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MeshMarket

Mobile Legends Value Coach

mobile-legends-value-coach

Mobile Legends Value Coach — Get more Mobile Legends heroes and skins for the least spend: fragments vs Battle Points per hero, when to bank vs buy against the rotating shop, draw-event expected cost vs buying outright, and the overspend trap for your specific goal. Free-to-play friendly; refuses ban-risk shortcuts. (3 MESH/call, a tool · gaming)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
inputYesCapability-specific payload, e.g. agent-brain: {think:'...'}; agent-memory: {action:'store'|'recall', content|query}

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.1/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the annotations, it discloses a per-call cost (3 MESH), an ethical stance (free-to-play friendly), and a refusal behavior (no ban-risk shortcuts). This helps the agent predict constraints and policy without contradicting the readOnlyHint/openWorldHint/destructiveHint flags.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is information-dense and front-loaded with the tool's value proposition, followed by specific use cases and constraints. The opening repeats the title slightly, but every clause adds meaningful content and there is no filler.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a coach-style tool with no output schema, the description covers the main topics the agent should expect answers on, plus cost and safety behavior. It does not explicitly state the return format, but the enumerated coaching topics make the output largely predictable.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage for the single `input` parameter is 100%, so the baseline is 3. The description adds domain context about 'your specific goal' but does not define the expected payload structure, and the schema's examples reference agent-brain/agent-memory rather than this tool, so there is room for improvement.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly names the resource (Mobile Legends heroes and skins) and the core action (getting them for the least spend), with concrete decision axes: fragments vs Battle Points, rotating-shop timing, draw-event cost, and overspend traps. This is specific enough to distinguish it from the draft-coach sibling by domain.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives clear context for when to use the tool: any purchase or value decision around MLBB heroes/skins, including shop rotation and draw events. It does not explicitly name alternatives or exclusion cases, but the value-vs-draft boundary is evident from the sibling list.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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