In-game context: MLBB game version 2.1.88.12027, observed on August 8, 2026. The skill panels, Notes, four demonstrations, five ranked build rows, 30 equipment tooltips, and 13 Shop skin cards below are a current in-game snapshot.


While flying, Fanny deals 10%-20% extra damage based on flight speed and applies up to two Prey Mark stacks. Later skill hits on a marked hero restore 8 Energy per stack, with reduced restoration when several enemy heroes are hit in quick succession.
When: Build speed before committing so the passive multiplier and Prey Mark matter. Do not: Do not ult an unmarked full-health target unless the kill is already guaranteed.

Air Superiority action sequence.

Fanny spins her blades for 275 plus 85% Total Physical Attack Physical Damage around her. The current panel shows 12 Energy, a 3.5-second starting cooldown, and Spell Vamp eligibility.
When: Use it at level 1 for the first camp and let Steel Cable trigger it automatically in flight. Do not: Do not mash it manually if that Energy removes your escape cable.

Tornado Strike action sequence.

Fanny fires a cable toward the first obstacle hit and is pulled to it. She can recast within 2 seconds while Energy remains; successive casts cost 2 less Energy. Passing an enemy in flight automatically casts Tornado Strike when enough Energy is available.
When: Aim at terrain beyond the target, chain a second wall before momentum dies, and reserve an exit line. Do not: Do not cable into open ground or hard displacement without a second anchor.

Steel Cable action sequence.

Fanny leaps to an enemy hero or Creep for 400 plus 200% Extra Physical Attack Physical Damage. Each Prey Mark stack raises the damage by 30%. The current panel shows 35 seconds cooldown and 12 Energy at level one.
When: Finish a marked target after the cable pass or punish a low-health backliner. Do not: Do not open with it into defensive cooldowns when Prey Mark has not been built.

Cut Throat action sequence.


Steel Cable → Cut Throat. Repeated cables create angle and Prey Mark; Tornado Strike fires automatically during contact, then Cut Throat finishes the low-health target. Do not: spend the last cable merely to arrive—save enough Energy and a wall angle to exit.




Steel Cable → Tornado Strike → Steel Cable → Cut Throat. The first pass closes distance, Tornado Strike damages on contact, the next cable maintains flight and adds a second mark, and the ultimate cashes in the mark bonus.
Take Tornado Strike for the first camp, protect blue-buff timing, and choose ganks with two-wall routes. A failed early cable sequence costs more than a missed kill because Energy downtime delays the next camp.
Pressure side lanes and punish isolated damage dealers. Enter after the first control spell is used; hover near terrain instead of standing in the lane center.
Stop front-to-back hitting. Track Kaja, Khufra, Winter Crown, and Wind of Nature before crossing the fight. Your job is to remove or displace the backline and leave, not remain after the first burst.
Always identify the wall behind the fight before the first cast.
Energy limits both damage and escape; avoid forced chains when your resource plan is weak.
Prey Mark can add 30% damage per stack, so mark first unless the target is already within execute range.
Buy anti-heal, penetration, or durability for the actual defense and threat pattern.
Targeted suppression and anti-dash zones can end the cable path before the burst lands.
Assassin Emblem: Rupture → Master Assassin → Killing Spree. Battle Spell: Retribution, usually Ice Retribution. Rupture improves early penetration, Master Assassin rewards isolated picks, and Killing Spree helps Fanny survive the second after a kill. Ice Retribution is the clean default when sticking to a moving target matters.
When: choose this for ordinary jungle games and isolated backline access. Do not: force Master Assassin value in tightly grouped five-player fights.
Assassin Emblem: Rupture → Master Assassin → Lethal Ignition. Battle Spell: Retribution, with Flame Retribution when direct duel damage matters. This route trades the post-kill reset for more finishing damage. Use it only when your cable accuracy and exit plan can replace the lost sustain.
The current account did not expose a complete editable Emblem panel. The talent route uses the dated external fallback; Retribution variants were cross-checked against the current in-game build rows.
These five rows are a dated sample, not a permanent universal build. Four of five start Blade of the Heptaseas early, all five include Malefic Roar, and every row uses Retribution.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Blade of the Heptaseas | Malefic Roar | Rose Gold Meteor | Sea Halberd | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Tough Boots | Blade of the Heptaseas | Malefic Roar | Rose Gold Meteor | Sea Halberd | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Flame Hunter's Tough Boots | Malefic Roar | Blade of the Heptaseas | War Axe | Queen's Wings | Brute Force Breastplate |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Blade of the Heptaseas | Hunter Strike | Malefic Roar | Flame Hunter's Tough Boots | Rose Gold Meteor | Sea Halberd |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Blade of the Heptaseas | Flame Hunter's Tough Boots | Malefic Roar | Sea Halberd | Rose Gold Meteor | Blade of Despair |

