Skip to content
MLBB Codex
EN
Drafting

Building a Team Composition That Works

The five MLBB draft archetypes, what each needs in every lane, what beats each one, and three drafts that lose to themselves.

9 min read·1,541 words·Updated August 14, 2026

On this page
  1. 1The five archetypes
  2. 2What each archetype needs, lane by lane
  3. 3What beats each archetype
  4. 4Reading the enemy draft
  5. 5Three compositions that beat themselves
  6. 6What to do next

A working composition is not five strong heroes. It is five heroes whose win conditions point at the same fight. Draft dive and protect-the-carry picks into the same five slots and you get two teams sharing a body, each waiting for the other to commit first. The fastest way to climb through draft is to pick one of five archetypes before champion select ends, and fill every lane in service of it.

The five archetypes

Dive throws multiple mobile threats onto the enemy backline at once instead of fighting through the frontline. It wins by collapsing through a chokepoint with flicker and dash combos that bypass the enemy tank, chaining hard CC onto the marksman or mage before either can react, and timing the collapse around the enemy's defensive battle spells. A dive that engages into an unused Flicker or Purify usually dies for it.

Poke uses long-range skills to whittle HP from outside retaliation range and never commits to a close fight. It wins by chipping health every time an enemy steps forward, forcing recalls, ceding map control, and converting the resulting HP lead into a forced Turtle or Lord fight the enemy cannot afford to take at 60% HP.

Protect-the-carry builds the entire draft around one hyper-scaling marksman and asks the other four heroes to buy that carry time. Through laning and mid game the team plays defensively, denies picks, and secures farm; once the carry is full-item, every teamfight becomes a question of body-blocking and CC-denial rather than damage racing.

Split-push spreads threats across multiple lanes so the enemy can never safely group for a 5v5 without giving up a tower. One or two strong duelists push a side lane relentlessly while the rest of the team holds vision or applies pressure elsewhere. The enemy is forced into a bad trade either way: send bodies to stop the split and lose map control, or ignore it and lose towers.

Pick/catch isolates a single overextended or out-of-position enemy hero and bursts them down rather than fighting a full 5v5. It wins with vision and mobility that catches someone alone near a wave or objective, a burst combo fast enough that allies can't rotate in time, and converting the resulting numbers advantage into a follow-up pick or an objective.

A sixth pattern, front-to-back, is less a strategy than the default shape a draft falls into when nobody commits to one of the five above: tanks lead, damage follows, and the team wins fights by simply having more sustained output in formation. It's what you get by accident, not what you draft on purpose. A seventh, early-game snowball, is a tempo variant of dive or pick built around aggressive level-1 rotations rather than a specific late-game shape — useful to recognize in the enemy draft, less useful as a standalone identity of your own.

What each archetype needs, lane by lane

Archetype Gold Mid EXP Jungle Roam
Dive Clean-up carry — Karrie, Wanwan Burst follow-up — Kadita, Lylia Second diver — Paquito, Sora Primary engage — Ling, Harley Initiator — Atlas, Khufra
Poke Ranged poke — Moskov, Claude Primary poke — Pharsa, Gord Wave clear/zoning — Terizla, Esmeralda Vision/objectives — Fredrinn, Barats Peel/disengage — Diggie, Floryn
Protect-the-carry Hyper-carry — Melissa, Wanwan Peel-adjacent burst — Valentina, Xavier Frontline anchor — Terizla, Uranus Objective securer — Fredrinn, Barats Dedicated peeler — Rafaela, Estes
Split-push Side-lane pressure — Karrie, Granger Wave clear rotation — Cecilion, Valir Primary split-pusher — Yu Zhong, Sun Map pressure/vision denial — Leomord, Suyou Distraction and vision — Franco, Akai
Pick/catch Safe damage — Moskov, Claude Isolation burst — Eudora, Zhuxin Roaming threat — Paquito, Arlott Primary pick threat — Karina, Helcurt Vision/setup CC — Mathilda, Saber

The table matters more than the hero names. A protect-the-carry gold lane hero needs to be a genuine hyper-carry — someone whose late-game auto-attack damage justifies four teammates playing around them. A split-push exp laner needs to win 1v1s and survive alone when a gank arrives, which is a completely different skill set from a dive exp laner whose job is to arrive as the second wave of an engage, not to hold a lane solo.

