-Core: Water

Gain 80% Mana after killing a target.


Mage Star-Core: Water

When a skill deals damage, an Ice Bullet will be summoned, freezing a random enemy hero for 3s.


Wrestler Star-Core: Water

After triggering Synergy, summon an Ice Fist that freezes enemies around the target for 2s.


Assassin Star-Core: Water

Gain 80% Mana after killing a target.


Swordsman Star-Core: Water

Gain 80% Mana after killing a target.


S.A.B.E.R. Star-Core: Water

After exiting Mecha Suit, Gain 90% Mana.


Cadia Riverlands Star-Core: Water

When the Star-Core carrier dies, all Cadia Riverlands heroes will recover 30% HP and 30 Mana.


Forsaken Light Star-Core: Water

Gain 80% Mana after killing a target.


Scarlet Shadow Star-Core: Water

Gain 80% Mana after killing a target.

Weapon Master Star-Core: Earth

The Star-Core carrier is immune to all control effects and will recover 100% HP after killing a target.


Gunner Star-Core: Earth

When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.


Wreslter Star-Core: Earth

After triggering Synergy, recover 15% Max HP and gain Control Immunity for 2s.


Assassin Star-Core: Earth

Restore 100% HP based on damage dealt.


Nature Spirit Star-Core: Earth

Restore 100% HP based on damage dealt.


Ablaze Bounties Star-Core: Earth

When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.


S.A.B.E.R. Star-Core: Earth

Increases Star-Core carrier's base HP by 150%.


Future Tech Star-Core: Earth

When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.


Cadia Riverlands Star-Core: Earth

Blessed by the Great Dragon, the carrier will resurrect 2s after death and recover 80% HP.


Forsaken Light Star-Core: Earth

When the round begins, gain a Shield equal to 150% of own Max HP if there are no allied heroes within 8 tiles.


Scarlet Shadow Star-Core: Earth

Restore 100% HP based on damage dealt.

Archer Star-Core: Thunder

After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.


Mage Star-Core: Thunder

After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.


Gunner Star-Core: Thunder

After landing a critical strike, the carrier recovers 20% of their Max HP and gain 10% Attack (stacks up to 10 times.)


Wrestler Star-Core: Thunder

After triggering Synergy, summon Lightning that deals Physical Damage equal to 100% of the own Physical Attack.


Assassin Star-Core: Thunder

After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.


Ablaze Bounties Star-Core: Thunder

After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.


Astro Power Star-Core: Thunder

When Basic Attacks deal damage, there is a 20% chance to summon Lightning, causing the target to be unable to use Basic Attacks for 3s.


Wyrmslayer Warrior Star-Core: Thunder

After casting a skill, the next Basic Attack will trigger Lightning, causing the target to be unable to use Basic Attacks for 3s.

Weapon Master Star-Core: Wind

Every 1% HP lost increases Attack Speed by 1.5%.


Archer Star-Core: Wind

When the round begins, increase Attack Speed by 8% every 1s, up to 320%.


Elementalist Star-Core: Wind

Elementalist Synergy effect can activate an additional 1 time(s). Immune to all control effects for 1s.


Gunner Star-Core: Wind

Basic Attacks now have unlimited range and decrease the target's Attack Speed by 6.5% and Movement Speed by 10%.


Swordsman Star-Core: Wind

When the round begins, increase Attack Speed by 8% every 1s, up to 320%.


Ablaze Bounties Star-Core: Wind

When the round begins, increase Attack Speed by 8% every 1s, up to 320%.


Future Tech Star-Core: Wind

When the round begins, increase Attack Speed by 8% every 1s, up to 320%.

Elementalist Star-Core: Light

3s after the round begins, the carrier will burn 90% of their HP to restore 30% Mana for Elementalists.


Nature Spirit Star-Core: Light

The Star-Core carrier grants Nature Spirit Synergy to allies in the 4 adjacent cardinal direction (Masha cannot receive Nature Spirit Synergy effects.)


Astro Power Star-Core: Light

Prevent fatal damage and recover 70% HP but a random ally will be sacrificed.


