
Quick answer (21 October 2026, Patch 2.2.16a, Season 42 "Starward Decade"): The most common items across the 9 community-submitted Fanny builds on mlbb.io (dated July to October 2026) add up to this six-item set: Blade of the Heptaseas, Tough Boots, Malefic Roar, War Axe, Queen's Wings and Rose Gold Meteor. All 9 builds use Tough Boots, 8 use Malefic Roar and 7 use War Axe. Pair it with the Fighter emblem (Rupture, Festival of Blood, Impure Rage) and Retribution. Swap in Hunter Strike against tanky teams and Sea Halberd against healers. The build is the easy part, though. Fanny is D-tier with a 42.15% ranked win rate on mlbbhub, yet she is the third most-banned hero in MPL Philippines Season 18. Most of the difference comes down to cable and energy control.
Is Fanny good in Season 42?
In solo queue, only in the hands of a specialist. In pro play, yes.
On mlbbhub's Patch 2.2.16a ranked data (fetched 21 October 2026), Fanny sits in D-tier with a 42.15% win rate, 0.76% pick rate and 2.06% ban rate. mlbb.io's 20 October snapshot is almost the same at 42.5%, and its summary is blunt: "Struggling in current meta. Consider other heroes unless you're a specialist." The same page notes that she is "still one of the more-picked junglers in Mythical Glory+", so specialists still pick her at the top of the ladder. The data can't prove why her overall win rate is so low, but her execution demands (covered below) are the usual explanation.
Her win rate has also been flat all season. Patch 2.2.16 (16 September) and Patch 2.2.16a (14 October) both left her unchanged. Neither patch's hero list includes her (see our MLBB patch notes).
| Date (2026) | Ranked win rate | Pick rate | Ban rate |
|---|---|---|---|
| 10 Sep (Season 41) | 41.91% | 0.59% | 2.26% |
| 16 Sep (Season 42 starts) | 41.57% | 0.61% | 2.29% |
| 28 Sep | 43.21% | 0.62% | 1.76% |
| 9 Oct | 41.95% | 0.64% | 1.72% |
| 19 Oct | 42.15% | 0.76% | 2.06% |
Source: mlbbhub stats history for Fanny, all ranks.
Now compare that with the pros. On mlbbhub's MPL PH Season 18 statistics, Fanny has 86 bans, 13 picks and 7 wins (53.85%). Only Freya (117 bans) and Atlas (107) were banned more. The playoffs start this week, so expect Fanny highlight clips everywhere. But keep in mind that those numbers come from five-stacks with coordinated crowd control over several patches. They don't describe the ranked meta.
How does Fanny's kit actually work?
Fanny runs on energy (a 100-point bar), not mana, and almost everything she does costs some of it. mlbbhub sums her up in one line: "Fanny does not walk. The moment she stops flying, she stops being Fanny." Kit values below are from the official skill text mirrored on Liquipedia and mlbbhub:
| Skill | What it does | Key numbers |
|---|---|---|
| Air Superiority (passive) | Deals 10%–20% extra damage while flying (scales with flying speed) and applies Prey Mark, up to 2 stacks. Her skill hits on marked heroes restore energy. The refund is reduced if she hits several heroes in a short time. | Up to 2 Prey Mark stacks |
| Tornado Strike (Skill 1) | Spins and deals 275 (+85% Total Physical Attack) physical damage around her at skill level 1, rising to 525 at max level | Cooldown 3.5s → 2.5s, 12 energy |
| Steel Cable (Skill 2) | Fires a cable that pulls her to the first wall or obstacle it hits. She can recast within 2s, and each recast costs 2 less energy. If she passes through an enemy mid-flight she auto-casts Tornado Strike. | No cooldown, 19 → 14 energy |
| Cut Throat (Ultimate) | Leaps at an enemy hero or creep for 400 (+200% Extra Physical Attack) physical damage at rank 1 (650 at rank 3), +30% per Prey Mark stack | Cooldown 35/30/25s, 12 energy |
Three things follow from that table and decide most Fanny games:
- Prey Mark is your energy engine. Her bar regenerates slowly on its own, but in a fight her energy comes from hitting marked heroes with skills. A cable pass that marks nobody costs energy and gives none back.
