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MLBB Obsidia: Complete Build, Emblem, Skills, Combos & Counter Guide (Season 2025)

  • Writer: Iqbal Sandira
    Iqbal Sandira
  • Sep 16
  • 7 min read
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If you’ve queued into ranked lately, you’ve probably felt the sting of MLBB Obsidia shredding health bars from a “safe” distance and then latching onto a carry with a terrifying tether. The Sovereign of Dark’s End is a marksman who scales brutally hard into the mid–late game thanks to a passive that stockpiles extra hits and unloads them with every basic attack. Played right, she behaves like a living Gatling gun with a built-in chase tool.

This deep-dive explains how her kit really works, the most consistent MLBB Obsidia builds for solo queue and competitive lobbies, optimal emblems and spells, clean combos, macro ideas, plus what counters her—and how to draft or play around those matchups.


Kit Breakdown: Why Obsidia Scales So Hard

Passive — Return to Bone

Every time Obsidia damages enemies, she gains Bone Energy. When enough Energy accrues, it condenses into Bone Shards (stacking up to a cap). On each basic attack, she commands all stored Bone Shards to strike her target, dealing bonus Physical Damage that also inherits a portion of on-hit effects (lifesteal, slows, etc.).Crucial nuance: Jungle creeps do not generate Bone Energy. That single line pushes her out of jungling; she’s a Gold-lane marksman, period.


Why it matters: Obsidia is one of MLBB’s purest on-hit scalers. The more often you’re attacking—and the more your hits carry added effects—the more violent your DPS curve becomes.


Skill 1 — Abyssal Bone Needle

Fires a piercing bone projectile that deals Physical Damage and triggers Return to Bone on the first enemy hero struck. This is your stack accelerator in lane and a safe poke tool in skirmishes. Line it up to hit multiple units on the way through for faster Energy gain.


Skill 2 — Phantom Shadowmeld

Briefly sinks into the abyss, gaining a burst of Movement Speed (and a short reposition). It’s your one reliable spacer: kite forward to finish a kill, or backpedal out of engage range. During Ultimate (see below), this is empowered—longer duration and much lower cooldown—turning you into a sticky, strafing nightmare.


Ultimate — Hunt of Bone

Fires the Bones of Wrath. The first enemy hero hit is briefly stunned; Obsidia then pulls herself to the target and becomes tethered, disabling their displacement skills and dragging her with any movement they make. While tethered, Obsidia:

  • Gains temporary Bone Shards (free stacks to burn),

  • Can pass through obstacles,

  • Can keep attacking while moving,

  • Supercharges Phantom Shadowmeld (longer, spammable).

This is a hard-commit pick tool. If you tether a fragile backliner, they often die with no way to blink out. If you tether a thorns-heavy tank or reflect user… that’s on you.


Skill Priority & Leveling Order

  • Max Skill 1 first — more poke, better stack throughput.

  • Upgrade Ultimate whenever possible (levels 4/8/12).

  • Skill 2 second — you want its speed uptime later for fights, but needle damage/trigger value comes first.


Best Battle Spells for MLBB Obsidia

  • Flicker: The most flexible—escape or angle a better tether line.

  • Sprint: Great if enemy comp has soft catch (slows, short stuns) and you play long kites.

  • Purify: Mandatory into heavy CC (Kaja, Khufra, Atlas). Tether means nothing if you’re chain-stunned.

  • Vengeance: Niche, but can swing 1v1s when you must commit ultimate into bruisers; pairs well with a lifesteal slot.

Never take Retribution—you cannot jungle, and doing so griefs your scaling.


Emblem Setup (Custom Marksman)

Main Emblem: Marksman

  • Tier 1 – Swift: Attack Speed drives shard output and on-hit procs.

  • Tier 2 – Weapons Master (or Magic Shop if you need a cheaper curve):

    • Weapons Master scales all Physical attack (including shard damage snapshots).

    • Magic Shop can accelerate your first three items in snowball lanes.