Rank 1 build snapshot.

Rank 2 build snapshot.

Rank 3 build snapshot.

Rank 4 build snapshot.

Rank 5 build snapshot.
| Item | Why it appears | When to buy | When to skip |
|---|---|---|---|
Tough Boots | +40 Movement Speed and +18 Magic Defense. Fortitude cuts control and slow duration by 25%. | Magic damage or control threatens the cable path. | Physical damage is the only real threat and another boot passive is more valuable. |
Blade of the Heptaseas | +70 Physical Attack, +250 HP and +15 Physical Penetration. Ambush empowers the next Basic Attack after 5 seconds out of hero or Creep combat, adding 160 plus 40% Total Physical Attack Physical Damage and a 40% slow for 1.5 seconds. | You can approach from fog and avoid damage before the first Basic Attack. | The fight is continuous and Ambush rarely arms. |
Malefic Roar | +60 Physical Attack and 30% Physical Penetration. Breaker adds 0.1% Physical Penetration per point of the target's Physical Defense, capped at 30%. | Armor is appearing or the target's base defense is already meaningful. | Only fragile targets matter and earlier utility is urgent. |
Rose Gold Meteor | +30 Physical Attack, +20% Attack Speed and +10% Lifesteal. Lifeline grants a level-scaled shield and 50% Movement Speed below 30% HP; Dragon Scale can build Hybrid Defense through attacks. | Magic burst threatens you during the exit window. | The enemy damage is mostly physical or the shield will be baited before entry. |
Sea Halberd | +80 Physical Attack and +20% Attack Speed. Lifebane reduces shield and HP regeneration effects to 60% for 3 seconds; Punish adds 8% damage against heroes with higher extra HP. | Healing, shields, or high extra-HP targets are deciding fights. | There is no meaningful sustain and raw burst closes the kill sooner. |
Blade of Despair | +160 Physical Attack and +5% Movement Speed. Damaging a non-minion below 50% HP raises Physical Attack by 25% for 2 seconds before the hit lands. | You are ahead and can reach low-health targets safely. | You need survival, anti-heal, or penetration before luxury damage. |
War Axe | +35 Physical Attack, +400 HP, +10% Cooldown Reduction and +8% Hybrid Lifesteal. Fighting Spirit stacks extra Physical Attack and grants 10% True Damage at six stacks. | Fights last long enough to stack and you need HP plus sustain. | Your role is one-pass assassination against fragile targets. |
Queen's Wings | +750 HP, +30 Adaptive Attack, +10% Cooldown Reduction and +10% Spell Vamp. Demonize grants 30% damage reduction for 3 seconds below 40% HP; Defiance scales damage with missing HP. | You expect to remain below 40% HP during a second rotation. | You die to suppression or instant burst before Demonize matters. |
Brute Force Breastplate | +800 HP, +20 Physical Defense and +10% Cooldown Reduction. Damage dealt builds up to six stacks of Adaptive Attack and Movement Speed; full stacks grant 25% control-duration reduction. | Repeated damage lets you build stacks and control-duration reduction. | You need immediate anti-magic protection or pure burst. |
Hunter Strike | +80 Physical Attack, +10% Cooldown Reduction and +15 Physical Penetration. Five hits on the same hero or Creep grant 50% extra Movement Speed that decays over 3 seconds, with an 8-second cooldown. | Five-hit access and the Movement Speed proc help chase or leave. | You cannot remain on one target long enough to trigger it. |
Kaja can suppress a committed dive; Khufra can disrupt movement and punish predictable landing zones. Wait for their control or choose another angle.
Both are fragile when isolated and lack reliable targeted lockdown. Do not confuse favorable access with a free kill: track their defensive items and nearby peel.
Their area control holds targets on a predictable line so cables and Tornado Strike can connect without Fanny staying still.
The current official-data snapshot also lists Gloo as a best counter, Badang as most likely to counter Fanny, Khufra as a strong teammate in another relationship slot, and Hanzo as a poor pairing. Treat these labels as matchup prompts; the useful decision is whether your draft supplies reliable setup while the enemy has instant movement denial.
Community reference values for a level-one, no-item baseline are shown separately from the current in-game samples above.
| HP | 2426 |
|---|---|
| HP Regen | 6.6 |
| Energy | 100 |
| Energy Regen | 3 |
| Physical Attack | 126 |
| Magic Power | 0 |
| Physical Defense | 16 |
| Magic Defense | 15 |
| Attack Speed | 1.12 |
| Attack Speed Ratio | 100% |
| Movement Speed | 265 |
External level-one baseline accessed August 8, 2026. Values can change with patches; the game version and current in-game observations above remain the primary dated context.
Availability below is what the Shop cards showed on the observation date. Limited-time Event does not imply a permanent purchase window.
| Skin | Series | Observed availability |
|---|---|---|
| Lightborn - Ranger | Lightborn | 1089 Diamonds; Purchase visible |
| Summer Rescue | Summer | 749 Diamonds; Purchase visible |
| Campus Youth | Elite | 399 Diamonds; Purchase visible |
| Heart Afloat | Valentine | Limited-time Event |
| Punk Princess | S3 | Season 3 |
| Skylark | Luckybox | Limited-time Event |
| Royal Cavalry | Starlight | 12/2018 Starlight Member |
| Christmas Carnival | Christmas | Limited-time Event |
| Imperial Warrior | Recharge | S22 First Recharge |
| Blade of Kibou | Aspirants | Limited-time Event |
| Mikasa | Attack on Titan | Limited-time Event |
| P.ACE Fanny | 9th P.ACE | Limited-time Event |
| Galactic Starhawk | Legend | Limited-time Event |



