MLBB Patch 2.1.47 Roam Tank Guide: Fix Gold Economy

Patch 2.1.47 (January 28, 2026) reshapes roam tank economy through refined Thriving passive: 6-9 gold and 12-18 XP every 5 seconds. Master the blessing tier system (200-2000 gold thresholds), rotation patterns around 2/4/6-minute Turtle spawns, and item timing benchmarks to transform team resource distribution.

Author: BitTopup Publish at: 2026/02/02

Understanding Patch 2.1.47 Economy Changes

Patch 2.1.47 brings 4 buffs, 5 nerfs, 1 rework impacting economy meta. Key changes:

  • Floryn: Increased Flower of Hope equipment bonus strengthens roam support
  • Eudora: Complete rework adds AOE damage, creating assist gold opportunities
  • Demon Hunter Sword: Stat adjustments shift carry power spikes, affecting assist gold timing

Thriving passive operates on two-phase timeline:

  • Before 8 minutes: 6 gold + 12 XP per 5 seconds (72 gold/minute)
  • After 8 minutes: 9 gold + 18 XP per 5 seconds (108 gold/minute)

Blessing tiers unlock at:

  • Tier 1: 200-500 gold (2-3 minutes)
  • Tier 2: 1000 gold (5 minutes, second Turtle timing)
  • Tier 3: 2000 gold cap (13 minutes)

Devotion passive varies by season:

  • Season 5: Blocks 50% minion/creep gold first 8 minutes
  • Seasons 7/13: Provides 30% independent gold instead

Roam Item Mechanics

Roaming Boots (600 gold): +40 movement speed, +18 magic defense

Mobile Legends Bang Bang Roaming Boots item with stats +40 movement speed and +18 magic defense

Four blessing options:

  • Conceal: 5s camouflage + 40% movement speed for ganks
  • Encourage: 13-33 power + 33% attack speed (Seasons 2/5) or 20 power + 10% attack speed (Season 3)
  • Favor: Heals lowest-HP ally 400 HP over 10s
  • Dire Hit: 12% max HP hybrid damage when enemies drop below 35% HP

Reveal mechanic: 50 gold + 50 XP after 5s vision on enemies. Vision-checking every 30s generates 300-400 gold per match.

Assists: 50 XP each. Target 5-7 assists by 5 minutes for Tier 2 blessing timing.

Why Teams Are Gold-Starved

Three failures create deficits:

Roam Blessing vs Roam Curse

Blessing: Generates passive gold through Thriving, unlocks tier abilities Curse: Triggers when violating farm priority

Devotion enforcement:

  • Season 5: Taking minion/jungle gold reduces core income by 50%
  • Seasons 7/13: Only 30% independent gold from waves—you get 45 gold from 150-gold wave while zoning cores

Farm Distribution Mistakes

Over-clearing syndrome: Each wave = 150 gold cores need. Marksman reaching first item at 9 minutes vs 7 minutes loses two minutes peak damage.

Jungle invasion timing errors: Arriving after jungler commits abilities slows clear speed. Provide vision at entrances instead.

Wave freezing ignorance: Mindlessly attacking near enemy towers pushes waves where cores can't farm safely.

Rotation Errors

Static positioning: Camping single lane 90+ seconds misses 100-200 gold in reveals, assists, objectives.

Pre-objective timing failures: Optimal sequence—clear wave 20s before objective, move as group 15s before, claim bushes 10s before.

Minimap neglect: Check every 5-10 seconds. Every 30+ seconds = outdated information, missed intercept ganks.

New Rotation Rules for Optimal Economy

Early Game (0-4 Minutes)

1:30 - Secure buff: Vision control + body-block for jungler. Assist gold: 50-100 gold + 50 XP.

2:00 - Contest Turtle: 200 gold per ally. Arrive with Tier 1 blessing unlocked (1-2 assists + passive).

3:00 - EXP Lane dive: Blessing active + laner abilities = 200+ assist gold.

Mid Game (4-10 Minutes)

4:00 - Second Turtle: Tier 1 unlocked, approaching Tier 2 (1000 gold ~5 min).

6:00 - Third Turtle: Should have 1200-1400 total gold (600 boots, 400-600 passive, 200-400 assists/reveals).

8:00-9:00 - Lord pressure: Establish deep vision. Each reveal = 50 gold while denying enemy prep.

10:00 - Lord conversion: 300 gold per ally. Clear wave 20s before, move 15s before, claim bushes 10s before.

Late Game (10+ Minutes)

After Tier 3 blessing (2000 gold, ~13 min), income = assists + reveals + objectives only.

Item timing benchmarks:

  • Roaming Boots: 3 minutes
  • First core: 9 minutes
  • Second core: 14 minutes

Mobile Legends Bang Bang roam tank item timing comparison chart Boots first core second core

Vision control: Each reveal still 50 gold. Vision denial prevents enemy Lord/Turtle setups.

