Mobile Legends

Mobile Legends Ranks Explained: Every Tier from Warrior to Mythical Immortal

Mobile Legends ranks explained: all tiers from Warrior to Mythical Immortal, stars per division, Mythic thresholds, Draft Pick, and where the reset drops you.
Gianmarco
Gianmarco Lunelli
Gianmarco Lunelli writes for Boosting Market
12 min read
Updated Oct 28, 2026
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Mobile Legends ranks go Warrior, Elite, Master, Grandmaster, Epic, Legend, then the four Mythic tiers: Mythic, Mythical Honor, Mythical Glory and Mythical Immortal. The first six are split into divisions you climb with stars. Above Legend the divisions disappear and you count one running star total, with Honor at 25, Glory at 50 and Immortal at 100. What most rank guides skip is the math: roughly 112 stars from Warrior to Mythic, and a reset that hands most Mythic players about 35 of them back to re-earn every season. Explore Mobile Legends boosting services.

We push MLBB accounts through every one of these tiers, so this guide comes straight from the ranked screen. You get every rank with its divisions and stars, how Mythic scoring works, where the reset drops you, what Season 42 pays out, and a win-rate table that tells you how many games your climb will actually take.

How the Mobile Legends rank system works

Ranked runs on stars, and the only thing that moves stars is winning. Win a game, gain a star. Lose one, drop a star (except in Warrior, where losses are free). Fill a division’s stars and the next win promotes you automatically. There’s no promotion series and no five-game hostage situation like old-school League. You need account level 8 and a small hero pool to queue at all, and you can queue solo, duo, trio or as a full five.

Two meters sit on top of the stars, and they matter more than most players think. Star-raising points fill up from good performances, and a full bar pays out a bonus star. Protection points fill the same way, and a full bar cancels the star you’d otherwise lose on a defeat. Both run on your post-game medal, which is why a Gold-medal loss doesn’t feel as bad as it should. The Season 42 launch patch added exclusive Protection Point and Star-raising Point rewards for the new Supreme medals and rebalanced the other medals around them (see the official patch 2.2.16 notes). Short version: carrying hard in a loss still pays something. Star-raising switches off once you hit Mythic.

Video: Hajun, solo-queue roamer climbing to Mythical Immortal.

Every MLBB rank in order, with stars per division

Here is the full ladder. Moonton doesn’t publish a stars table on the web, so these values are our read of the in-game rank screen and community documentation, last checked October 2026. Count them before you trust any guide, because older pages online still list outdated numbers.

RankDivisionsStars per divisionStars to clear the tierWhat changes here
WarriorIII, II, I39Losses cost no stars
EliteIII, II, I412Losses start costing stars
MasterIV to I416First real skill filter
GrandmasterV to I525Longest tier yet, still blind pick
EpicV to I525Draft Pick and hero bans begin
LegendV to I525More bans, tighter drafts
Mythicnonerunning total0-24 starsPlacement games, full 10-ban draft
Mythical Honornonerunning total25-49 starsIts own Honor battlefield balance tweaks
Mythical Glorynonerunning total50-99 starsWhere most serious solo players stall
Mythical Immortalnonerunning total100+ starsNo ceiling, leaderboard by star count

Add the left half up and you get about 112 stars from Warrior III to Mythic. Nearly two thirds of that (75 stars) sits in Grandmaster, Epic and Legend, which is why the middle of the ladder feels endless.

Warrior and Elite

These are the tutorial tiers. Warrior can’t cost you stars at all, and Elite is where losses first bite. Season 42 also made Elite the gate for VS A.I. and Custom games, so brand-new accounts now have a reason to clear it fast. If you’ve played any MOBA before, you should be out of both inside an evening.

Master and Grandmaster

Master is four divisions of four stars, and Grandmaster stretches to five divisions of five. This is still blind pick, so you can lock your comfort hero every game. When a player gets stuck here it’s usually a team problem, like the game where five people lock marksmen.

Epic

Epic is where most climbs stall, because this is where Draft Pick switches on: both teams see each other’s picks, and each side gets hero bans (community documentation puts it at 3 per team here). Suddenly your one-trick gets taken off the board, your team needs actual roles (Gold, EXP, Mid, Jungle, Roam), and the hero pool you never built becomes a problem. Mixed-rank squads play under the highest member’s draft rules, so a Mythic friend pulls your whole party into the 10-ban format.

