Khufra — Tank / Roamer
Status: Player guide only. Base stats / skill numbers not yet pulled from in-client. Fill from screenshots on next ADB pull.
Specialty: Crowd Control / Initiator
Player Guide — Hajun (NA Top 13 captain, 300+ stars, ex-MPL coach)
Source: YouTube riyuA1tgnG4 (Hajun Mobile Legends), ingested 2026-04-29. Self-claimed: founded NA team that hit Top 13, 300+ stars, plays all roles. Khufra is one of his mains.
Skills (in-client mechanics)
Passive — enhanced basic attack (Spell Curse)
- Every 12s, Khufra gains a large ring around him (visible on his BA range).
- Next BA does magic damage = 162 + 6% target max HP, slows by 30% for 1.5s, and heals 8% of Khufra's max HP.
- Each time Khufra applies a CC effect with a skill, Spell Curse cooldown is reduced by 4s. Stacks within the same combo (S1 knock-up + S2 bounce-knockup + ult wall-stun = -12s total).
- The cooldown reduction must come from his own skills, not teammates'.
S1 — Tyrant's Revenge (jump knockup)
- Long-range leap, knocks up everyone in landing AoE.
- AoE is wide — slight aim error still lands the knockup.
- Flicker combo: S1 + Flicker mid-cast extends jump range dramatically. Use to engage from far bushes; nobody expects a Khufra from "that far".
- Always cast S1 from a bush when possible — invisibility = bigger surprise = harder to react.
S2 — Tyrant's Rage (ball form / Bouncing Ball)
- While bouncing: +30 phys def and +30 magic def → tankier during the bounce.
- Enemies who try to dash/blink across Khufra mid-bounce get knocked airborne — Khufra hard-counters mobility heroes (Lancelot, Hayabusa, Fanny, etc).
- The ball deals magic damage = 50 + 3% Khufra's max HP to nearby enemies and slows by 80% for 0.2s.
- Late-game: HP scaling means S2 alone can solo-kill marksmen.
- Counter-mechanic: if Khufra is knocked airborne while in ball form, S2 cancels. Minotaur S1 cancels Khufra S2. New Grock S1 cancels Khufra S2 if it shoves him into a wall (knocks him up). Important: this is Khufra's biggest mechanical weakness.
Ultimate — Tyrant's Rage (wall slam)
- Aim arrow + small marker indicating where enemies will be pushed.
- Never tap-cast the ult — always manually aim it.
- CC immunity during cast — only Suppression stops it (not regular CC). Behaves like Diroth's ult.
- Pushes hit enemies in chosen direction, deals 300 phys damage, slows 1.2s.
- If they hit a wall: +150% damage and they are stunned instead of slowed. Always aim at a wall.
Combos
Standard combo:
- BA (proc enhanced passive) → applies slow + heal + setup.
- Ult → wall-stun.
- S2 bounce on top of them.
- Team picks up the kill.
S1 + Flicker engage:
- Jump with S1, mid-air Flicker extends the landing point. Land in middle of their backline. Then bounce.
Ult + Flicker repositioning:
- The ult pushes toward the arrow direction. Flicker mid-cast to change Khufra's position before the ult resolves, so the wall slam uses a different wall.
- Example: enemy is far from any wall on Khufra's side; Flicker behind them, then ult pushes them back into your team's wall.
- Hard for first 5–10 attempts; becomes muscle memory.
Far-from-wall trick (no Flicker needed):
- If enemy is far from any wall, walk back toward your wall first, then ult. Pushes them into the wall behind you.
Build
Roam item: Encourage Roam (NOT Conceal, NOT Dire Hit). Conceal weak because Khufra always engages from S1-jump distance, never walks up. Encourage's team buff is high value because Khufra is always with team.
Boots: Tough Boots — CC duration reduction.
Item 2: Thunderbolt — Khufra's enhanced BA every 12s easily stacks Thunderbolt (similar logic to Badang's S1 procs). With new roam-item gold gain, stacks come fast.
Item 3 (anti-heal/anti-attack-speed depending on enemy): Dominance Ice if enemy has heavy heals/attack speed, otherwise an anti-physical-skill cheap component first.
Hajun's tank-build "secret" — buy mini-defense components first, not full items:
- Notice you're getting hit by magic damage in early game → buy Silence Robe (1020g, component of Athena Shield / Radiant Armor).