Wyrmslayer Warrior Star-Core: Light

When other Wyrmslayer Warriors kill a hero, the Star-Core carrier will also gain Synergy effects.

Nature Spirit Star-Core: Dark

Prevent fatal damage and recover to full HP while losing Nature Spirit Synergy (Damage Reduction effects will remain.)


Astro Power Star-Core: Dark

When Synergy effect is active, the effect will be shared with the nearest hero.


S.A.B.E.R. Star-Core: Dark

Transform into Mecha Suit independently and inherit 100% HP and 100% Attack of the carrier.


Cadia Riverlands Star-Core: Dark

Killing enemy heroes will grant the Cadia Riverlands effects, and increase max stacks to 9.

Weapon Master Star-Core: Mystic

Summon a Giant Sword that slashes at enemies every 5s, dealing Physical Damage equal to 10% of the carrier's Max HP.


Wrestler Star-Core: Mystic

When the round begins, summon a Divine Fist to stun a random enemy hero every 5s. (Stun duration is based on the unit's stars.)


Cadia Riverlands Star-Core: Mystic

The two heroes to the left and right of the Star-Core carrier count towards Cadia Riverlands Synergy.

Elementalist Star-Core: Arcana

Upon receiving fatal damage, summon an arcane energy to devour a random enemy hero and move them to your stock. (Can devour Phoenix but cannot devour S.A.B.E.R. Unitron.)

Evolution[]

As of 2023-2-14, Evolutions are temporarily removed.

Evolution can give unique effects to a specific Role or Faction synergy. Every synergy that requires 4 or 6 unique heroes, once completed, can trigger Evolution, which allows you to choose one of the two evolution paths to customize the synergy as you desire.

Targeman Targeman, Guardian Guardian and Northern Vale Northern Vale do not have Evolution.
Weapon Master Weapon Master unlocks Evolution at 6 heroes despite requiring 9 heroes for a complete synergy.

Role[]

Weapon Master

: [Bloodlust] Weapon Masters restore HP equal to 100% of the target's HP each time they kill a target.

: [Mania] Weapon Masters gain 1.25% extra Physical Attack for every 1% HP lost.


Archer

: [Fearless] Archers' each Basic Attack steals 3 of the target's Physical Defense.

: [Projectile] Archers deal 0.4% extra damage for every 1 tile(s) the target is away from them.


Elementalist

: [Charge] Elementalists restore 35% Mana for allied non-Elementalists each time they cast a skill.

: [Duet] Elementalists can trigger the synergy effect when they cast skills for the second time.


Mage

: [Barrier] On each skill cast, Mages gain a 25% Max HP shield.

: [Frost] On each skill cast, Mages conjure a water column beneath a random enemy hero that freezes them for 3s


Gunner

: [Buckshot] Gunners gain a 8% Max HP shield when their Basic Attacks critically strike.

: [Duelist] Gunners gain 10% extra Crit Chance when there are no other Gunners in the adjacent tiles at the beginning of the round.


Wrestler

: [Bash] Wrestlers deal additional 100% Attack to controlled enemies.

: [Regen] Upon successfully stunning a target, Wrestlers restore HP equal to 2 time(s) the damage dealt.


Assassin

: [Assassin] Assassins' Basic Attack deals 175% damage when they're not directly in front of the target.

: [Derive] Assassins' every Basic Attack restores 200 HP when synergy is triggered.


Swordsman

: [Armed] Dealing damage increases Swordsmen's Physical Defense by 4 and Magical Defense by 4.

: [Awaken] Dealing damage increases Swordsmen's Attack by 5 and Magical Power by 5.


Faction[]

Nature Spirit

: [Unity] All allies share HP and gain 4% Damage Reduction for each allied non-Nature Spirit.

: [Thornmail] Upon taking damage, Nature Spirits return 20% of the damage taken to the attacker.


Ablaze Bounties

: [Bandit] You no longer gain Gold when a wanted hero dies but have a 20% chance to acquire equipment.

: [Greed] Gain 15 Gold at the beginning of the round, this effect can only be triggered once.