Legend

Legend keeps the five-by-five star structure, and community sources say bans step up to 4 per team. Legend players farm about as well as Epic players, but they punish a bad draft every time. Legend I to Mythic is one of the stretches we get asked about most on MLBB orders, because people lose winnable games here before the minions even spawn.

Mythic, Mythical Honor, Mythical Glory and Mythical Immortal

Once you clear Legend I, divisions vanish. Community documentation describes 10 placement games on entry that set your starting star count, then a flat +1 star per win and -1 per loss, with star-raising turned off. Players call it Mythic points or Mythic stars; same thing. The named tiers are just checkpoints on that counter: 25 stars for Mythical Honor, 50 for Mythical Glory, 100 for Mythical Immortal. Immortal has no cap above it, so the leaderboard ranks Immortal players by raw star count. The full 10-ban draft (5 per team) applies across all four tiers.

How the Mythic star system and season reset work together

The reset is where the Mythic counter gets expensive. Every season you get dropped by tier, and the drop gets bigger the higher you finished. The chart below is the community-verified version from mlbbhub’s season schedule, last checked October 2026. Moonton doesn’t publish an official reset table, and one other S42 guide shows a slightly different mapping for Master and Grandmaster, so treat the lower rows as close rather than gospel. The top rows agree across every source we checked.

Finished the season atStarts next season atStars to re-earn back to Mythic
Mythical Glory / Mythical ImmortalLegend V25
Mythical HonorEpic I30
MythicEpic II35
Legend IV to Legend IEpic III40
Legend VEpic IV45
Epic IEpic IV45
Epic III / Epic IIEpic V50
Epic IVGrandmaster I55
Epic VGrandmaster II60
Grandmaster I / II / IIIGrandmaster III / IV / V65-75
Grandmaster IV / VMaster II / Master Iabout 80-85
MasterElite I or Elite IIabout 100
Warrior / EliteSame tier, 0 starsmost of the ladder

Look at the right-hand column: a Mythical Glory player owes 25 stars before they’re even back in Mythic, and then every one of their 50 Glory stars is gone too. A Glory finish costs you roughly 75 stars of re-climb every season. That’s why Legend is packed with last season’s Immortal players for the first two weeks of every new season.

Season 42 started on 16 September 2026 (00:00 server time). Moonton hasn’t published an end date, and community trackers reading the in-game countdown expect it around 16 December 2026. Check the timer on the ranked screen before you plan a final push.

Season 42 rewards: what each rank pays out

Rewards are paid on the highest rank you reached during the season, not where you finish, so a late tilt-spiral doesn’t cost you the payout. Season 42’s official seasonal skin is Popol and Kupa “Flamehide Thane”, plus the “Starward Decade” avatar border, both earned by playing ranked. Community trackers report the skin unlocks at 20 ranked matches on the Season Journey track.

  • Every tier: Battle Points and tickets scaling with your peak rank. Warrior and Elite also get premium skin fragments.
  • Epic and Legend: Rank Protection Cards and a season tag on the Road to Mythic track.
  • Mythic: more protection cards, a Mythic season tag, and Mythic Coins (10 at 15 stars). Community sources put the season’s Mythic skin at 40 coins.
  • Mythical Honor, Glory and Immortal: escalating cosmetics, from an exclusive profile background at Honor to Glory-tag items and an Immortal loading border.

Exact BP and ticket amounts differ between the guides we checked, so we’re not printing numbers that might be wrong. The reward menu in-game is the source of truth.

How long does it take to climb in Mobile Legends?

It comes down to one number: your win rate. Every win is +1 star and every loss is -1, so your net gain per game is roughly your win rate minus your loss rate. At 50% you go nowhere, forever. At 55% you net one star every 10 games. The table below is the raw math, before star-raising and protection points shave a chunk off.

Win rateNet stars per 10 gamesEpic II to Mythic (35 stars)Mythic to Glory (50 stars)Warrior to Mythic (112 stars)
52%0.4about 875 gamesabout 1,250 gamesabout 2,800 games
55%1about 350 gamesabout 500 gamesabout 1,120 games
58%1.6about 220 gamesabout 310 gamesabout 700 games
60%2about 175 gamesabout 250 gamesabout 560 games
65%3about 115 gamesabout 165 gamesabout 375 games

The numbers are brutal. In practice the lower tiers go much faster than the table suggests (Warrior losses are free, and new accounts win far more than 55% against beginners), and protection points quietly save you a star every few losses. Even so, going from 52% to 58% roughly quarters the games you need. You’ll get more out of a tighter two-hero pool per role than out of another 200 games on autopilot.

