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Mobile Legends Anti-Heal Items: Sea Halberd vs Dominance Ice vs Glowing Wand (Season 42)

Sam Okonkwo
Sam Okonkwo
The three MLBB anti-heal items: Sea Halberd, Glowing Wand and Dominance Ice

Quick answer (5 November 2026, Patch 2.2.16a, Season 42 "Starward Decade"): Mobile Legends has three anti-heal items, one for each damage type. Sea Halberd (2,050 gold) is the physical one, Glowing Wand (about 2,050 gold, see the price note below) is the magic one, and Dominance Ice (2,010 gold) is the tank and roamer one. All three use the same passive, Lifebane, which cuts the target's shields and HP regen, lifesteal and spell vamp included, to 60% of normal. Sea Halberd and Glowing Wand apply it on damage for 3 seconds. Dominance Ice applies it to nearby enemies within 5 units for 1 second. Necklace of Durance no longer exists. Moonton removed it in Patch 1.8.92 (19 June 2024) and gave its anti-heal to Glowing Wand.

A thread on r/MobileLegendsGame yesterday put the problem in one line. A gold laner wrote that in the mid-late game "all the fighters and tanky heroes have infinite health and lifesteal," and asked what to do about it (r/MobileLegendsGame, 4 November 2026). Another post a few hours later asked how an enemy Dyrroth healed through a whole fight. The replies pointed at his passive, which heals him for every enemy he hits. That's healing you can't out-damage. You have to cut it. This guide covers what each anti-heal item does, who should build it, when to buy it, and the one rule about Lifebane that most players get wrong.

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What are the anti-heal items in Mobile Legends?

Here are the three anti-heal items in the shop on Patch 2.2.16a. Stats are from the mlbbhub item database, which marks each entry "checked for patch 2.2.16". The in-game descriptions are cross-checked against the Mobile Legends fan wiki.

ItemShop tabCostBase statsLifebane effect
Sea HalberdAttack2,050+80 Physical Attack, +20% Attack SpeedTarget's shields and HP regen drop to 60% for 3s after you damage it
Glowing WandMagic2,050 (some wikis: 2,150)+60 Magic Power, +300 HP, +5% Movement SpeedTarget's shields and HP regen drop to 60% for 3s after you damage it
Dominance IceDefense2,010+40 Physical Defense, +40 Magic Defense, +5% Movement SpeedNearby enemies within 5 units have shields and HP regen at 60% for 1s

A note on Glowing Wand's price. mlbbhub lists it at 2,050 gold (1,200 in components plus an 850 combine fee). Liquipedia and the fan wiki still show 2,150, the price it got in Patch 1.8.92. Neither Season 42 patch (2.2.16 or 2.2.16a) touched the anti-heal items, so check your in-game shop before you plan a gold timing around the 100-gold difference.

Each item also has a second passive, and that second passive is what decides who should buy it:

  • Sea Halberd, Punish: +8% damage against enemy heroes with more extra HP than you. That's exactly the tanky fighter you're trying to kill.
  • Glowing Wand, Scorch: your magic damage burns the target for 3 seconds, for 1% of its max HP per second.
  • Dominance Ice, Fortress Shield: extra physical and magic defense for each enemy hero within 5 units. mlbbhub lists +4 per hero, capped at +20 (the fan wiki still shows +8 up to +40).

What does Lifebane actually reduce?

Lifebane is wider than most players think. It doesn't only cut heals. According to the fan wiki's Lifebane table, the 60% cap applies to all of these on the target:

  • HP regen from stats, jungle buffs and the base.
  • Lifesteal and spell vamp, from items and emblems, which is how most sustain fighters heal off their damage.
  • Self-heals from the target's own skills.
  • Heals the target receives from allies, like Estes, Rafaela or Floryn healing their carry.
  • Shields the target gives itself or receives from allies.

And here's the rule most players get wrong. Lifebane does not reduce the healing or shielding the debuffed hero gives to others. If you poke the enemy Rafaela, her heals on her own gold laner come out at full strength. To cut that healing, you have to put Lifebane on the hero being healed. Against a healer comp, hit the frontline fighter who's soaking the heals, not the support standing behind them.

Lifebane also applies more easily than you'd expect. The wiki notes that it triggers from basic attacks, damaging skills, talent effects and item effects. It even sticks when the damage itself is blocked, for example a physical hit into Wind of Nature, or a basic attack into Natalia's Smoke Bomb dodge. You don't have to land real damage, you just have to hit.

What happened to Necklace of Durance?