- Your ultimate is an execute, not an opener. With 2 stacks Cut Throat deals 60% more damage. Mark first, ult last.
- Every cable needs a wall. Steel Cable pulls you to the first obstacle it hits. Fight in the open and you're a melee assassin with no escape.
Skill priority: max Tornado Strike first (its cooldown drops from 3.5s to 2.5s), then Steel Cable (cheaper cables), and take the ultimate at every level it unlocks.
What is the best Fanny build right now?
mlbbhub's curated Fanny builds are tagged as last reviewed on Patch 2.1.67, so we used the live community sample instead. These are the items across mlbb.io's 9 Fanny builds (submitted 26 July to 13 October 2026), in the purchase order mlbb.io suggests, with stats and costs from mlbbhub's item database. This is a small player-submitted sample. It counts how often each item appears, not the win rate of the full set, so treat it as a strong starting point rather than a proven best build:
| # | Item | Cost | In how many builds | What it does for Fanny |
|---|---|---|---|---|
| 1 | Blade of the Heptaseas | 1,950 | 6 of 9 | +70 Physical Attack, +250 HP. Ambush: if she deals and takes no damage for 5s, her next basic attack deals extra damage and slows by 40%. That fits a jungler who opens from out of vision. |
| 2 | Tough Boots | 700 | 9 of 9 | +18 Magic Defense, +40 movement speed, 30% shorter crowd control and slows. Crowd control that lands on her usually ends a cable chain, which is why every sample build buys these. |
| 3 | Malefic Roar | 2,060 | 8 of 9 | +60 Physical Attack, plus penetration that rises with the target's Physical Defense (capped at 30%) |
| 4 | War Axe | 2,100 | 7 of 9 | +35 Physical Attack, +400 HP, +10% cooldown reduction, +8% spell vamp. Its Fighting Spirit passive stacks up to 6 times on repeated hits, which a cable chain does. |
| 5 | Queen's Wings | 2,250 | 6 of 9 | +600 HP, +10% cooldown reduction, +10% spell vamp. Below 40% HP she gets 30% damage reduction for 3s (60s cooldown). |
| 6 | Rose Gold Meteor | 1,820 | 4 of 9 | +30 Physical Attack, +10% lifesteal and a defensive passive. A late safety slot. |
Total: 10,880 gold.
Situational swaps (from the same sample):
- Hunter Strike (2,010 gold, +80 Physical Attack, +10% cooldown reduction, 50% burst of movement speed after 5 hits in a row): in 3 of 9 builds. Buy it when the enemy team stacks defense and you need to finish targets faster.
- Sea Halberd (2,050 gold): in 3 of 9 builds. Its Lifebane passive cuts the target's shields and HP regen to 60% for 3s. Take it against Estes, Rafaela or a lifesteal-heavy carry.
- Blade of Despair shows up in the execute-focused builds as a final damage slot when your team already has a frontline.
Why a "bruiser" Fanny? A full damage build kills faster but has little margin for error once crowd control lands. War Axe and Queen's Wings add 1,000 HP and 18% spell vamp together, so Fanny can make two or three cable passes through a fight instead of one. Most of the live sample builds her that way.
Which emblem, spell and talents should Fanny use?
Emblem: Fighter, used in 5 of the 9 mlbb.io builds:
- Rupture (5 of 9)
- Festival of Blood (6 of 9). Stacking spell vamp fits a hero who does almost all her damage with skills.
- Impure Rage (4 of 9)
The Assassin emblem (Rupture, Master Assassin, Killing Spree) is the older pick-off setup that mlbbhub's curated builds still list. It's fine if your team needs you to delete a single carry, but it gives up the sustain that keeps you flying. Our Mobile Legends emblem guide explains how each talent works.