Astro Power

: [Split] The 1 Astro Power hero with the most equipment and 1 extra Astro Power hero will be enhanced by the Astro Power.

: [Slaughter] Each time the hero enhanced by Astro Power kills an enemy, the enhancement effect increases by 10%.


Future Tech

: [Couple] Owning 2 Heroes of the same quality grants 2 extra Gold.

: [Refresh] Each time you obtain a hero with Future Tech, a new hero will take their place in the Shop.


Cadia Riverlands

: [Share] All heroes gain the Cadia Riverlands synergy at the beginning of each round.

: [Ascension] Cadia Riverlands heroes can gain up to 9 stacks of Cadia Riverlands synergy effects and will gain 20% extra Attack Speed and 10% Shield at full stacks.


Lightborn

: [Assault] Upon triggering the synergy, the Lightborn hero gains 50% extra Attack for 2s.

: [Aegis] Upon triggering the synergy, the Lightborn hero gains 30% Damage Reduction for 3s.


Abyss

: [Corrupt] Abyss heroes' attacks corrupt enemies, pulling them into the Abyss and stunning them for 0.5s after 10 attacks.

: [Insanity] Abyss heroes ' effects are shared by all allies, as non-Abyss heroes gain 30% of their effects.


Mech Era

: [Siphon] Mech Era heroes reduce the attacker's Mana by 6 each time they're hit by a Basic Attack.

: [Drain] Mech Era heroes' Basic Attacks deal extra Magic Damage equal to 1 time(s) the amount of their Mana.


Equipments[]

Demon Hunter Sword

Tank Killer

Stats:
+10% Attack Speed

Unique Passive-Devour:
Basic Attack Basic Attack will deal extra Physical Damage equal to 3.50% of the target's max HP.
Golden Staff

Increase Attack Speed Continuously

Stats:
+10% Attack Speed

Unique Passive-Impulse:
Basic Attack Basic Attack will increase attack speed by 2.50% limitlessly.
Helcurt's Curse

Silence nearby units after the enemy casts a spell

Stats:
+10% Attack Speed
+30% Physical Defense

Unique Passive-Helcurt's Curse:
When any enemy hero casts a skill for the first time, silence nearby enemy units in 1 grid(s) for 3 seconds.
Rose Gold Meteor

High Damage when low HP

Stats:
+80 Physical ATK
+30 Magic Defense

Unique Passive-Lifeline:
Generates a shield that can absorb 2000 damage (scales with the star level) when the HP is less than 30%. Meanwhile, increases self's attack by 250. This effect has a 40 seconds CD.
Sea Halberd

Anti-Lifesteal, high PEN

Stats:
+100 Physical ATK

Unique:
+40% Physical PEN

Unique Passive-Life Drain:
Basic Attack Basic Attack reduces target HP Regen by 60% for 5 seconds.
Berserker's Fury

Increased Crit

Blade of Despair

Kill Low HP Enemy Directly

Stats:
+200 Physical ATK

Unique Passive-Despair:
Instantly kills the target whose HP is lower than 20%.
Haas's Claws

Increase Physical Lifesteal

Stats:
+100 Physical ATK

Unique:
+40% Physical Lifesteal
Starfall Blade

Counter High Star Lv heroes

Stats:
+10% Attack Speed

Unique Passive-Regression:
Reduces the target's Star Level after 5 continued Basic Attack Basic Attacks against the target (reduces up to 1 times for the same target).

Enchanted Talisman

Restore Mana at Beginning

Stats:
+350 Magic Power

Unique Passive-Recharge:
At the beginning of the battle, restores 75% Mana immediately.
Winter Truncheon

Become Invincible when HP is Low

Stats:
+250 Magic Power
+30 Physical Defense

Unique Passive-Frozen:
When HP drops below 25%, becomes Frozen and restore 25% Max HP and 15% Mana over 2 seconds.
Glowing Wand

Sustained Magic Damage

Stats:
+250 Magic Power

Unique Passive-Scorch:
Skill damage will burn targets for 3 seconds when they hit, dealing 1.75% / 3% / 4.25% of the target's current HP as Magic Damage (10 damage minimum).
Concentrated Energy