What beats each archetype

Dive loses to heavy peel and disengage with displacement tools — Khufra's shield-block negating a dash, Lolita's barrier eating an engage — plus vision control that spots the dive coming before it lands. If the enemy can see you forming up in the river, the surprise that makes dive work is already gone.

Poke loses to fast engage and mobility that closes the distance before the damage lands, and to tanks who simply walk the poke down and force a fight regardless of HP totals. Poke has no answer once someone is standing next to the backline; its entire win condition depends on staying at range.

Protect-the-carry loses to split-push and pick-comp drafts that force uneven fights before the carry is farmed, and to burst assassins with reliable dive tools that punch straight through the peel layer. The carry's early game is the vulnerable window — a comp that can win before minute 12 beats a comp that only becomes dangerous after it.

Split-push loses to coordinated dive comps that collapse on the split-pusher with vision denial before they can rotation back to safety, and to comps that simply use their 5v4 teamfight advantage to take objectives elsewhere while the split-pusher is occupied.

Pick/catch loses to disciplined teams that group early and deny isolated targets, and to tanky front-to-back comps that out-scale single picks over time — a team that's stacking snowball potential off of picks needs those picks to keep landing, and a five-man wall that never gives up an isolated target starves it out.

Reading the enemy draft

The signals show up two or three picks into champion select, well before the draft is finished. Two long-range poke picks with no hard engage tool between them signals poke — expect the enemy to sit at max range and force you to walk into their damage. An early hook or suppression tank paired with a diving assassin signals dive — expect a coordinated collapse the moment your backline is caught out of position. A hyper-scaling marksman drafted alongside two peel or shield supports signals protect-the-carry — expect a passive laning phase followed by a hard defensive shell around one hero. A duelist fighter with sustain in the kit and no obvious teamfight ultimate, especially one drafted late and flexible to any lane, signals split-push — expect that hero to disappear from the map and reappear at a side turret. Vision-oriented supports (wards, reveal skills) paired with high-mobility junglers signal pick/catch — expect the enemy to hunt for isolated targets rather than group for objectives.

Once you've identified the shape, counter-picking and ban-phase decisions follow directly: deny the piece the archetype can't function without (the engage tool for dive, the hyper-carry for protect-the-carry, the primary split-pusher) rather than banning the single strongest hero on the roster.

Three compositions that beat themselves

All pick, no frontline. Five heroes built to isolate and burst a single target — three assassins, an isolation mage, a roaming support with no hard CC of their own — with nobody who can walk into a fight, survive a failed pick attempt, or force a teamfight when the enemy simply refuses to split up. Pick/catch needs targets to actually get isolated; a team with no frontline can't punish a group that just holds formation, and has nothing to fall back on when a pick attempt whiffs.

Poke with no disengage. A gold lane and mid lane both built around max-range poke, an exp laner drafted for wave clear rather than zoning, and a roam pick with no peel or displacement tool. This comp's own listed weakness is fast dive closing the distance — and without a Diggie- or Floryn-style disengage roamer, or a frontline that can body-block an engage, there is nothing standing between the enemy jungler and the poke mage the moment someone actually commits to closing the gap.

Split-push with no distraction. Two heroes drafted to split-push a side lane, a third hero who also wants to freelance rather than hold vision, and a roam pick with no interest in setting wards or applying 4v5 pressure while the pushers work. Split-push's whole model depends on someone actively pressuring the map or holding vision so the enemy is forced into the bad trade; a comp where everyone wants to be the split-pusher isn't a team, it's five separate 1v5s that the enemy wins one at a time.

What to do next

Draft is a two-way conversation — read counter-picking for how to punish a specific enemy hero once you know the shape of their comp, roles-and-lanes for what each lane role owes the rest of the draft regardless of archetype, and the team comps reference page to check a specific matchup against the win conditions above before you lock in.

Keep reading