  • Tier 3 – Weakness Finder: Chance to slow + reduce enemy attack speed on hit. This extends tethers, helps duels, and synergizes with multi-hit passive unloads.

If your lobby is CC hell and you already slotted Purify, Weakness Finder still outvalues Killing Spree on this kit; Obsidia’s sustain comes from lifesteal/on-hit more than execute heals.


Core Itemization: Two Proven Build Paths

Obsidia wants attack speed + on-hit effects so Bone Shards inherit more value per bullet. These two templates cover 90% of games; flex the last slots per draft.


A) On-Hit Shred (Most Consistent)

Maximizes DPS against tanks/bruisers and melts objectives.

  1. Magic Boots (CDR for more Skill 1 needles; swap Tough Boots into heavy CC/AP poke)

  2. Corrosion Scythe — attack speed + stacking slow; lets you stick tethers and farm stacks safely.

  3. Demon Hunter Sword — %HP shred and lifesteal; default vs. tanky fronts.

    • Swap to Sea Halberd if they have big heals/shields (Estes, Rafaela, Esmeralda, Yu Zhong).

  4. Golden Staff — turbocharges on-hit frequency; synergy with shards is outrageous.

  5. Malefic Gun — Physical Pen + extended Basic Attack range to bully from safety.

  6. Rose Gold Meteor — survival shield vs. burst + some hybrid stats.

Flex swaps:

  • Haas’s Claws if you need hard lifesteal to anchor all-ins (especially with Vengeance).

  • Blade of Despair if you’re snowballing and need raw kill pressure.

  • Wind of Nature into fed physical assassins/marksmen; pop it mid-tether to survive their burst window.


B) Crit-Tempo Spike (Snowball Lobbies)

Riskier, but it ends games fast if you’re ahead.

  1. Tough Boots (if CC heavy) or Swift Boots (greed for tempo)

  2. Windtalker — early AS + bonus procs to farm stacks and waves

  3. Berserker’s Fury — crit punch when you’re already out-trading

  4. Malefic Gun — range + pen to harass carries out of fights

  5. Rose Gold Meteor — safety net

  6. DHS or BoD depending on front-line density (DHS vs tanks; BoD vs squish)

When to pick it: Your team has reliable front-line + CC and the enemy comp has weak dive. You leverage superior range and tempo to choke towers before their scalers come online.


Combos & Micro Patterns

Bread-and-Butter Harass (Lane):S1 (Needle) → AA → AA

  • Needle guarantees a Return-to-Bone trigger; follow with a couple of basics to unload shards. Reset spacing with S2 if the enemy mirrors trade.

Chase-Down Kill (No Hard CC on You):S1 → Ult (tether/stun) → AA while drifting with target → S2 (empowered) to track → keep AAs

  • The stun into tether buys time for stacks to auto-detonate. Use terrain-phasing to cut corners and pre-aim the target’s path.

Peel & Turn (When Dove):S2 backstep → S1 through diver → AA for shard dump → Ult only if diver is squishy/no reflect

  • Never auto-tether into Belerick/Vengeance/Blade Armor without lifesteal/mitigation; you’ll delete yourself.

Objective Melt:Pre-stack on minions → step into pit → AA boss with shard volley → S1 on contesters → kite with S2

  • You don’t need Ult to take Lord/Turtle quickly—save it to deny smite angles or punish the enemy jungler’s facecheck.


Laning, Mid Game, and Late-Game Macro

Early Game (Gold Lane Fundamentals)

  • Goal: farm Bone Shards while staying healthy.

  • Last hit, weave S1 through minion waves to tag the enemy laner, and never push past river without vision—Obsidia has one escape and no blink.

  • If you force the enemy to chug regen or back, convert to plating gold with shard-juiced AAs and S1 poke—just don’t tank creep aggro for free.


Mid Game (First Items Online)

  • With Corrosion + DHS (or Windtalker + BFury) you begin to outrange and out-DPS most mirrors.

  • Stick to your frontline’s shoulder; when your roamer/fighter engages, S1 → Ult the enemy backline or the overextended diver who burned mobility.

