MLBB Lab
Balmond
Fighter·EXPTIER C · WEAKLIVE

Balmond

Simple high-HP fighter. His ult executes low-HP enemies with true damage. Easy to pilot, falls off late vs tanks with armor.

Win Rate

47.6%

Pick Rate

1.1%

Ban Rate

1.1%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

TL;DR

  • Balmond is a self-healing brawler who wins long fights.
  • Spikes at level 4 when Lethal Counter comes online.
  • Killer mistake: ulting enemies at full HP.
  • Win by sustaining in drawn-out brawls, not bursting.
  • Falls off late versus fed, mobile carries.

🎯Identity

Balmond's kit is built to survive a prolonged brawl and out-sustain the enemy frontline.

His passive turns every kill into healing, so fights refuel him.

Cyclone Sweep gives constant AoE damage on a 4s loop.

Lethal Counter executes wounded targets with true damage.

⚙️How the kit actually works

PASSIVEBloodthirst

Turns kills into free healing so you never leave lane.

Minion kills recover 4% Max HP; hero kills recover 20% Max HP.

Load-bearing detail: it scales with your Max HP, so tanky builds heal more per kill.

4% HP per minion20% HP per hero
SKILL 1Soul Lock

Your only gap-closer and the chase tool that catches fleeing kills.

Charges to a target, dealing physical damage and applying a slow.

Detail: the 2s slow is what locks a runner in Cyclone Sweep range.

CD 9sslow 2smana 70
SKILL 2Cyclone Sweep

Primary damage and wave-clear engine on a short leash.

Spins for physical AoE to all nearby enemies.

Detail: 4s cooldown means it's your near-constant damage in any brawl.

CD 4smana 60AoE melee
ULTIMATELethal Counter

The execute: true damage that scales with the target's missing HP.

Fan-shaped cleave dealing true damage proportional to missing HP.

Detail: on a full-HP enemy it does almost nothing; save it for below 50% HP.

CD 42smana 120true damage
🔗 HOW IT ALL CONNECTS

Soul Lock's 2s slow keeps enemies inside Cyclone Sweep.

Cyclone Sweep chips them down until they're low on HP.

Then Lethal Counter finishes, and passive heals refill you.

📈Power curve

Balmond is average early, peaks mid-game with items, and fades late.

Early (Lv 1-3)
Weak

No ult yet and slow movement makes engages risky.

Mid game
Strong

Lethal Counter plus core items sustain long brawls.

Late game
Weak

Kited by fed carries; damage falls off.

🏆Win condition

Win by dragging enemies into sustained brawls where your passive out-heals their burst.

  1. 1Clear waves and jungle camps to stay level-ahead for the Lv4 ult spike.
  2. 2Soul Lock a squishy to slow it, then spin with Cyclone Sweep.
  3. 3Hold Lethal Counter until targets drop below 50% HP.

⚠️Common mistakes and the fix

Ulting enemies at full HP.
Wait until below 50% so missing-HP true damage lands.
Diving 1v5 with no backup.
Engage only when a teammate can follow.
Chasing mobile ranged heroes.
Only commit Soul Lock on targets you can pin.
Skipping sustain items.
Build lifesteal to amplify passive healing.

🧭Decision rules

IFEnemy above 50% HPTHENHold Lethal Counter

True damage scales with missing HP

IFEnemy fleeing lowTHENSoul Lock to catch

2s slow secures the kill

IFMultiple enemies groupedTHENSpin with Cyclone Sweep

4s CD gives constant AoE

IFYou just killed a heroTHENKeep fighting

Passive healed 20% Max HP

IFFacing burst mage or MMTHENAvoid open engages

No escape, easily kited

IFLane wave is pushedTHENClear jungle camps

Stay level-ahead for ult spike

IFLate game and behindTHENSplit-push instead

Weak versus fed carries