Mobile Legends tier list
Ranked per lane, because a hero that dominates the EXP lane can be unplayable in the jungle. Every placement carries a one-line reason — if we cannot say why a hero is S tier, it is not S tier.
Last reviewed 2026-08-14
What this ranking is, and is not
Ban-worthy. Wins games on its own.
Strong and safe in almost any draft.
Solid. Needs the right draft or a good player.
Situational. Outclassed in most matchups.
Struggling in the current patch.
Gold Lane
Bottom lane for the farm-hungry carry. Free minion gold, safest to farm.
Why these 21 placements
- S Melissa — Go Away!'s dome damages and repels everyone inside it continuously, so a diver has to fight her from outside her own ultimate, topping marksman win rates all season.
- S Hanabi — Ninjutsu: Petal Barrage bounces off every hit for free wave clear, and Ninjutsu: Equinox grants control immunity for the 5 seconds its shield holds.
- S Miya — Moon Blessing attack-speed stacks and Hidden Moonlight's debuff-clearing escape make her the safest scaling pick when games run long.
- A Brody — Torn-Apart Memory cashes in every stacked Abyss Mark for damage scaling off the target's Lost HP, rewarding aggressive dueling once two core items are up.
- A Claude — Battle Mirror Image's swap keeps him out of reach while Blazing Duet inherits his Basic Attack effects, doubling his output the instant he gets an attack-speed or lifesteal buff.
- A Wanwan — Tiger Pace lets her dash after every Basic Attack arrow, so she kites melee divers indefinitely while still auto-attacking.
- A Karrie — Lightwheel Mark detonates at 5 stacks for 6-8% of the target's Max HP as True Damage, so a tank stacking Physical Defense only makes himself a bigger target.
- A Irithel — Jungle Heart fires two bolts per attack and lets her shoot while moving, so she keeps her damage up while kiting instead of standing still.
- A Popol and Kupa — Dual jungle/gold flexibility and Bite 'em, Kupa! sending the wolf to maul a speared target give strong early lane pressure most marksmen lack.
- B Beatrix — She can never Crit — every point of Critical Chance converts to flat Physical Attack instead — so her build shares nothing with other marksmen, and Masterful Gunner's 0.6-second weapon swap is dead time mid-fight.
- B Moskov — Spear of Destruction's piercing line rewards good positioning over mechanical combos.
- B Granger — Rhapsody's six shots end on a guaranteed Crit but only fire above 420 Gun Energy, and Rondo's 12-second cooldown is his lone escape once he has spent it.
- B Natan — Superposition and Interference! deal Magic Damage while scaling off Physical Attack too, catching enemies who stacked only Physical Defense, but Entanglement's Attack Speed only builds as his skills land.
- B Ixia — Dual Beam's double damage when both beams land and Star Helix's pull give flexible poke and burst, but the aiming has a steep learning curve.
- B Harith — Highest-mobility Mage in the lane, with Zaman Force cutting Chrono Dash's cooldown, but squishy and entirely reliant on Chrono Dash timing.
- B Clint — Double Shot turns the Basic Attack within 4 seconds of any skill into a line-piercing hit, which wins the early lane, but nothing else in the kit scales past that.
- C Lesley — Master of Camouflage breaks the moment she deals or takes damage, so its 3 seconds are gone before a diver arrives, and any enemy hero body blocks Ultimate Snipe's bullets.
- C Kimmy — Her Spray Gun turns both Physical Attack and Magic Power into Magic Damage, but Anti-Grav Thruster's 14-second cooldown is the only disengage in the kit.
- C Bruno — Volley Shot's retrievable Powerball shaves a second off Flying Tackle each time he picks it up, but he lacks the late-game ceiling of newer marksmen.
- C Obsidia — Bone Shards ride every Basic Attack for stacked burst, but she needs heavy practice to out-damage standard picks.
- D Layla — Malefic Gun only reaches its 130% damage at 6 units away, and the 60% Movement Speed off Malefic Bomb decays in 1.2 seconds — the closest thing to mobility she owns.
Mid Lane
Shortest lane, fastest rotations. Owns river control and roams to both sides.