  • Rotations: shove gold wave, rotate mid to plate, or hover objective. Your shard volley is massive objective pressure.


Late Game (You Are The Win Condition)

  • Pick safe angles; never enter first. Wait for CC to land, then tether the highest-value squishy without reflect or Vengeance up.

  • Use Malefic Gun range to pre-chip; only ult when you know you won’t be chain-CC’d or reflected to death.

  • Track enemy flashes/purifies—your Ult is countered by displacement immunity and instant CC layers. Communicate with roamer to bait big cooldowns first.


Synergies & Team Comps

Loves playing with:

  • Frontliners with reliable engage/lock: Tigreal, Atlas, Khufra, Edith.

  • Anti-heal and peel supports: Estes (for you), Rafaela (MS + sustain), Angela (attach for perma-kite).

  • Zone mages: Yve, Pharsa, Xavier—create no-go zones that funnel enemies into your range.

Enables:

  • Objective-centric strats: Your consistent DPS and tether denial around pits secure late Lords.


Counters & Itemization Against Obsidia

Hero Counters

  • Hard Engage + CC: Chou, Guinevere, Kaja—catch you before you kite.

  • Hyper-mobile assassins: Fanny, Ling, Lancelot, Joy, Saber—burst through your single spacer if your Purify is down.

  • Reflect/Thorns tanks: Belerick (Vengeance + passive) can boomerang your DPS back at you during Ult.


Item Counters (vs. Obsidia)

  • Dominance Ice: anti-heal aura + attack speed slow—directly weakens her shard cadence.

  • Blade Armor: reflects crit/AA damage—deadly if she tethers the wrong target.

  • Ice Queen Wand (mages) / Corrosion Scythe (AD offlaners): slows to kite her or pin her long enough for follow-up.

  • Wind of Nature (marksmen): blanks her burst window; time it when she ults you.

Play pattern to beat her: force fights before three items, chain-gank gold lane, and put tall walls of CC between her and your backline. Deny safe farm windows; she scales off time spent hitting heroes, not jungle.


Common Mistakes to Avoid on MLBB Obsidia

  1. Jungling — you don’t get Bone Energy from creeps. Your passive won’t scale.

  2. Ulting reflect tanks — Belerick/Thamuz + Vengeance can erase you. Target soft carries.

  3. Face-checking without spell — save S2 or Flicker if fog is dark.

  4. Frontlining — you are not a diver. You follow engages; you don’t start them.

  5. Ignoring anti-heal — if the enemy drafts big sustain, pivot DHS → Sea Halberd early.


Sample Builds You Can Lock In Now

Standard On-Hit Shred (safe into most drafts):Magic Boots → Corrosion Scythe → Demon Hunter Sword → Golden Staff → Malefic Gun → Rose Gold MeteorSpells/Emblem: Flicker + Marksman (Swift / Weapons Master / Weakness Finder)

Anti-Heal Variant:Swap DHS → Sea Halberd second if they run Estes/Rafaela/Esmeralda/Yu Zhong.

Crit Tempo (snowball lanes):Swift/Tough Boots → Windtalker → Berserker’s Fury → Malefic Gun → Rose Gold Meteor → Blade of Despair (or DHS vs tanks)

Panic Button vs. AD burst:Squeeze Wind of Nature fifth; sell boots late for BoD/Haas depending on survival vs. kill pressure.


TL;DR Game Plan

  • Lane like a surgeon: farm shards with S1 poke, no risky shoves.

  • Hit your two-item spike and rotate with the team; your DPS now flips skirmishes.

  • Ult with intent: pick squishies, avoid thorns, save a mobility tool for the turn.

  • Play for objectives: your shard-driven DPS makes Lords/Turtles quick; force fights there with vision and front-line cover.

  • Respect counters: Purify/Flicker timing wins games; don’t ego a Belerick.


Master these fundamentals and MLBB Obsidia becomes the centerpiece of any composition—an unstoppable late-game on-hit engine that punishes bad target selection and rewards clean macro. Now go stack those bones…and send the lobby back to the fountain.



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