Increase Magic Lifesteal

Stats:
+250 Magic Power
+1500 HP

Unique:
+60% Magic Lifesteal
Feline Blade

Transform Enemy into Cat at Beginning

Stats:
+100 Magic Power
+1000 HP

Unique Passive-Witchcraft:
When the battle starts, turning enemy hero with the highest star level into Leonin for 5 seconds.
Lightning Truncheon

Trigger AoE through Skills

Stats:
+300 Magic Power

Unique Passive-Resonate:
Every 6 seconds, the next skill echoes, dealing Magic Damage equal to 10% of the hero's Max HP to up to 3 enemies.

Blade Armor

Physical Damage Bounce

Stats:
+60 Physical Defense

Unique Passive-Vengeance:
When receiving Basic Attack Basic Attack, deals 30% of received damage as physical damage to the attacker.
Sky Guardian Helmet

High base HP

Stats:
+2500 HP

Unique Passive-Recovery:
Regens HP equal to 1.50% of self's max HP each second.
Immortality

Resurrect Upon Death

Stats:
+30 Magic Defense
+30 Physical Defense

Unique Passive-Immortal:
Resurrects after 2 seconds upon death and gets 25% HP.
Monastery of Light Vestments

Increase Allies Magic DEF

Stats:
+30 Magic Defense

Unique Passive-Magic Resist:
Grants 40 Magic Defense to allied heroes in the same row.
Dominance Ice

Mana Regen Increased when Taking Damage

Stats:
+30 Physical Defense
+1500 HP

Unique Passive-Arctic Cold:
Reduces nearby enemy heroes' Attack Speed by 20%. Increases Mana Regen by 15% when taking damage.

Archer Crystal

Get Archer Synergy

Stats:
+50 Physical ATK

Unique Passive-Precise:
Equip to get Archer Synergy. (Not Stackable)
Cadia Riverlands Crystal

Get Cadia Riverlands Synergy

Stats:
+10% Attack Speed

Unique Passive-Prickle:
Equip to get Cadia Riverlands Synergy. (Not Stackable)
Lightborn Crystal

Get Lightborn Synergy

Stats:
+1000 HP

Unique Passive-Nourish:
Equip to get Lightborn Synergy. (Not Stackable)
Wrestler Crystal

Get Wrestler Synergy

Stats:
+50 Physical ATK

Unique Passive-Assault:
Equip to Get Wrestler Synergy. (Not Stackable)
Gunner Crystal

Get Gunner Synergy

Stats:
+50 Physical ATK

Unique Passive-Imperial:
Equip to get Gunner Synergy. (Not Stackable)
Mirror Device

Clone a hero

Unique Passive-Mirror:
Clone an allied hero.
Science Crystal

Get Capacity

Unique Passive-Expansion:
Equip to get 1 more Capacity.
Abyss Crystal

Get Abyss Synergy

Stats:
+1000 HP

Unique Passive-Agile:
Equip to get Abyss Synergy. (Not Stackable)
Superhero Crystal

Get Superhero Synergy

Stats:
+50 Physical ATK

Unique Passive-Terror:
Equip to get Superhero Synergy. (Not Stackable)
Astro Power Crystal

Get Astro Power Synergy

Stats:
+1000 HP

Unique Passive-Gather:
Equip to get Astro Power Synergy. (Not Stackable)
Claude's Theft Device

Get 2 random equipment at the beginning

Unique Passive-Neat Pick:
Copies 2 items of the opponents when battle starts.
Inspire

Increase Attack Speed

Unique Passive-Inspire:
Increase Attack Speed by 20/25/30/40% (increases when stage progresses).
Revitalize

Summons a Healing Spring when HP is low

Unique Passive-Revitalize:
Summons a Healing Spring for 5 seconds when HP is below 30%, restoring 300 HP every 1 second for allies within the area.
Petrify

Petrifies enemies when HP is low

Unique Passive-Petrify:
Petrifies nearby enemies within 1 grid for 1.6 seconds when HP is below 30%.
Purify

Removes the first CC

Unique Passive-Purify:
Removes the first 1 CC effects in a round.
Flicker

Blinks to the most dangerous position at the beginning of a round

Unique Passive-Flicker:
At the beginning of a round, blinks to the empty grid with the most enemies nearby.