Why these 26 placements
- S Gord — Mystic Favor loads the attack after his fourth hit on a target with bonus True Damage, so Mystic Injunction's 13 ticks alone break anyone who lingers in the field.
- S Eudora — Ball Lightning is a targeted 1.2-second stun that needs no aim, and the Superconductor it leaves makes Thunder's Wrath strike a second time.
- S Zhuxin — Soul Snare stacks until the Crimson Butterflies capture the target and pull them airborne, making her nearly impossible to peel for.
- A Kadita — Ocean Ode engage plus an AoE ultimate lets her flex into a pseudo-assassin pick mode.
- A Valir — Ashing detonates at 3 Ablaze stacks for 6% of the target's Max HP plus a 1-second stun, and Vengeance Flame strips his own debuffs, so he zones without ever closing.
- A Zetian — Fury of the Phoenix stuns every enemy hero while speeding up her team, and Celestial Armament punishes anyone who closes on her.
- A Pharsa — Feathered Air Strike bombards a target area up to four times while she is airborne, turning teamfights into free damage.
- A Lylia — Shadow Energy zoning chips from max range and Black Shoes rewinds her to safety with her HP, Mana and charges restored.
- A Kagura — Every umbrella retrieval refunds a shield and a 0.5-second stun on a 4.5-second cooldown, and Rasho Umbrella Flee clears her debuffs on the way out.
- B Cyclops — Stardust Shock disks and Planets Attack spheres poke safely, but the pattern is predictable once enemies learn to walk out of it.
- B Vale — Windstorm pulls enemies into its center for 1.6 seconds before it detonates, but that wind-up is long enough for anyone with a dash to leave before his 40-second ultimate pays out.
- B Luo Yi — Diversion moves the whole team up to 20 units away, but its 3-second delay means allies have to already be standing in the circle for it to matter.
- B Nana — Molina Smooch's transform is reliable utility though her raw damage output lags the meta.
- B Novaria — Astral Echo reveals enemies and enlarges their hitboxes, punishing positioning mistakes, but she has a weak early laning phase.
- B Valentina — Ultimate-steal versatility is powerful but demands game knowledge of every enemy ultimate.
- B Vexana — Eternal Guard fights beside her for 15 seconds and adds 5% of the target's Total HP per swing, but on a 60-second cooldown, and Cursed Blast telegraphs for 0.8 seconds before it lands.
- B Xavier — Transcendence stages widen his skills and cut their cooldowns as they land, rewarding patient poke, but he has almost no escape once caught.
- C Aurora — Pride of Ice cheats one death every 150 seconds and Frigid Glacier freezes an entire path, but at a 50-second cooldown she supplies control on a timer rather than damage.
- C Cecilion — Overflowing grows his Max Mana on every skill hit and his damage scales with it, so he rewards patience but is extremely vulnerable before those stacks build.
- C Faramis — Revive-the-team ultimate is a late-game swing but he offers little early lane pressure.
- C Yve — Each Galactic Power stack adds one attack to Real World Manipulation, so the 60-second ultimate is only worth casting after Void Blast and Void Crystal hits have already stacked it.
- C Gusion — Mid gives him the levels for the full Incandescence reset, but his only sustain is the 50 (+25% Total Magic Power) HP per Dagger Specialist rune, and it pays out only on the enhanced Basic Attacks, so a traded lane sends him home empty.
- C Zhask — Nightmaric Spawn adds a second damage source and a stun through Mind Eater, but it vanishes if Zhask strays and rarely wins straight teamfights.
- D Chang'e — Crescent Moon's shield adds extra spheres to Starmoon Shockwave, but she is outclassed by every standard mid pick.
- D Lunox — Dreamland Twist only converts what she already owns — 0.5% Spell Vamp per 1% Magic Penetration, and back the other way — so neither form pays until both stats are stacked.
- D Odette — Swan Song channels for 5 seconds and its own 90% slow decays in 2, so its damage only lands when Blue Nova's 1.5-second immobilize caught someone first.
EXP Lane
Top lane, solo experience. Duellists who can hold a side alone.
Why these 28 placements
- S Gloo — Grab, Grab rides an enemy carry for up to 9 seconds once they hold full Sticky stacks, transferring 80% of the damage Gloo takes to them, and it defines the current tank meta.