Necklace of Durance icon greyed out next to Glowing Wand, the item that replaced it in Patch 1.8.92

If you're searching for Necklace of Durance, you won't find it in the shop. It was a 2,010-gold magic item whose Lifebane cut shields and regen by 50% for 3 seconds. It also had a "Gift" passive that restored 20% of your HP and mana after each level-up. Moonton removed it in Patch 1.8.92, released 19 June 2024 alongside the new hero Zhuxin, as part of the "Equipment Evolution" update. Its anti-heal was folded into Glowing Wand.

The designers explained the change in the patch notes, quoted on Liquipedia's Patch 1.8.92 page:

"Glowing Wand's effects are too simple without the damage increase, while Necklace of Durance pales in comparison to the other two pieces of Regen Reduction equipment. Therefore, we removed Necklace of Durance and added its effects to Glowing Wand."

So if an old build guide tells you to buy Necklace of Durance, buy Glowing Wand instead. It gives the magic anti-heal, now a 40% cut (healing down to 60% of normal), slightly weaker than the old Necklace's 50% cut, plus a burn and 300 HP. The old build guides are also why "necklace of durance" still gets hundreds of searches a month in the Philippines and Indonesia (720 and 880 a month respectively, per Google Keyword Planner in November 2026).

Who should buy Sea Halberd?

In-game Sea Halberd effect preview: a physical hero applying the Lifebane debuff to Rafaela

Sea Halberd is the default anti-heal for any physical damage dealer: marksmen, physical assassins and physical fighters. The fan wiki's suggested users include Argus, Badang and Yin among fighters, Ling, Natalia and Saber among assassins, and Clint, Lesley and Melissa among marksmen.

It's the answer to the Reddit gold laner's problem. A marksman auto-attacks constantly, so the 3-second Lifebane never drops off a fighter you're hitting. Punish's +8% damage against heroes with more extra HP than you is built for exactly that matchup. A full-build fighter almost always has more bonus HP than a marksman.

When to buy it: as your second or third item once you can see the enemy draft has sustain. That means a fighter with lifesteal, a healer support, or a shield-stacking mage like Esmeralda. Don't rush it if the enemy team has no healing, because 80 Physical Attack and 20% Attack Speed on its own is weaker than a core damage item. For which marksmen are worth playing right now, see our best gold lane heroes for Season 42.

Positioning still matters more than the item. One of the best replies in that thread wasn't an item at all. It was to play around your roamer and stay out of the fighter's vision until you know where the biggest threat is. Sea Halberd makes the fighter killable. It doesn't stop a Paquito from diving you if he can see you.

Who should buy Glowing Wand?

In-game Glowing Wand effect preview: the target burns with the broken-heart Lifebane icon above its head

Glowing Wand is the magic-damage anti-heal. It's strongest on mages and magic fighters who hit often with small ticks of damage, because every tick refreshes the burn and the Lifebane. The fan wiki suggests Gord, Lylia and Valir among mages, Aamon, Gusion and Joy among assassins, and Guinevere, Julian and Silvanna among fighters.

It's also the right pick for healing supports who need to apply anti-heal themselves. The wiki recommends it over Dominance Ice for healing supports, because it scales their own healing with Magic Power and applies Lifebane from range, and it lists Angela, Estes and Rafaela as suitable users.

When to buy it: the wiki's guidance is third, after boots and one core magic item, unless the enemy team has clearly more healing than you can burst through. Against a double-sustain draft, move it up to second. The 1%-of-max-HP burn also makes it a decent item against tanks even when they aren't healing, so it's rarely a wasted slot. mlbbhub lists it as a core item for 29 heroes, the most of any pure magic item, and our MLBB items guide covers how it fits next to the other mage items.

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Who should buy Dominance Ice?

In-game Dominance Ice preview: a tank in melee range of Rafaela, inside the item's anti-heal aura

Dominance Ice is the anti-heal for the people standing in the fight: tanks, roamers and frontline fighters. It's also the most-cored item in mlbbhub's curated hero builds: 42 heroes list it as a core item, more than any other item.

It works differently from the other two. Its in-game description applies Lifebane to nearby enemies within 5 units for 1 second, instead of to targets you damage. So a tank standing on top of the enemy fighter keeps the 60% cap on them without needing to win the trade. That makes it perfect for a tank who's walking into the enemy fighter anyway. You also get 40 physical and 40 magic defense, plus extra hybrid defense for every enemy hero nearby.

The catch: the aura only lasts 1 second once they step away. A marksman kiting at range or a mage behind their frontline won't be affected. If your only anti-heal is a tank's Dominance Ice, the enemy backline heals freely. That's why one anti-heal per damage type, not one per team, is the safer rule.