Map Quadrant Priority

Mobile Legends Bang Bang map showing jungle lanes and objective spawn points for roam rotations

Divide map: your jungle, enemy jungle, your lanes, enemy lanes.

60s before objective: Prioritize river—vision, ward clearing, positioning.

90+ seconds to objective: Prioritize quadrant where cores most vulnerable—vision + counter-gank presence.

Item Timing Benchmarks

Roaming Boots: 2-3 Minutes

600 gold unlocks Thriving immediately. Combined with 1-2 assists = Tier 1 blessing (200-500 gold) by 2-3 minutes.

Delaying past 3 minutes cascades: Tier 2 from 5 min → 6-7 min, Tier 3 from 13 min → 15+ min.

First Core Item: 7-9 Minutes

Gold sources:

  • 420-540 passive (7-9 min × 60 gold/min avg)
  • 400-600 assists (8-12 assists)
  • 400 Turtles (first + second)
  • 150-300 reveals

Missing = 11-12 min completion indicates missed Turtles (400 gold), insufficient assists (200-300 gold), neglected vision (100-200 gold).

Second Core Item: 12-14 Minutes

Additional 1500-2000 gold from:

  • 300-450 passive (5-7 min × 60-90 gold/min)
  • 300-400 assists (6-8 more)
  • 200 third Turtle
  • 300 first Lord (if secured at 10 min)

What Timings Reveal

Early delays (boots 4-5 min): Poor buff contests, missed 2-min Turtle, unnecessary deaths.

Mid delays (first core 11-12 min): Missed Turtles, insufficient ganks.

Late delays (second core 16-18 min): Death spiral—behind in gold → weaker fights → more deaths → further delays.

Maximizing Assist Gold

15-20 assists across 20 minutes = 750-1000 gold (5-7 waves without roam curse).

Positioning for Assists

Ganks: Approach from angles cutting escape routes, not behind damage dealers. Ensures assist credit while blocking retreat.

Teamfights: Peel for carries over diving backline. Divers get 1-2 assists then die. Peelers get assists on all kills while surviving.

Wave Management Without Curse

After Tier 2/3 blessing, Devotion penalties reduce.

Slow-push before objectives: Clear casters, leave melee alive. Creates 60-90s build-up forcing enemies to choose: defend tower or contest objective.

Fast-clear after won fights: When enemies dead 30-40s, clear waves and push towers. Denies comeback farm (300-500 gold swings per wave).

Jungle Coordination

Invade opposite side: If jungler clears blue, establish vision at enemy red. Creates ganks without competing for camps.

Buff leashing: Arrive 5s before spawn, tank initial damage, leave before camp dies. Saves jungler 3-5s per camp = 30-45s over 15 min = 200-300 gold equivalent.

Vision Control's Hidden Economy

Direct: 50 gold per 5s reveal Indirect: 1500-2000 gold through prevented deaths + secured objectives

30-second cycles checking jungle entrances + river bushes = 600-800 gold directly across 20 minutes.

Vision Denial Gold Swings

Each major objective vision denial = 300-500 gold swing:

  • Your team secures (gains gold)
  • Enemy loses (loses gold)
  • Kills during face-checks (bonus gold)

Three objectives (two Turtles, one Lord) = 900-1500 gold advantage.

Optimal Ward Placement

River bushes: Consistent reveals as enemies check objectives Jungle entrances: Catch rotations between lanes Deep enemy jungle: Reveals carries farming alone = 3v1 collapse for 200-300 gold Defensive wards: Prevent ganks = preserve 200-300 gold per prevented death

Anti-Snowball Draft Strategies

Late-Game Scaling Tanks

Percentage-based damage: Dire Hit's 12% max HP scales with enemy itemization. Threatening even when behind.

CC-heavy tanks: 3s hard CC contributes equally at 6000 or 10000 gold.

Counter-Meta Picks

Counter enemy cores with specific neutralizers. Heavy physical damage → armor-scaling tanks reduces effective gold advantage 30-40%.

Anti-carry tanks: Locking down 12000-gold carry neutralizes 4000-5000 gold worth of items through CC.

Team Composition Balance

Optimal distribution:

  • 2 high-economy cores (Gold/Jungle): 800-1000 gold/min
  • 1 medium-economy core (EXP): 600-700 gold/min
  • 2 low-economy supports (Roam/Mid): 400-500 gold/min

Total: 3200-3900 gold/min team economy.

Comeback Mechanics

Objective Trading When Behind

Concede enemy Turtle (1000 total) while taking their tower (400 + lane pressure) = better scaling than losing fight + both objectives.

Defensive farming: Concede outer towers while cores farm side lanes safely.

Turtle vs Lord Priority

When ahead: Prioritize Turtle (safe 200/player every 2 min) When behind: Prioritize Lord (300/player + pushing power erases 2000-3000 deficits)

Vision 60-90s before Lord = catch face-checks for 4v5/3v5 fights favoring you despite gold deficit.

