
Quick answer (15 November 2026, Patch 2.2.23, Season 42 "Starward Decade"): the best Khufra build right now is the roam tank build Tough Boots, Cursed Helmet, Dominance Ice, Antique Cuirass, Athena's Shield and Immortality (11,080 gold). Run the Tank emblem with Vitality, Tenacity and Concussive Blast, take Flicker, and pick the Conceal roam blessing. Khufra is S-tier on mlbbhub at a 54.78% win rate across all ranks, and he holds 54.57% even in Mythical Glory+, where his ban rate climbs to 3.66%. Lock him when the enemy carry relies on blinks and dashes. Skip him into poke mages.
Khufra didn't get a single change in the 11 November patch, but he still came out of it stronger. Patch 2.2.23 buffed Antique Cuirass, one of his core items, and adjusted Concussive Blast, the core talent in most Khufra builds. On 14 November a thread titled "Khufra is broken" landed on r/MobileLegendsGame. Another player in the same subreddit asked for Khufra tips because they were "averaging 9.5 exactly" and wanted to get above 10. They also asked why teammates just stand there after the engage.
This guide answers both questions. It covers the kit, the build and when to change it, the emblem, the combos and the matchups. Every stat is from 14–15 November 2026.

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How does Khufra's kit work in Patch 2.2.23?
Khufra is a Tank for the Roam lane, with the Initiator and Crowd Control specialties. He costs 32,000 Battle Points or 599 Diamonds in the in-game shop (per Liquipedia's Khufra page). The skill summaries below paraphrase the current in-game text as mirrored on mlbbhub's Khufra page:
| Skill | What it does | Why it matters |
|---|---|---|
| Passive: Spell Curse | Every 8s, his next basic attack gains range and deals 100 (+120% Total Physical Attack) (+6% of the target's Max HP) Magic Damage, slows 30% for 1.5s and heals him for 8% of his Max HP | Each crowd-control effect his skills land on an enemy hero cuts the cooldown by 4s, so a good fight keeps it up almost constantly |
| Skill 1: Tyrant's Revenge | Launches in a direction, damaging everything on the path; stops at max range or on the first enemy hero and knocks nearby enemies airborne for up to 1s | Your engage, and your only gap-closer |
| Skill 2: Bouncing Ball | Wraps into a ball for +30% Hybrid Defense at skill level 1; enemies who use a mobility skill to move across him are knocked airborne; each bounce deals magic damage and an 80% slow for 0.2s | The reason you pick Khufra: it punishes blinks and dashes |
| Ultimate: Tyrant's Rage | Pulls every enemy around him to the area in front of him for 300 (+100% Total Physical Attack) Physical Damage and a 1.25s slow (level-1 values); only Suppression can interrupt it | Enemies thrown into a wall take an extra 150% of the damage and are stunned instead of slowed |
Two patches built the version of Khufra you play today, and both were passive buffs. Patch 2.1.40 (18 December 2025) cut Spell Curse's cooldown from 12s to 8s, and Patch 2.1.88 (17 June 2026) added 100 base damage to the enhanced basic attack. Moonton's note on the second one: "Slightly increased Khufra's early-to-mid game damage."
Is Khufra good in Season 42?
Yes. He's one of the safest roam picks in the game right now, and his numbers barely move between ranks. mlbbhub's per-rank table, refreshed 14 November 2026:
| Rank | Win rate | Pick rate | Ban rate |
|---|---|---|---|
| Epic | 55.19% | 0.07% | 0.29% |
| Legend | 54.85% | 0.12% | 0.48% |
| Mythic | 54.91% | 0.20% | 0.63% |
| Mythical Honor | 55.38% | 0.29% | 1.72% |
| Mythical Glory+ | 54.57% | 0.55% | 3.66% |
All-rank: 54.78% win rate, 0.35% pick rate, 2.1% ban rate, Tier S. For scale, Masha (60.3% on mlbbhub) is the only hero above 60% this patch, and Khufra sits in the same 53–55% band as Minotaur, Rafaela and Gloo. Our Season 42 tier list has the full ranking.