Battle spell: Retribution is required in the jungle. Of the 8 sample builds that record a spell, 4 use plain Retribution and 2 use Bloody Retribution. See the battle spells guide for what each Retribution variant changes.
How should Fanny manage blue buff and energy?
Energy decides every Fanny fight, and blue buff is the biggest lever on it. mlbbhub's Fanny guide (written by its Mythical Immortal editor, last updated 15 August 2026) explains that Fanny "regenerates it slowly on the ground", that long cable chains are more energy-efficient than short hops, and that "Blue buff cuts cable cost further, which is the mechanical reason it is non-negotiable." Their early-game advice, in short:
- Start red, then blue. Taking blue second means it is still running when you make your first gank instead of expiring during your clear. mlbbhub calls this "counter-intuitive, but it is the right call."
- Gank at level 4, not before. Per the same guide, she "needs level 4 for multi-cable chains" and her first item before she can kill anyone who built armor.
- If your blue buff gets stolen early, don't contest it alone. mlbbhub's advice is to go to the other side of your jungle, keep clearing and wait for it to respawn. "A dead Fanny at level 1 is game over. A delayed Fanny is recoverable."
- Keep blue in mind for every fight after that. A Fanny with blue buff can afford longer chains, while a Fanny without it has to pick shorter, safer engages.
What are the best Fanny combos?
The basic loop is always the same: cable through the target, mark them, cable out, come back, finish.
- Pick-off combo: Steel Cable through the target (auto Tornado Strike plus a Prey Mark) → recast Steel Cable through them again (2nd mark) → Tornado Strike → Cut Throat on the double-marked target → cable out to a wall.
- Teamfight combo: stay on the edge of the fight. Cable between walls through the backline, only touching the targets you want to mark, then ult whoever drops low. mlbbhub's guide puts it this way: "Look for low HP enemies to finish off with her Ultimate."
- Escape combo: keep enough energy for two cables. Running out of energy mid-escape is the most common way Fanny dies.
The energy rule. A full bar and a ready ultimate is when you should start a fight. A half bar and no marked target is when you should go back to the jungle. Since every successive cast within 2 seconds costs 2 less energy, a fast chain of cables is cheaper than the same number of slow, separate ones. That's why good Fanny players chain cables and don't pause between them.
Which heroes counter Fanny, and who does she beat?
These are measured ranked edges. They show how many win-rate points the counter gains in the matchup. The two trackers rank them slightly differently, so both are shown:
| Counter to Fanny | mlbbhub (2.2.16a) | mlbb.io (20 Oct) | Why |
|---|---|---|---|
| Franco | +2.41 | +3.5 | Iron Hook plus a suppression catches her the moment she stops |
| Phoveus | +2.56 | +3.0 | Punishes heroes who dash near him, and every cable is a dash |
| Badang | +2.72 | +3.0 | Durable and full of crowd control |
| Moskov | +2.91 | +1.8 | A ranged marksman with burst who punishes a missed dive |
| Chou | +2.28 | +2.2 | Point-and-click crowd control |
| Kalea | +2.25 | +1.3 | A single-target grab (see our Kalea build guide) |
| Lukas | +2.02 | n/a | Tanky EXP laner who outlasts her burst (Lukas build) |
Fanny beats: Granger (+3.58 on mlbbhub, +3.9 on mlbb.io), Yve (+3.39 / +3.6), Clint (+2.73 / +3.4), Kimmy (+2.62 / +2.8) and Gloo (+3.17 on mlbbhub). Most of these are backliners without reliable targeted crowd control (Gloo, a tank, is the exception). If the enemy marksman is Granger or Clint, Fanny is a reasonable pick. If they have Franco and Chou, she isn't.
Best teammates: mlbb.io's synergy data favours Natan (+1.8), Bruno (+1.5) and Lolita (+1.2), and mlbbhub recommends area crowd control from Minotaur or Gatotkaca to hold enemies still while you cable in.
How long does it take to get good at Fanny?