A typical case from our order queue: a Legend V account after the reset, owner averaging 52% solo. The math said 800-plus games to Mythic. A booster on a 65% pace through Epic III and Legend closed the same 40 stars in a little over 130 games, mostly by drafting around the ban phase instead of fighting it. If you’d rather hand that stretch to someone else, our Mobile Legends rank boost covers it from Epic up to Mythic and the Mythic tiers, on your schedule.

How MLBB ranks compare to League of Legends and Valorant

Rank names don’t translate between games, and Moonton publishes no rank distribution, so this can’t be percentile math. What we can compare is where each ladder asks the same thing of you. If you came over from League’s Iron-to-Challenger ladder, this is roughly how the skill demands line up from our time on all three.

MLBB rankRough League of Legends feelRough Valorant feelWhy
Warrior / EliteIronIronLearning the controls and the map
Master / GrandmasterBronze / SilverBronze / SilverMechanics fine, no team plan
EpicGoldGoldDraft starts, hero pool matters
LegendPlatinum / EmeraldPlatinumObjectives and rotations get punished
Mythic / Mythical HonorDiamondDiamond / AscendantFull drafts, coordinated punishes
Mythical GloryMasterImmortalConsistent macro, deep hero pool
High Mythical ImmortalGrandmaster / ChallengerHigh Immortal / RadiantLeaderboard players and pros

Treat it as a rough translation. The big structural difference: MLBB rewards volume far more than League does, because there’s no LP gain tuning and star-raising pays you for good games. A grinder at 53% can reach Mythic in MLBB where the same player would sit in one League division for a month.

Where this guide’s math falls short

The star math assumes your win rate stays flat, and it never does. Most players win 60% in Grandmaster and 50% in Legend, so the games-needed table is optimistic near the top and pessimistic near the bottom. It also leaves out star-raising and protection points entirely, which on a strong player can be worth several free stars a week. And the reset chart comes from community tracking, not a Moonton announcement. It has held for several seasons, but Moonton can change it without warning. The stars-per-division values are also community-documented, so count them on your own rank screen once.

The other weak spot is solo queue itself. The win-rate table pretends every game is in your control. Anyone who has lost five straight to draft disasters knows it isn’t, and a long r/MobileLegendsGame thread on losing streaks in solo queue is full of Legend players who did everything right and still bled stars. Over a few hundred games that variance washes out, but over twenty it can bury you.

Frequently asked questions

What are the ranks in Mobile Legends in order?

Warrior, Elite, Master, Grandmaster, Epic, Legend, Mythic, Mythical Honor, Mythical Glory and Mythical Immortal. The first six have divisions and stars, and the four Mythic tiers share one running star count.

How many stars do you need to reach Mythic?

About 112 stars from Warrior III at zero, using 3 stars per Warrior division, 4 for Elite and Master, and 5 for Grandmaster, Epic and Legend. Most of that, 75 stars, sits in Grandmaster through Legend.

What is the highest rank in MLBB?

Mythical Immortal, reached at 100 Mythic stars. There’s no cap above it, so Immortal players are sorted on the leaderboard by how many stars they have.

At what rank does Draft Pick start in Mobile Legends?

Epic. From Epic upward every ranked game uses Draft Pick with hero bans, and the four Mythic tiers use the full 10-ban draft with 5 bans per team.

Where does Mythic reset to in a new season?

Per community reset charts, Mythic drops to Epic II, Mythical Honor to Epic I, and Mythical Glory and Immortal both to Legend V. Moonton doesn’t publish an official table, so check the in-game season notice.

When does MLBB Season 42 end?

Moonton hasn’t announced it. Season 42 started on 16 September 2026, and community trackers reading the in-game countdown expect it to end around 16 December 2026.

The MLBB ladder is simple on paper: about 112 stars to Mythic, then a running count to Honor at 25, Glory at 50 and Immortal at 100. What makes it hard is that Draft Pick arrives in Epic and the reset takes back 25 to 75 stars from every serious player each season. Get your win rate up a few points and the rest follows. And if you’d rather skip the re-climb, our team can push to Mythic, Mythical Glory or Immortal on your account while you play something else.

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