Blazing Hammer

Brown's Artifact

Unique Passive:
Immediately execute enemies below 3% HP in the nearby area. Each time you win, this HP threshold increases by 2%, up to 9 stacks. (Current execution threshold: 3%)
Fluffy's Rage

Dubi's Artifact

Unique Passive:
The carries leaves a Fluffy behind each time their location changes. The Fluffy will explode after 2 seconds, stunning enemy heroes in the same row and column.

Swift Boots

Increase Attack Speed

Stats:
+10% Attack Speed

Unique:
+40% Movement Speed
Arcane Boots

Increase Magic Penetration

Stats:
+25% Magic Damage Boost

Unique:
+40% Movement Speed
Demon Shoes

Increase Mana Regen

Stats:
+5 Mana Regen

Unique:
+40% Movement Speed

Unique Passive-Re-charge:
At the beginning of the battle, restores 30% Mana immediately.
Warrior Boots

Increase Physical Defense

Stats:
+30 Physical Defense

Unique:
+40% Movement Speed

Unique Passive-Valor:
Physical Defense will go up 5 with each Basic Attack Basic Attack received, for an increase of up to 30 points. Lasts 5 seconds.
Tough Boots

Reduces the Skill Damage taken

Stats:
+15% Physical Damage Reduction
+15% Magic Damage Reduction

Unique:
+40% Movement Speed
Marksman Crystal

Get Marksman Synergy

Stats:
+50 Physical ATK

Unique Passive-Precise:
Equip to get Marksman Synergy. (Not Stackable)
Dragons Altar Crystal

Get Dragons Altar Synergy

Stats:
+10% Attack Speed

Unique Passive-Prickle:
Equip to get Dragons Altar Synergy. (Not Stackable)
Elf Crystal

Get Elf Synergy

Stats:
+1000 HP

Unique Passive-Nourish:
Equip to get Elf Synergy. (Not Stackable)
Empire Crystal

Get Empire Synergy

Stats:
+10% Attack Speed

Unique Passive-Imperial:
Equip to get Empire Synergy. (Not Stackable)
Necklace of Durance

Anti-Lifesteal

Stats:
+250 Magic Power
+30 Magic Defense

Unique Passive-Resonate:
Skill damage reduces HP Regen by 75% of 3 enemies near the target for 6 seconds.
Twilight Armor

Anti-burst

Stats:
+30 Physical Defense
+1500 HP

Unique Passive-Defiance:
Physical damage received will not exceed 200 points. Cooldown is 4 seconds.
Wyrmslayer Warrior Crystal

Get Wyrmslayer Warrior Synergy

Stats:
+10% Attack Speed

Unique Passive-Holy-power:
Equip to get Wyrmslayer Warrior Synergy. (Not Stackable)
Assassin Crystal

Get Assassin Synergy

Stats:
+10% Attack Speed

Unique Passive-Execution:
Equip to Get Assassin Synergy. (Not Stackable)
V.E.N.O.M. Crystal

Get V.E.N.O.M. Synergy

Stats:
+1000 HP

Unique Passive-Precise:
Equip to get V.E.N.O.M. Synergy. (Not Stackable)

Game Encyclopedia[]

Game Rules[]

  1. All players hire heroes from Common Hero Pool and build their lineups.
  2. Each hero has a fixed number of cards in the Hero Pool. The higher quality they have, the rare they are. That means you are less likely to get a hero if they are hired by another player.
  3. The game is round-based. The player either fights Creeps or another player in one round.
  4. The last one standing is the winner.

Battle Phase[]

  1. There are four stages in a game of Magic Chess: Planning, Placement, Showdown, and Endgame.
  2. Every stage consists of a few rounds. The start of a new stage is signified by the Fate Box Round.
  3. A new stage will bring in increased basic rewards and damage bonuses to Commanders.
  4. Endgame is the last stage in which you need to finalize your lineup and face the opponents. Most players are eliminated in this stage due to high damage bonus against Commanders.
  5. If 2 or more people still survive past Endgame, the stage will be censored (******) and the Lord will be the creep.