When to buy it: the wiki suggests right after boots on a tank who needs early hybrid defense. In practice, roamers facing a heavy-sustain jungler or EXP laner often finish it as their first full item. For which roamers are strong this season, see our best support heroes for Season 42.

Which heroes should you build anti-heal against in Season 42?

Build anti-heal whenever the enemy draft has a hero whose fight depends on sustain. The fan wiki lists Belerick, Johnson and Uranus (tanks), Alpha, Thamuz and Yu Zhong (fighters), Alice, Cecilion and Esmeralda (mages), Claude, Hanabi and Ixia (marksmen) and Angela, Estes and Rafaela (supports) as typical targets. Four matchups stand out on the current patch:

  • Rafaela sits at a 54.82% win rate on mlbbhub's tier list as of 5 November, fourth-highest in the game. Remember the rule above: Lifebane on Rafaela does nothing to the heals she gives out. Put it on whoever she's healing.
  • Aulus heals on every enhanced basic attack. Patch 2.2.16a changed that heal from 30 (+15% total Physical Attack) to 15 (+20% total Physical Attack), per Liquipedia's patch page. That's a cut early on, but above about 300 Physical Attack the new formula heals more per hit, so a full-build Aulus still out-sustains a duel without anti-heal. Our how to counter Aulus guide covers the rest of that matchup.
  • Dyrroth heals from every enemy his passive-enhanced basic attack hits. The Reddit thread is a good warning: against Gloo, every split-off mini Gloo counts as a separate target, so he heals far more than usual.
  • Masha tops the same list at a 61.44% win rate. Much of her staying power comes from her three HP bars, and since her Season 42 revamp she also regenerates out of combat. Lifebane only works on her while you're hitting her. It cuts her mid-fight healing, but it does nothing about the extra HP bars or the regen she gets once she walks away. See how to counter Masha for the full plan.

Win rates move every week, so check the current Season 42 tier list before you lock in a counter-build around one hero.

Common anti-heal mistakes

  • Buying it every game. If the enemy draft has no healing, no lifesteal fighter and no shield support, an anti-heal item is just a weaker damage item.
  • Two anti-heal items on one hero. Lifebane is a unique passive. A second Lifebane item on the same hero doesn't push the target below 60%.
  • Leaving it all to the tank. Dominance Ice only touches enemies within 5 units. Your marksman or mage needs their own Lifebane source to reach the backline.
  • Hitting the healer instead of the carry. Lifebane on a healer doesn't reduce the heals they give to allies.
  • Buying it too late. Lifebane is worth the most during fights. A Sea Halberd finished after the decisive Lord fight did nothing.

Want a deeper hero pool, or a faster way past the sustain-fighter wall in ranked? timesaver.gg covers both.

FAQ

What is the best anti-heal item in Mobile Legends? It depends on your damage type. Physical heroes buy Sea Halberd, magic heroes buy Glowing Wand, and tanks and roamers buy Dominance Ice. All three cap the target's healing, shields and regen at 60%, so the best one is whichever one your hero can actually use.

Is Necklace of Durance still in Mobile Legends? No. Moonton removed Necklace of Durance in Patch 1.8.92 on 19 June 2024 and moved its anti-heal effect to Glowing Wand. Any build that lists it is at least two years old.

How much does anti-heal reduce healing in MLBB? Lifebane reduces shields and HP regen effects, including lifesteal, spell vamp and heals from allies, to 60% of normal. That's a 40% cut. On Sea Halberd and Glowing Wand it lasts 3 seconds after each hit. On Dominance Ice it hits nearby enemies within 5 units and lasts 1 second.

Does anti-heal stack in Mobile Legends? Not on one hero. Lifebane is a unique passive, so a second Lifebane item on the same hero adds nothing. The useful kind of "stacking" is spreading it across the team, so both your backline and your frontline can apply it.

Does Dominance Ice reduce healing from range? No. Its Lifebane only hits enemies within 5 units of you, and it falls off 1 second after they leave. Against a ranged healer or a kiting marksman, someone else on your team needs Sea Halberd or Glowing Wand.

Should a marksman buy Sea Halberd against fighters? Yes, when the fighter heals off damage. Constant basic attacks keep the 3-second Lifebane up permanently, and Punish adds 8% damage against heroes with more extra HP than you. It works best as the second or third item, after your core damage.

Applies to Patch 2.2.16a, Original Server, Season 42 "Starward Decade", checked 5 November 2026. Item numbers come from mlbbhub's patch-2.2.16 item database and the Mobile Legends fan wiki. Win rates are from mlbbhub's tier list on 5 November 2026 and change daily. Advance Server item changes are not included.

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