The pick rate is the interesting part. From Epic to Mythic he's picked in 0.2% of games or fewer, and he still wins about 55% of them. That's typical of a pick-condition hero. The players who choose him tend to know when he works. If you pick him blind every game, expect worse than 55%.
What changed for Khufra in Patch 2.2.23?
Nothing in his kit, but two of his tools changed (from the Liquipedia Patch 2.2.23 page):
- Antique Cuirass, buffed: the Deter passive now cuts the attacker's Physical Damage by 8% per stack, up from 6%, for up to 3 stacks. It's already in his core build, so this is a free buff against physical carries.
- Concussive Blast, adjusted: damage went from 100 (+7% Total HP) to 100 (+8% Total HP), but it now deals 50% less damage to minions.
The Concussive Blast change was aimed at tanks like Khufra moving to the EXP lane. Moonton's note:
"We found that an increasing number of roaming tank heroes are moving to the Exp Lane. In the early-to-mid game, they have stronger control and durability than most fighters, while dealing nearly as much damage." (Patch 2.2.23 notes)
In other words, roam Khufra got a damage buff, and EXP-lane Khufra lost wave clear. If you've been laning him, our EXP lane meta breakdown explains the rest of that shift. This guide treats him as a roamer.
What is the best Khufra build?
The default roam build, in buy order. Prices and stats are from mlbbhub's item database on 15 November 2026:
| # | Item | Cost | Key stats | Why Khufra buys it |
|---|---|---|---|---|
| 1 | Tough Boots | 720 | +18 Magic Defense, +40 Movement Speed, CC and slow duration −25% | You walk into every CC chain in the game |
| 2 | Cursed Helmet | 1,910 | +1,200 HP, +20 Magic Defense; burns nearby enemies for 1.2% Max HP per second | The HP spike, plus burn that shaves 3 Hybrid Defense per stack (up to 3) off everyone you stand next to |
| 3 | Dominance Ice | 2,010 | +40 Physical and +40 Magic Defense; +8 of both per nearby enemy hero (up to +40) | Cuts nearby enemies' shields and HP regen to 60%, so it doubles as anti-heal |
| 4 | Antique Cuirass | 2,170 | +920 HP, +40 Physical Defense; when a skill hits you, the attacker's Physical Damage drops 8% for 2s (stacks 3x) | Buffed in 2.2.23 |
| 5 | Athena's Shield | 2,150 | +900 HP, +48 Magic Defense; cuts magic damage taken by 25% for 3s after a magic hit | For burst mages |
| 6 | Immortality | 2,120 | +850 HP, +15 Physical Defense; revive after 2.5s with 16% HP and a shield | Best bought last |
Total: 11,080 gold. This matches mlbbhub's curated "Roam Anti-Dash Conceal" build item for item. One caveat: mlbbhub marks that build as reviewed on 13 May 2026 for Patch 2.1.67, so it's older than Season 42. We checked every item against the current 2.2.23 item pages before recommending it. The only item that changed since then is Antique Cuirass, and it got stronger.
Why Immortality goes last: it's a great sixth item and a weak fourth. If you buy it before you have three defensive items, the enemy carry just kills you a second time while the revive shield is up. mlbbhub's guide makes the same point.
How to adjust the Khufra build
- Rapid Boots instead of Tough Boots when the enemy team has little crowd control and you need to move between bushes faster before the first Turtle fight.
- Radiant Armor (1,880) instead of Athena's Shield against sustained magic damage that keeps chipping you, rather than one burst combo.
- Oracle (1,860) instead of Athena's Shield when your team has heavy healing or shields (Estes, Floryn, Rafaela). It boosts the shields and HP regen you receive by 25%.
- Guardian Helmet (2,500) instead of Immortality when you keep arriving at objective fights low on HP. It's +1,800 HP and recovers 2.5% Max HP per second after 5s out of combat.
- Brute Force Breastplate (2,070) instead of Dominance Ice if the enemy team has no healing at all.
For the full defensive item list and how each one compares, see our MLBB items guide. For Dominance Ice against the other two anti-heal options, see our anti-heal items breakdown.