Battle Round[]

  1. At the beginning of each round, the shop will be Auto Reset once, while the Little Commander gets 2 EXP.
  2. When a round is over, you will get basic rewards, interest, and winning/losing streak rewards.

Battle Complete[]

  1. Upon successful defense, you immediately get 1 Gold.
  2. When battle ends, the Little Commander takes damage according to the remaining enemies and their Star Level. The Little Commander is eliminated when HP is reduced to 0.

Creep Round[]

In every stage, the player will encounter a Creep Round where items can be looted by killing the monsters. Three pieces of equipment will be dropped at the same time. The player can pick one from them and the other two will disappear.

Star & Quality[]

  1. Each hero has 3-star levels (SLv), starting at SLv 1.
  2. Each 3 of the same hero will be upgraded into a higher-star one automatically.
  3. There are five classes of quality for the heroes - white, green, blue, purple, and orange, costing 1, 2, 3, 4, and 5 Gold respectively. The higher a hero costs, the rare and stronger they are.
  4. The spawn chance of a certain tier of a hero differs from the Commander's level. Good timing to refresh the shop can effectively increase your chance to get the hero you want.

Faction & Role[]

  1. Each hero belongs to a specific Faction and Role.
  2. When there are different heroes of the same Faction or Role deploying on the field, some bonus Synergy effect will be activated.

The Amount of Hero[]

The number of each Hero in Public Hero Pool:

  • Normal: 27 of each Normal Hero
  • Good: 21 of each Good Hero
  • Elite: 18 of each Elite Hero
  • Epic: 13 of each Epic Hero
  • Legendary: 9 of each Legendary Hero

EXP[]

  1. At the start of each round, the Little Commander will obtain 2 EXP.
  2. Players can use Gold to exchange for the equivalent amount of EXP.
  3. The Little Commander reaches the next level when enough EXP is obtained.
  4. At higher Little Commander level, you can assign more heroes to battle.
  5. The chance to get high-quality heroes from the shop also increases with Little Commander's level.

Level[]

  1. Each Little Commander has 3 unique skills.
  2. The first skill will be unlocked when obtaining the Little Commander. The other 2 skills can be unlocked via using the Commander to play more battles.
  3. These 2 skills can also be unlocked via purchasing the skin of the Commander.

Sources[]

  1. Basic Reward - Players automatically get a certain amount of Gold at the start of each round.
  2. Interest - Players can get 2 Gold (up to 4) as Interest for every 10 Gold they keep at the start of each round.
  3. Winning/losing Streak Bonus - Players can get some bonus Gold based on the current winning or losing streaks at the start of each round.
  4. Victory Reward - You can immediately get 1 Gold after each victory.
  5. Selling Hero - You get to sell a hero for a certain amount of Gold. The stronger the hero you sell, the higher the Gold penalty there is.
  6. Little Commander - Some Little Commanders can help you earn extra Gold.
  7. Synergy - The Eruditio Synergy can grant you a small amount of bonus Gold at the end of each round.

Function[]

  1. Recruit heroes.
  2. Refresh the shop.
  3. Level up the Little Commander Level.

Advanced Finance[]

  1. Save Gold properly in the early and mid-game and obtain interest for each round.
  2. When your HP is almost out, convert all the Gold into battle power. Otherwise, you will be eliminated with a large amount of Gold unspent.

Advanced Battle[]

  1. Activating Synergy as soon as possible is the basic tactic on the battlefield.
  2. Only a well-round lineup can gain the high ground. Generally, deploy Melee Heroes with high defense in the front row and Ranged Heroes with high damage in the back row.

Advanced Tactics[]

  1. In the mid and late game, keep an eye on your opponents' lineup and stock up on heroes who can counter them.
  2. All players recruit heroes in the same Public Hero Pool. With extra savings, you can buy some of the Heroes that your opponents are planning to collect, slowing down their pace of upgrading their Heroes to 3-star.