- S Sun — Doppelgangers inheriting 40-55% of his stats soak enemy cooldowns, and Simian God heals him off every hit they land while shredding Physical Defense.
- S Masha — Three HP bars and Basic Attacks that scale with the target's HP post the single highest win rate of any exp laner right now.
- A Lukas — Hero's Resolve builds 1 per second and 2 more off every hit on a hero, while Sacred Beast form burns 10 a second — so staying in the fight is what keeps his 15% all-attribute buff running.
- A Minsitthar — King's Calling locks every enemy inside it out of their movement skills, so Spear of Glory's drag lands on targets with no dash left to answer it.
- A Silvanna — Imperial Justice restrains the closest enemy in the Circle of Light for 3.5 seconds, winning almost any isolated side-lane duel.
- A Guinevere — Spatial Migration's knock-up sets up Violet Requiem, which re-launches airborne enemies up to 6 more times to swing teamfights.
- A Paquito — Champ Stance arrives every third skill cast and ignores current cooldowns outright, so he re-enters a fight the instant he leaves it.
- A Sora — Mystic Surge lets him pick his stat line mid-game — Thunder converts Max HP into Physical Attack, Torrent converts Physical Attack into Max HP — and 5 Cloudstep stacks unlock True Art on top.
- B Terizla — Body of Smith only pays out as he bleeds, 1% Damage Reduction per 2.5% HP lost, and it converts every point of Attack Speed into Physical Attack — he has to be losing the duel to win it.
- B Arlott — Vengeance refunds its own cooldown and heals him for 90% of his Physical Attack, but only against a Demon Gaze mark; unmarked it is a 10-second dash with no way back.
- B Esmeralda — Frostmoon Shield strips nearby enemy shields into her own up to 50% of her Max HP and Stardust Dance cuts 1.5 seconds off it per hero hit, but that shield only becomes HP gradually.
- B Khaleed — Quicksand Guard's channel heals off his Lost HP and cuts damage taken by up to 50%, but any control effect interrupts it outright.
- B Chou — Jeet Kune Do's third cast into The Way of Dragon picks and repositions enemies but is punishable during his long skill animations.
- B Freya — Sacred Orb stacking into repeated Spirit Combo casts rewards good resource management but has a steep execution curve.
- B Dyrroth — Abysm Strike adds 20% of the target's Lost HP as Physical Damage and Spectre Step cuts Physical Defense by 40%, making him a strong tank-shredding duelist.
- B Yu Zhong — Cursing Touch's Sha Residue heals him on every detonation and Black Dragon Form knocks enemies aside, giving strong dueling power once core items come online.
- C Aldous — Contract: Soul Steal adds just 5 damage per stack and the stacks themselves cap at 650, so his punch is a late-game project long before Contract: Chase Fate's 60-second cooldown is worth spending.
- C Argus — Eternal Evil converts all the damage he deals as the Fallen Angel back into HP, but his kit is predictable and easy to kite.
- C Cici — Yo-Yo Blitz chips 3-4.5% of a target's Max HP per hit over 3.5 seconds, so she grinds a tank down but never has a window where she kills anything quickly.
- C Lapu-Lapu — Homeland Defender's shield and free dash only arm on a full Bravery Blessing bar, and Heavy Sword Stance trades Jungle Warrior's 12-second dash for Storm Sword's stationary whirl.
- C Ruby — Let's Dance! hands her a dash and stacking defenses after every skill, but I'm Offended! pulls a group in and then stuns for only 0.5 seconds, so she gathers a fight she cannot hold.
- C X.Borg — Last Insanity's flamethrower charge is his only real engage, and he offers little compared to the current top duelists.
- D Benedetta — An Eye for An Eye blocks all damage for 0.8 seconds on a 15-second cooldown, so her entire defence is a window she has to read — mistime it and nothing else in the kit saves her.
- D Phoveus — Infernal Pursuit only leaps at a hero already carrying Sinner's Mark, so he is dead weight against the current sustain-heavy tank picks in the lane.