Khufra anti-physical build
When your team already has another initiator and the enemy damage is mostly physical, mlbbhub's third curated setup trades Flicker for Vengeance and goes armour-heavy: Warrior Boots, Dominance Ice, Blade Armor, Antique Cuirass, Oracle, Immortality (10,790 gold, +213 Physical Defense on the final build). In this setup Khufra's job is to block for his carry, not to start fights.
Is there a Khufra damage build?
"Khufra damage build" is one of the most searched Khufra phrases. It does exist, and both of his skills scale off Extra Physical Attack. But the scaling is a percentage of his own Max HP that grows with Extra Physical Attack (1.5% for Tyrant's Revenge, 2% for Bouncing Ball). So HP is still your main damage stat. Buying attack items gives up the 3,800+ bonus HP the tank build gets and adds little burst. Our call: don't do it in ranked. In Classic it's fine for fun.
Which emblem and battle spell should Khufra use?
Tank emblem. The base emblem gives +500 HP, +10 Hybrid Defense and +4 HP Regen, per mlbbhub's emblem data. The talents:
- Vitality: +225 Max HP.
- Tenacity: +5% Damage Reduction while you're below 50% HP. This is where you'll spend most of every fight.
- Concussive Blast: your next basic attack deals 100 (+8% Max HP) Magic Damage around you, with a 15s cooldown and half damage to minions. When both are off cooldown, it fires on the same basic attack as Spell Curse, so the two land together for a big hit.
Battle spell: Flicker, in two of mlbbhub's three curated builds. Tyrant's Revenge stops on the first enemy hero it touches, so Flicker is how you get past the tank to reach the target behind them. mlbbhub also notes that you can Flicker while in Bouncing Ball form to cross terrain the ball can't clear on its own. Take Vengeance only in the anti-physical build above. The full spell-by-role breakdown is in our battle spells guide.
Roam blessing: Conceal by default. It briefly hides you and nearby allies and gives them a movement speed burst, which is ideal for a surprise Tyrant's Revenge from fog. Take Encourage instead in grouped objective games where you'll be standing in front of your team for long fights. Our emblem guide covers how the talent system works.

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How do you play Khufra? (combos and timings)
Main teamfight combo: Tyrant's Revenge → Bouncing Ball → Tyrant's Rage into a wall → basic attack.
- S1 to get there, aimed so the enemies end up between you and a wall.
- S2 before the ult, not after. The moment you land, the enemy carry wants to blink out. If the ball is already up, that blink knocks them airborne. If you save the ball for after the ult, they're already gone.
- Ult into terrain. The ult throws enemies to the area in front of Khufra. That means the wall needs to be in front of you or beside you, not behind you. A wall slam is a stun plus 150% extra damage. Without a wall it's just a short slow.
- Basic attack. Every control effect your skills landed, including the ult's slow, cut 4s off Spell Curse, so your empowered hit, its 8% Max HP heal and Concussive Blast are probably all ready.
mlbbhub's teamfight-combo card lists the order as S1, ult, S2. That's the right choice when the enemy has no blink to punish and you need the ult before they spread out. Against dash-heavy carries, put the ball down before the ult.
Skill order: mlbbhub suggests Tyrant's Revenge at level 1 for a quick blue-buff leash and Bouncing Ball at level 2 for the first gank. Our call after that is to level Bouncing Ball first whenever the ult isn't available. Liquipedia's ability card shows its defense bonus growing from 30% to 100% across skill levels, which is the biggest per-level gain in his kit.
Early-game timings. Your full kit comes online at level 4, when the ultimate unlocks. Look for an engage when your teammates can follow up, ideally an early pick in the enemy jungle. mlbbhub's guide puts his power spike at Tough Boots plus Cursed Helmet, roughly 8–10 minutes into a typical game. Until then, avoid engaging two enemies on your own.
Why aren't my teammates following my engage?
This was the Reddit question, and it's the most common Khufra problem. Three fixes:
- Engage where your damage already is. Khufra deals almost no damage. If your marksman is on the other side of the map, your S1 just kills you. Ping, wait for your carry to be in range, then go.
- Use the ult to bring enemies to your team. Tyrant's Rage moves enemies. Pull them toward your backline, or into a wall right next to them, and your team doesn't have to commit at all.