Ranking System[]

Every competitive season runs for three months. At the start of a new season, rewards will be distributed to mailboxes depending on the highest rank of a player achieved in the last season. Additionally, players' starting rank for the new season will be determined by their last season's high rank (at the end of the season). The higher a player's rank is in the previous season, the higher their starting rank will be in the new season.

Players can participate in the Magic Chess once Mode resources are downloaded. The system will match players with other players of similar rank level.

There are seven primary ranks: Warrior, Elite, Master, Grandmaster, Epic, Legend, and Mythic, and Mythic is the highest rank for Magic Chess same to Ranked Game. Depending on the placement a player ends up getting, a certain amount of cup points will be awarded or deducted accordingly. A player wins when they end up in the top 4 and loses when they end up in the bottom.

A player's rank goes up by 1 when the max cup points are reached for the rank. A player drops to a lower rank when the last cup point for the rank is lost.

Star Raising Points and Star Protection Points[]

On top of the cup points that a player gets from winning. Star Raising Points can help accelerate the ranking up process. in case a player loses the match by getting a bottom 4 finish, certain Star Protection Points may be deduction first before losing cup points.

Star Raising Points are granted for winning a match, i.e. finishing top 4. Star Protection Points are granted for losing a match, i.e. finishing bottom 4.

A player on a winning streak gets extra Star Raising Points, the longer the winning streak goes, the more Star Raising Points the player gets. A player gets even more extra Star Raising Points from winning 1st place consecutively. Star Raising Points can also be obtained through purchasing Starlight Member and Commanders.

When the cap of Star Protection Points is reached, instead of cup points, a certain amount of Star Protection Points will be deducted for the next loss. The deduction amount of Star Protection Points varies with the placement the player gets. For example, finishing at 8th place would result in a full deduction of all Star Protection Points, while only a small portion will be a deduction for a 5th finish.

The cap of both Star Raising Points and Star Protection Points increases as a player's rank go up, with Mythic Rank being an exception as both Star Raising Points and Star Protection Points don't work in the rank.

Rank Rewards[]

Warrior

1 Premium Skin Fragment
2500 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Elite

3 Premium Skin Fragment
5000 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Master

Season Exclusive Skin
7500 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Grandmaster

Season Exclusive Skin
15000 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Epic

Season Exclusive Skin
25000 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Legend

Season Exclusive Skin
37500 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Mythic

Season Exclusive Skin
37500 Magic Coin
1 Little Commander Double EXP Card (1-Day)

Season Skins[]

Chessboards[]

History[]

Magic Chess

Magic Chess: Bang Bang

In mid-summer of the year 2019, Moonton releases a new game called Magic Chess: Bang Bang or MCBB and it has its own separate application. There are former commanders that can be seen in Patch 1.4.70 Loading Screen.

There are 10 Roles and 12 Features: Roles: Fighter, Marksman, Mech, Mage, Guardian, Tank, Warlock, Wrestler, Assassin, Preacher; Features: Elf, Nature, Eastern, Mortal, Wild, Cyborg, Spirits, Celestial, Devil, Undead, Empire, Angel.

However, MCBB has closed on January 24, 2020. In return, it became the new mode of MLBB with distinct features but the same concept.

"Magic Chess: Bang Bang has been welcomed and loved by lots of players since launching. Thanks for your long-time support. Now, due to some adjustments of operation plans, Magic Chess: Bang Bang has closed on January 24th, 2020, but meanwhile, Magic Chess: Bang Bang has become a new mode of Mobile Legends: Bang Bang on January 24th, 2020. We're looking forward to meeting you there.

Details about the closing plan: The recharge/in-app purchase system has closed on January 2nd, 2020. The server has closed on January 24th, 2020.

Compensation for the closing: Download Mobile Legends: Bang Bang now, we will refund you MLBB's in-game Diamonds according to your purchase record of MCBB. For more details, please contact our Customer Service in Mobile Legends: Bang Bang.

Deeply sorry for the inconvenience, and we sincerely hope that Mobile Legends: Bang Bang could receive your support. Your understanding and support will be greatly appreciated!"

- MCBB and MLBB Team

Gallery[]