- D Thamuz — Cauterant Inferno heals him for the same 600 (+30-50% Extra HP) it adds to his Max HP — one lump every 38 seconds, and anti-heal cuts it down at the source.
- D Uranus — Radiance only reaches its 48-224 HP tick at 20 stacks, which means standing in damage to get there, and his kit offers 30% and 25% slows in place of any hard CC.
- D Zilong — Spear Flip is his only hard CC on a 12-second cooldown, leaving long windows where he cannot stop anyone from walking away.
Jungle
Farms camps, takes objectives and decides where the map pressure goes.
Why these 26 placements
- S Ling — Defiant Sword's 2.5-second cooldown gives him wall-dash mobility on demand, and Tempest of Blades leaves a Sword Field standing for 8 seconds, making him the premier pick-and-clean assassin.
- S Harley — Deadly Magic's ring clings to one hero for 4 seconds while Magic Master shaves up to 20 Magic Defense off them, so his burst lands on a target already softened.
- S Sun — Doppelgangers clear camps fast and heal him off their damage through Simian God, letting him snowball farm into teamfight relevance.
- A Lukas — Flash Step's follow-up blinks him behind the target and leaves 20% Movement and Attack Speed running for 4 seconds, enough tempo to finish a camp and rotate straight into a gank.
- A Barats — So-Called Teamwork's ignited oil widens with every Big Guy stack, and Detona's Welcome suppresses a contested target for 1.2 seconds.
- A Yi Sun-shin — Blood Floods' held arrow charges to 200% damage, and Mountain Shocker grants whole-map sight for 5 seconds before the turtle ship rams and stuns.
- A Fredrinn — Crystalline Armor banks the damage he takes as healing while skill hits build Combo Points for Energy Eruption's taunt, making him a premier objective-securing jungler.
- A Suyou — Blade Surge's throw-and-blink mobility and burst give one of the fastest jungle clears in the current patch.
- A Leomord — The Oath Keeper makes every Basic Attack a guaranteed 200% Crit against anyone under 50% Max HP, so once Phantom Steed closes the gap the target is already past the line.
- B Karina — Shadow Assault resets on a kill so she can chain takedowns, but she needs a completed core item before she can threaten the first one.
- B Hayabusa — Ougi: Shadow Kill's 6 strikes only spike when Shadow Mark is stacked at 5% damage apiece, and its 50-second cooldown is not something he can open a fight with.
- B Gusion — Incandescence resets Sword Spike and Shadowblade Slaughter on a 28-second cooldown; miss the marked dagger and he has nothing to leave on until it comes back.
- B Hanzo — Kinjutsu: Pinnacle Ninja sends his Hanekage form through terrain and every kill extends it, giving him flank angles most junglers cannot take.
- B Julian — Smith's Legacy enhances only the third skill in a sequence, and casting it drops every skill onto a shared 9-6 second cooldown — one full combo, then nothing.
- B Lancelot — Puncture only refunds its 14-second cooldown when it marks a fresh target, so a whiffed charge strands him on Thorned Rose's brief invincibility alone.
- B Martis — Decimation deals True Damage below 50% HP and refreshes on a kill, but he is vulnerable to peel and crowd control before he engages.
- B Popol and Kupa — Kupa holds camps and chases targets on his own, giving strong early-game jungle control and gank setup.
- C Aamon — Camouflage-reset attacks reward patient stacking but he falls off if fights start early.
- C Alpha — Beta's True Damage laser only fires once Beta himself has hit the target twice to Lock it On, and Spear of Alpha carries enemies into his team, but the engage is predictable against coordinated peel.
- C Balmond — Bloodthirst refills 5% of his Max HP per camp and Lethal Counter executes for 30-45% of the target's Lost HP, but Soul Lock's 8-second cooldown is the whole of his mobility.
- C Bane — Deadly Catch's shark charge knocks a whole line airborne, but the rest of his kit rarely wins straight jungle duels.
- C Helcurt — Dark Night Falls cuts the enemy team's sight range for 3 seconds and hides their allies from each other, but he offers little else in a fight.
- C Saber — Triple Sweep locks onto a single target for a guaranteed pick, but its 44-second cooldown leaves him contributing little between casts.