- Notice you're getting hit by physical skill damage → buy Dreadnought Armor (component of Antique Cuirass; gives partial passive: -4% physical from skill hits already at component stage).
- This builds a defensive foundation that covers both damage types simultaneously, instead of finishing one full anti-X item while exposed to the other type. Tank players itemize components first to stay alive.
Then finish:
- Athena Shield vs burst mage (Eudora, Pharsa).
- Radiant Armor vs sustained magic / DoT (Cyclops, Eve, Chang'e). Cheaper than Athena.
- Immortality as 6th item (always).
Spare items:
- Blade Armor vs fast-AS marksmen / crit (Layla, Roger, Beatrix).
- Twilight Armor vs one-shot burst phys (Lesley, Aldous, Granger, Clint, Lancelot, Layla). Don't buy until Antique Cuirass is finished.
Emblem: Tank emblem. Talents: Firmness → Tenacity → Concussive Blast. Concussive Blast does so much extra damage early that you can one-shot enemy marksmen.
Spell: Flicker. "I never want to see you guys using Revitalize/Petrify. No no no. Flicker is the best."
Macro & decision-making
Early game (level 2 vision):
- Check enemy buff at game start. Walk into their jungle vision and count how many enemies are leashing.
- New roam-item rule gives 30 gold per visioned enemy. Visioning 3–4 leashers = 90–120g + XP toward L2 instantly.
- Hajun explicitly admits skipping this in the recorded game gave Minotaur the level-2 advantage (Mino visioned 4, hit L2 in 30s while Hajun was still L1 with 0 XP).
Buff theft trick:
- When invading a buff in enemy jungle, take the big buff only, leave the small chicken/leech/etc.
- Why: blue/red won't respawn until the small camp is also cleared. Leaving the small camp = 25–30s longer denial. Late-game when you're winning, take both.
Turtle phase:
- "It is not your responsibility to help gold lane during turtle." If marksman dies 1v1 in lane during turtle, that's their fault for not playing safe.
- Roamer's job during turtle = on turtle and providing vision.
Vision discipline (Lord/Turtle):
- Lord-side bushes Khufra should always cover: river entry bush, side-jungle entry, lane-side wall corner.
- "If lord gets stolen, it's partly your fault for not zoning. Don't blame your jungler's retri — give him vision so retri is a 1v0, not 1v1."
When losing — find the carry:
- "If your team has a bad gold-laner, write them off. Find your one teammate playing well (in this game it was YSS). Make plays around them. They are your center of attention. Provide vision for them, set up picks for them."
- Khufra's strength: even with one bad lane, you can still carry a comeback by feeding the team's actual carry through engagement and CC chains.
Post-fight discipline:
- After winning a fight, take an objective. Not back to farming.
- Pro example from the VOD: YSS won a fight and immediately rotated to enemy blue, took the big buff only, and the team converted that into a Lord setup. Don't just farm jungle after a 4v5 win — translate the kills into towers/Lord/buff denial.
Lord & ending:
- Don't throw before Lord. If you have multiple kills + a shutdown, take Lord first, not "one more fight".
- If a teammate dies right before Lord and you can't end with it, don't fight to defend Lord: let it push the lane, while your other 3 take the opposite-side towers / mid lane. Maximum resource extraction even if Lord can't end the game.
Recall + S1 trick (movement speed):
- While recalling at base, start charging S1. As soon as recall completes, S1-jump → S2 bounce. You cross half the map immediately. Useful when team is fine and you want to set up the next gank fast.
- Don't do this if a fight is happening near your spawn — you'll arrive without S1 cooldown ready.
Don't waste ult+flicker on flashy escape:
- "Ult+Flicker is flashy but not very practical." Default is just S1+ult. Save the flicker combo for the rare case where S1 is on cooldown but ult+flicker is up — then it's worth it.
Counter notes (matchups)
- Minotaur counters Khufra: Mino S1 knock-up cancels Khufra S2 ball form.
- New Grock counters Khufra: if Grock shoves Khufra into a wall during ball form, the wall-knockup cancels S2.
- Mobility heroes (Lance, Haya, Fanny, etc) are countered by Khufra: they dash into bouncing Khufra → airborne. So Khufra can be counter-pick into a mobility-heavy enemy draft.
Mental note
Khufra takes a few games to feel right. First games will be rough — once mechanics click, he's the most fun roamer in the game (per Hajun, his favorite roamer). Mute toxic teammates, focus on your fed carry, capitalize on Lord timings.