Longer than for any other jungler, and the players who've done it agree. In an October 2026 thread on r/MobileLegendsGame, one reply said there is "no cheat code", and another pointed out that cables are only part of it: you also need "optimal pathing to get from point A to B the fastest" and her matchups. In a second thread, one player put the learning curve at "first 300 matches of absolute feeding," and said you know you're improving "when you're constantly hitting short cables in practice."
A practice plan that follows that advice:
- Practice Mode first, not ranked. One reply in that second thread suggested 5–10 hours of training, then 5–10 hours against AI before her first ranked game. It's one player's rule of thumb, but a sensible one.
- Drill short cables. Cables that hit a wall a few tiles away are what save you in fights. Practise them around your own jungle until you can chain four without looking.
- Learn one clear route per side of the map. Fanny's farm speed depends on cable lines between camps. Use the same route every game until it's muscle memory.
- Track energy, not HP. Before every fight, check the bar. Most early Fanny deaths happen with an empty bar, not low HP.
- Play her in Classic before you risk stars. Ranked losses while learning her cost you stars, including in Mythic (see our Mythic points explainer).
If you want a jungler that wins games while you learn Fanny, see our best jungle heroes for Season 42 and the full Mobile Legends tier list.
Want to keep climbing while you learn Fanny?
No service can learn Fanny's cables for you, but learning her doesn't have to cost you a season of stars. Practise her in Classic on a ranked-ready account, or get help with the climb while you put in the practice hours.
- Mobile Legends Accounts — ranked-ready MLBB accounts · hero and skin collections · instant handover
- Mobile Legends Rank Boost — Warrior to Mythical Immortal · piloted or self-play · pick your target
- All Mobile Legends services
FAQ
What is the best build for Fanny in Mobile Legends? As of Patch 2.2.16a (21 October 2026), the most common items in mlbb.io's 9 community-submitted Fanny builds are Blade of the Heptaseas, Tough Boots, Malefic Roar, War Axe, Queen's Wings and Rose Gold Meteor. Tough Boots appear in all 9 builds, Malefic Roar in 8 and War Axe in 7. Swap in Hunter Strike against tanky teams or Sea Halberd against healers.
What emblem is best for Fanny? The Fighter emblem with Rupture, Festival of Blood and Impure Rage is the most common choice in current builds. The Assassin emblem with Master Assassin and Killing Spree is an older pick-off alternative that trades sustain for burst.
Why does Fanny have such a low win rate? Her ranked win rate is about 42% on both mlbbhub and mlbb.io. The trackers don't explain why, but the usual reading is that she is one of the hardest heroes to execute: cables need walls, energy runs out fast and one landed stun can end a chain. In pro play, where specialists play her, she was banned 86 times in MPL PH Season 18.
Was Fanny nerfed in Season 42? No. Neither Patch 2.2.16 (16 September 2026) nor Patch 2.2.16a (14 October 2026) changed Fanny. Her ranked win rate has stayed between roughly 41.5% and 43.2% all season.
Who is the best counter to Fanny? Franco, Phoveus and Badang have the largest measured ranked edges over her across mlbbhub and mlbb.io, between about +2.4 and +3.5 win-rate points. Any hero with reliable targeted crowd control (a hook, a stun or a suppression) that lands while she is on the ground is a good answer.
How many matches does it take to learn Fanny? There's no official number, but experienced players on r/MobileLegendsGame describe it in hundreds of games, and one put it at "300 matches." Spending 5 to 10 hours in Practice Mode and then 5 to 10 hours against AI before playing her in ranked will save you a lot of lost stars.
Data in this guide is dated: kit values from the official skill text on Liquipedia and mlbbhub; ranked win, pick and ban rates and counter edges from mlbbhub (Patch 2.2.16a, fetched 21 October 2026) and mlbb.io (updated 20 October 2026); build frequencies from mlbb.io's 9 community Fanny builds; MPL Philippines Season 18 statistics from mlbbhub as of 21 October 2026. Balance changes every patch, so check the in-game hero page after the next update.


