What Tigreal is bad at
- Implosion's first half is fully interruptible by any CC, so an alert team can cancel the pull before it locks in
- Zero blink or dash outside Sacred Hammer's short charge, so a spotted engage is a committed one with no backup plan
- His skill damage scales off Physical Attack he isn't building, so a full tank build leaves Implosion doing negligible damage
- Sacred Hammer and Implosion are his only two CC tools, and once both are on cooldown he's a stat-stick with no engage or peel
Every counter below works by pressing one of these.
Hard counters to Tigreal
Pick one of these and the matchup is decided before the fight starts.
X.BorgFighterHardFiraga Armor absorbs all incoming damage outright and regenerates for free once shed, so the burst Tigreal's team lands off Implosion is spent on a shell, while Fire Missiles and Last Insanity punish the exact clump Implosion creates.
DiggieSupportHardDiggie's ultimate clears every current debuff on himself and nearby allies and grants a brief window of crowd-control immunity, so he can cleanse a teammate out of Implosion's stun before the unstoppable second half locks them in place.
ZetianMageHardZetian's passive automatically knocks back and stuns any enemy hero who gets within melee range of her, which punishes the exact approach Tigreal needs to land Sacred Hammer or start his Implosion channel.
FaramisSupport · MageHardFaramis's ultimate puts his team into a Specter state that clears all debuffs when it ends and briefly resurrects anyone who died during it, completely undoing a kill secured off Implosion's pull-and-stun.
Soft counters
Favourable, but Tigreal can still play around them.
AliceTank · MageSoftAlice's Blood Banquet and Doom Waltz heal her off a percentage of her extra HP every time her skills hit, so she outsustains Implosion's modest personal damage, and her own ultimate grants Control Immunity plus 50% damage reduction, letting her shrug off the follow-up burst Tigreal set up.
BalmondFighterSoftBalmond's Bloodthirst heals him for 20% max HP on any hero kill and his ultimate deals true damage scaled off the target's missing HP, so if a fight around Implosion drags on he can out-race and out-heal Tigreal's low personal damage regardless of stacked defense.
ValirMageSoftValir's Ashing passive stuns after three stacks of Ablaze from his skills, letting him interrupt Implosion's channel from range during its vulnerable first half before the pull ever locks in.
NovariaMageSoftNovaria's Astral Recall lets her pass through terrain to reposition while poking with Astral Meteor's HP-percent damage, so she can kite Tigreal indefinitely since his only gap-closer is Sacred Hammer's short, telegraphed charge.
Items to build against Tigreal
You cannot always change your pick. You can always change your fourth slot.
Tough BootsCuts the duration of Attack Wave's slow and shortens how long Implosion's stun effectively locks a target down.
Winter CrownIts damage-negation window can swallow Implosion's burst and buy time to survive the stun-pull.
ImmortalityGuarantees a second chance if Tigreal's team converts the Implosion pull into a kill.
Do not pick these into Tigreal
Heroes whose own counter list names Tigreal — these matchups go the other way. A red dot marks a hard counter.
Why Tigreal works
Common questions
Who counters Tigreal in Mobile Legends?
Alice, X.Borg, Balmond, Valir, Diggie all beat Tigreal. X.Borg is the hardest counter: Firaga Armor absorbs all incoming damage outright and regenerates for free once shed, so the burst Tigreal's team lands off Implosion is spent on a shell, while Fire Missiles and Last Insanity punish the exact clump Implosion creates.
What items should I build against Tigreal?
Tough Boots: Cuts the duration of Attack Wave's slow and shortens how long Implosion's stun effectively locks a target down. Winter Crown: Its damage-negation window can swallow Implosion's burst and buy time to survive the stun-pull. Immortality: Guarantees a second chance if Tigreal's team converts the Implosion pull into a kill.
What is Tigreal's biggest weakness?
Implosion's first half is fully interruptible by any CC, so an alert team can cancel the pull before it locks in