- Don't open with the ult. The official ally note pairing Khufra with Vale (mirrored on mlbbhub) points out that Khufra's ult "needs some time to release", so it's strongest when a teammate can add crowd control during that window. Pair him with Vale, Atlas or another hero who chains hard CC, or with a burst follow-up like Karina who turns the stun into a kill.
Mistakes that lose Khufra games, per mlbbhub's guide: using the ball as a travel tool in lane (it wastes your anti-blink tool), ulting in open ground, engaging into X.Borg while Firaga Armor is up, and wandering the enemy jungle at 14–18 minutes when your marksman is the one getting dived.
Who counters Khufra, and who does he counter?
Win-rate edge in ranked matchups, in percentage points of win-rate delta, from mlbbhub's matchup data (15 November 2026):
| Counters Khufra | Edge (pp) | Khufra counters | Edge (pp) |
|---|---|---|---|
| Zhuxin | +3.6 | Alucard | +3.4 |
| Alice | +3.4 | Silvanna | +3.2 |
| Minotaur | +2.5 | Wanwan | +3.1 |
| Marcel | +2.4 | Mathilda | +3.0 |
| Bane | +2.4 | Johnson | +2.7 |
| Yi Sun-shin | +1.9 | Paquito | +2.5 |
The pattern is clear. Khufra beats heroes who rely on dashes and blinks. The official counter note for Fanny (mirrored on mlbbhub) says "Khufra's 2nd skill 'Bouncing Ball' counters those heroes who are fragile and good at blink skills." Wanwan, Alucard and Paquito are on his list for the same reason.
He loses to sustained poke, zone control and knock-ups. Zhuxin and Alice deal steady area damage that Bouncing Ball can't stop. The official threat note for Saber names the weakness: once Khufra drops out of Bouncing Ball, he's easy to kill, so heroes with knock-ups punish him. mlbbhub's guide adds that with poke mages like Pharsa, Valir and Xavier, "none of them care about ball form because none of them blink." If the enemy has no blinkers, take Atlas, Edith or Grock instead. Our roam heroes ranking lists the alternatives.
The draft test: if you can't name the enemy hero Khufra is supposed to stop, don't lock him.
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FAQ
What is the best Khufra build in MLBB? For Patch 2.2.23, it's Tough Boots, Cursed Helmet, Dominance Ice, Antique Cuirass, Athena's Shield and Immortality, for 11,080 gold. Swap Athena's Shield for Radiant Armor against sustained magic damage, or for Oracle if your team has heavy healing.
What emblem should Khufra use? The Tank emblem with Vitality, Tenacity and Concussive Blast. Concussive Blast was buffed to 100 (+8% Total HP) in Patch 2.2.23 and can go off on the same basic attack as Khufra's passive.
Is Khufra good in Season 42? Yes. He's S-tier on mlbbhub with a 54.78% all-rank win rate, and he stays between 54.5% and 55.4% in every rank from Epic to Mythical Glory+. He's a pick-condition hero, though. He's at his best against teams that rely on dashes and blinks.
How do you use Khufra's ultimate? Stand so the wall is in front of you or beside you, not behind you. Tyrant's Rage throws enemies to the area in front of Khufra, and an enemy who hits a wall takes 150% extra damage and is stunned instead of slowed.
Who counters Khufra? On mlbbhub's ranked matchup data, Zhuxin (+3.6), Alice (+3.4), Minotaur (+2.5), Marcel (+2.4) and Bane (+2.4) have the biggest edge. Poke mages that never blink, plus heroes with knock-ups, give him the most trouble.
Can Khufra play EXP lane? He can, but Patch 2.2.23 cut Concussive Blast's damage to minions by 50%, specifically to push roaming tanks out of the EXP lane. Roam is where his kit and the current balance both point.
Data sources: in-game skill and item text as mirrored on mlbbhub (15 November 2026), mlbbhub ranked win, pick and ban rates (refreshed 14 November 2026), Liquipedia patch pages for 2.1.40, 2.1.88 and 2.2.23. Numbers move every patch. Check back after the next Original Server update.



