Configs shared by players running Mobile Legends: Bang Bang on GameLoop PC, sorted by votes. Entries marked as an editorial baseline were written by us as a starting point.
Ranked Diamond → Mythic grind config. Universal settings that work across tank/marksman/mage roles. Hero sens 75 is the sweet spot — high enough for mechanical plays, low enough for tank accuracy. The single change that improved my MMR most: Flicker always on F, never on C.
Marksman config for Clint, Beatrix, Karrie. High hero sensitivity for fast flick aim; skill 2 bound to Q for quick distance closer. Keep basic attack on left click — priority is auto-attack uptime, not ability combos.
Ling / Lancelot / Karina jungle assassin. Very high sensitivity for burst-and-escape. Skill 2 on W for the wall jump, skill 1 on E for dash initiation. Mouse precision matters more than DPI here — lower DPI, higher in-game sens.
Mage config tuned for Kagura, Lylia, Vale. Moderate sensitivity with skill aim speed slightly lower than hero speed — lets you aim-cancel without overshooting. All abilities on E/Q/W; right click frees for camera drag in teamfights.
Jungle carry — Yi Sun-shin, Clint (jungle), Hayabusa. Medium-high hero sens for mobile rotation and pick potential. Retribution on C is non-negotiable for jungle. Everything else is standard; the win condition is map vision not mechanical settings.
Tank initiator config — Khufra, Atlas, Tigreal. Lower hero sens for deliberate ability aim; you need precision on your CC, not reaction speed. Skill 1 for ball roll on E, ult on R with advance aim on before casting.
Roaming support — Angela, Floryn, Estes. Low hero sens is fine; you track teammates, not enemies. Skill 2 on Q for the attach (Angela), heal on E. Ultimate on R. Minimap shortcuts are more important than high sensitivity here.
EXP lane fighter — Paquito, Esmeralda, Yu Zhong. Balanced sensitivity for sustained trading. Skill 1 combo finisher on E, skill 2 defensive on Q, ult on R. Arrival spell on C for fast side lane pressure after completing an item.
For Rafaela, Estes, Angela and Floryn. Camera speed 5 sits between the aggressive roles (6–7) and the marksman setting (4) — supports follow allies rather than chase enemies, so the view should be steady enough to read the minimap without constant correction. Hero Lock on G rather than L keeps it one key away from WASD; support players lock-on more than fighters do because they are healing a specific target rather than choosing one to kill. Battle Spell on F is for Sprint or Encourage, which supports use most. Skill 3 / E is typically the AoE or positioning tool on healers — you want it reachable without looking down.
For Eudora, Aurora, Gord and Cyclops. Mages cast from range, so the camera does not need to chase a fight — speed 5 keeps the view stable enough to aim skillshots reliably. The combo order matters more than the key layout here: Q → W → R is the standard burst sequence for most mages, and having them on adjacent fingers (index, middle, ring, pinky) means the combo executes at roughly the speed your fingers can lift and press. DPI at 1000 is a deliberate middle point — high enough to place a skillshot quickly, low enough that you do not overshoot the edge of a hitbox you are trying to hit edge-on.
For players who are new to MLBB on an emulator and find that the map spins away from them. Camera speed 3 is deliberately slow — the first thing new players do is overcorrect, and a slower camera makes overcorrection less catastrophic. Basic Attack on Space rather than Left Click separates auto-attacks from skill clicks and reduces accidental Recall Button misclicks. Battle Spell on G keeps it one key right of the WASD row without conflicting with skills. Once you have played 20+ games and the camera no longer runs away from you, raise the speed to 5 and move to a role-specific baseline.
For Fanny only. Fanny's Skill 2 fires a Steel Cable that you aim; after it latches, Basic Attack (Left Click) ends the swing into the next cast. The whole mechanic is W → click → W → click in a chain, and you need the camera to track where each cable will land before you fire it — that is why camera speed is 8, the highest most players can control before the view becomes unreliable. DPI at 1600 is not a typo: Fanny skill shots are directional and require micro-aiming. The gap from Skill 2 (W) to Basic Attack (Left Click) is the one thing this layout asks you to internalize. Sprint as a Battle Spell lets you close distance for the first cable when the enemy tries to back off before you engage. Hero Lock on L is rarely used on Fanny — you usually want a fixed camera to read the terrain for cable angles, not a camera that follows your hero.
At Mythic rank, teamfights resolve in two to three seconds and you need to track three or four heroes simultaneously. Camera speed 7 keeps pace with that without drifting — speed 8+ starts introducing visual noise that costs a decision-making frame. DPI at 1600 is the main difference from the standard baselines: higher DPI means each centimetre of physical movement maps to a smaller on-screen change, which makes landing skillshots on a moving target genuinely easier. Battle Spell on G rather than F removes a row of confusion when using Flicker combos (F in many keyboard layouts is the physical key your left hand covers when it is on the mouse buttons — moving the spell to G avoids that overlap). Hero Lock on N is placed deliberately far from the action keys: at high rank you only lock on very intentionally, and having it close to QWER means accidental locks mid-fight.
For Khufra, Jawhead, Chou, Akai and other roamers who initiate teamfights. Roamers start fights rather than winning them after they start — they need to scan the map, pick a target, move in, and land a displacement ability on that exact person in a crowd. Camera speed 7 matches the pace of the engagements because you are constantly repositioning to the next objective. Hero Lock on L is the most important key in this layout: Khufra's Tyrant's Rage and Jawhead's Ejector throw your target in a direction relative to where they are standing — locking on the target before pressing Ultimate means the camera stays on them and you can aim the throw accurately. Battle Spell on F is for Flicker, which most roamer combos depend on (Flicker → Ultimate on Khufra, or Skill 2 → Flicker → Skill 1 on Chou).
Works across every role because QWER is what most MLBB emulator guides recommend, and camera speed 6 is the balance point where the view follows your hero without drifting past it. Skill 3 / Ultimate placement on R keeps your strongest ability under the strongest finger. Start here.
Marksmen and mages want a lower camera speed so the view does not chase every click, plus quick access to the Battle Spell — Flash or Purify are the ones that end games. QWER stays the same; the difference is slowing to 4 and mapping the spell to F so it fires without looking away from the action.
Tanks and fighters track targets at close range, so camera speed 7 lets the view keep up with a hero who is constantly wading into the enemy line. Hero Lock on L is more important for this role than for carries — a fighter who loses the camera on their target for half a second in a teamfight usually loses the fight.
Assassins burst a target and leave — the camera needs to follow fast enemy heroes without lagging behind. Speed 7 (same as tank) is justified here because the target is moving away, not toward you. Battle Spell on D separates it from Skill 1 on Q so Retribution fires without accidentally triggering a skillshot before the camp is low enough.