Fanny Wertz is Tigreal's younger sister. She rejected the rule that kept women outside the Moniyan military, trained until steel cables became her signature, joined the army after Tigreal disappeared in disgrace, and earned the name Blade Dancer. Her story is about turning stubborn independence into battlefield mastery and eventually finding her brother again.
Assassin Emblem with Rupture, Master Assassin, and Killing Spree is the safest default. Lethal Ignition is the greedier damage alternative.
Retribution is required for the jungle role. Ice Retribution helps stick to targets; Flame Retribution is a duel-damage alternative seen across the current build sample.
Take Tornado Strike at level 1, then prioritize Steel Cable because lower Energy cost expands every rotation.
It supplies percentage and defense-scaling Physical Penetration, so Fanny can keep threatening targets as armor grows.
Copy the core only. Cable accuracy, buff control, enemy displacement, anti-heal needs, and the exit route matter more than a fixed six-slot list.
Fanny rewards map geometry more than raw button speed. Practice two-wall routes, enter after hard control is committed, build Prey Mark before Cut Throat, and leave enough Energy for the exit. Use the five observed builds as a decision sample: Heptaseas and Malefic Roar form the common burst spine, while Sea Halberd, Rose Gold Meteor, Hunter Strike, War Axe, Queen's Wings, and Brute Force Breastplate answer different fights.
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