Force Fights vs Scale

Force: When you complete items while enemies between timings. Temporary power spike wins fights despite 1000-gold deficit.

Scale: When enemies just completed items. Avoid 2-3 min while farming to complete yours.

Track enemy items via scoreboard every 60-90s.

Role-Specific Economy Rules

Tank Roamer Gold Sources

5 sources over 15 minutes:

  • Thriving passive: 720-1080 gold
  • Assists: 750-1000 (15-20 assists)
  • Objectives: 600-900 (Turtles + Lord)
  • Reveals: 400-600 (vision control)
  • Limited waves: 200-400

Total target: 6000-8000 gold at 15 min (vs 12000-15000 for cores = 50-60% ratio).

Core Position

Require 800-1000 gold/min through:

  • 90%+ last-hit accuracy (135+ per wave vs 150)
  • Full jungle clear every 90-100s
  • Major objective participation

Jungler Clear Patterns

Full clear (both buffs + small camps) every 90-100s = 400-500 gold/cycle.

Use 20-30s between respawns for ganks/vision/objectives—NOT lane farm.

Support Economy

Contribution through enabling, not personal gold. 10 assists (500 personal) enabling 3000 core farm/kills > 1500 personal with minimal assistance.

Common Economy Mistakes

Tanks Never Touch Minions Misconception

After Tier 2 blessing (1000 gold, ~5 min), limited interaction acceptable when:

  • Cores dead/based (wave would be lost)
  • Setting slow pushes (clear casters before objectives)
  • Fast-clear after won fights (deny comeback farm)

Over-Roaming Trap

Constant movement without purpose wastes passive gold time.

Fix: 30s vision cycles + objective timings. No objective in 60s + no ganks = position where cores most vulnerable.

Item Rush vs Balanced Build

Single expensive item (2500+ gold) delays power vs multiple medium items (1200-1800 gold).

Boots (600g) + two medium items (3600g total) at 10 min > Boots + one expensive (3100g total).

Most items provide 80-90% value in first 1500 gold.

Ignoring Power Spikes

Complete item while enemies 500-1000 gold from theirs = 90-120s window to force fights.

Check scoreboard every 60-90s. If enemies just completed items while you're 800 gold away, avoid fights 2-3 min.

Pro-Level Optimization Checklist

Pre-Game

  • Review composition economy: high (800+), medium (600-700), low (400-500) gold/min roles
  • Assign roles by player skills: farming efficiency → cores, assist generation → roam
  • Plan objectives by power spikes: early comp → aggressive Turtles, late comp → defensive + Lord

In-Game Tracking

Check scoreboard every 90-120s:

  • 5 min: 1500-2000 gold
  • 10 min: 3500-4500 gold
  • 15 min: 6000-8000 gold

Monitor assists:

  • 5 min: 5-7 assists
  • 10 min: 10-14 assists
  • 15 min: 15-20 assists

Blessing tiers: Tier 1 by 2-3 min, Tier 2 by 5 min, Tier 3 by 13 min.

Post-Game Analysis

Final gold: 10000-13000 in 20-min matches (tanks), 18000-22000 (cores).

Item timings: Each 2-min delay = 300-400 missed gold.

Assist ratio: Target 0.8-1.0 assists/min for tanks.

FAQ

What changed in Patch 2.1.47 for tank economy?

Thriving generates 6 gold/12 XP per 5s before 8 min, increasing to 9 gold/18 XP after. Floryn's Flower of Hope buffed. Blessing tiers at 200/1000/2000 gold unlock at ~2/5/13 min.

How does roam blessing work?

Three tiers: Tier 1 (200-500 gold, ~2-3 min), Tier 2 (1000 gold, ~5 min), Tier 3 (2000 cap, ~13 min). Four options: Conceal (camouflage), Encourage (damage), Favor (heal), Dire Hit (execute).

When should tanks farm?

After Tier 2 blessing (1000 gold, ~5 min) only when: cores dead/based, setting slow pushes, or fast-clearing after won fights. Prioritize vision/objectives over waves.

What item timings should tanks aim for?

Roaming Boots by 2-3 min, first core by 7-9 min, second core by 12-14 min. Delays 2+ min indicate rotation errors.

How to maximize assist gold?

5-7 assists by 5 min (buffs, 2-min Turtle, 3-min ganks), 10-14 by 10 min (4/6-min Turtles, 10-min Lord). Position for damage/CC without dying. Vision every 30s for reveal gold (50 per 5s).

What rotation gives most gold?

Buff at 1:30, Turtle at 2/4/6 min, EXP gank at 3 min, Lord vision 8-9 min, Lord at 10 min. Between objectives: 30s vision cycles through quadrants. Clear wave 20s before objectives, move 15s before, claim bushes 10s before.

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