- D Fanny — Steel Cable runs on energy rather than cooldown and only Prey Mark hits refund it, 7 per stack — miss the wall and she is grounded mid-fight with nothing left.
- D Natalia — Assassin Instinct needs a full second untouched in a bush to arm unless The Hunt forces it, and casting a skill breaks the Camouflage, so the setup costs more than its 0.25-second silence returns.
- D Yin — My Turn drags one enemy into a domain no other hero can reach into, but he lacks the burst to compete with top junglers.
Roam
No farm, all map. Vision, engage, peel and rotations.
Why these 25 placements
- S Rafaela — Holy Healing tops the team up and grants Slow Immunity, while Divine Resurrection brings a dead ally straight back into the game.
- S Marcel — Golden Hour freezes every other unit in the area for 3 seconds — ranged attacks and projectiles included — and hands the window to Marcel alone, but its 74-second cooldown punishes a bad read.
- S Minotaur — Minoan Fury is control-immune through all three smashes and leaves him Enraged for 12 seconds, during which Rage Incarnate's Hybrid Defense shred on every control effect he lands is doubled.
- A Floryn — Bloom heals the whole team anywhere on the map and clears Healing Reduction, scaling team sustain without sacrificing lane presence.
- A Atlas — Full-team ultimate pull remains the single best teamfight-starting engage in the game.
- A Belerick — Wrath of Dryad taunts every nearby enemy for 1.5 seconds, forcing the fight his team wants and anchoring it once it starts.
- A Estes — Blessing of Moon Goddess pours 8 seconds of healing into every ally standing near him, anchoring the current sustain-favored meta almost by itself.
- A Diggie — Time Journey's CC clear and Young Again's egg revive counter the CC-heavy comps common in this meta.
- A Kaja — Divine Judgement suppression pull is a guaranteed pick on any isolated enemy carry.
- B Franco — Iron Hook single-target pull remains a reliable pick tool against low-mobility carries.
- B Tigreal — Implosion holds for a full 2 seconds and only Suppression stops its second half, but the first half is interruptible and it is 45 seconds between engages.
- B Khufra — Bouncing Ball knocks any enemy blinking across him airborne, hard-countering blink-reliant assassins and marksmen.
- B Johnson — Full Throttle turns him into a car that drives one boarded ally across the map for surprise engages.
- B Mathilda — Guiding Wind carries the first ally who touches its field straight to her and hands them 60% of her shield, so she engages and extracts on the same 12-second cooldown.
- B Carmilla — Crimson Flower's stacking slow and Curse of Blood's damage link give strong protect-the-carry utility in extended fights.
- B Lolita — Guardian's Reflection throws ranged Basic Attacks and Projectiles back out in the direction her shield faces for 3 seconds, blanking a marksman in front of her but doing nothing to melee or to a flank.
- B Chip — Shortcut drops a portal on an enemy hero and Connecting Portals beside distant allies, so the team arrives at once, but it needs practice to time well.
- C Angela — Heartguard shields an ally regardless of distance and attaches her to them for the dive, but leaves her nearly helpless if caught alone.
- C Akai — Heavy Spin knocks enemies back into each other for 4 seconds, but he lacks the raw durability of top current tanks.
- C Hylos — Thickened Blood turns his Mana pool into extra Max HP and Glorious Pathway regenerates 3% of his Max HP per second while he holds it, but he offers little proactive engage.
- C Kalea — Her enhanced Basic Attacks only arm when she casts a second skill inside her own Water Zone, and Tidal Strike's knock-up lasts 0.6 seconds — heavy setup for very little lockdown.
- C Grock — Mighty Swing only knocks enemies airborne with terrain behind them and Tectonic Charge only detonates on a wall, so his whole engage depends on where the fight happens.
- D Gatotkaca — Avatar of the Guardian knocks up and drags the fringe of a fight to its center, but a 54-second cooldown makes one missed engage very expensive.
- D Hilda — Bush regen and Wilderness Mark's defense shred make her self-sufficient in a side lane, but she brings none of the utility a dedicated roamer needs.
- D Jawhead — Ejector flings one enemy back into his team, but a single peel tool or displacement counter undoes the whole engage.