MLBB Lab
Arlott
Fighter·EXPTIER C · WEAKLIVE

Arlott

Dash-heavy fighter with teleport ult. His S2 slows and boosts his damage, letting him duel any melee in EXP. Ult teleports to any ally, giving him surprise teamfight engage from off-map.

Win Rate

48.7%

Pick Rate

0.5%

Ban Rate

0.6%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

TL;DR

  • Melee fighter/assassin who wins isolated 1v1 duels.
  • Spikes at level 4 ultimate plus one damage item.
  • Killer mistake: ulting before enemy has 4 Demon Marks.
  • Win by catching lone carries in side lanes.
  • Countered hard by dash-punishers like Khufra and Minsitthar.

🎯Identity

Arlott exists to stack 4 Demon Marks on one enemy, then execute them.

His skills apply marks; a full stack massively amplifies his ultimate damage.

He is a self-sufficient EXP-lane duelist, not a teamfight brawler.

Every dash is for repositioning to land marks, not for escape.

⚙️How the kit actually works

PASSIVEHatred's Marks

The damage amplifier the whole kit builds toward.

Skills apply Demon Marks; at 4 marks you trigger an enhanced attack for bonus physical damage.

Full marks also massively increase ultimate damage — this is your real burst source.

4 marks trigger
SKILL 1Lance Strike

Mark-applying gap-closer that opens every combo.

Leaps to a location, dealing damage and stacking Demon Marks on hit.

The 1s slow lets you stick to targets so following skills land the rest of the marks.

CD 10→8sslow 1s
SKILL 2Demon Charge

The pull that locks targets in and cashes marks into execute damage.

Slashes in a direction, pulling enemies toward you and adding Demon Marks.

Pull 1s keeps a fleeing carry in melee range so your enhanced attack connects.

CD 12→8spull 1s
ULTIMATENight's Watch

Long-range blink finisher that detonates full marks.

Marks and blinks to a target, dealing heavy damage and stunning; damage is massively increased at 4 marks.

Using it before full marks wastes your entire burst window.

CD 40→30sstun 1.5s
🔗 HOW IT ALL CONNECTS

Lance Strike opens with marks, then Demon Charge pull keeps the target close for the enhanced attack.

Full marks turn Night's Watch from a stun into a one-shot execute.

Save the ultimate as the closer, not the opener, unless engaging clumped enemies.

📈Power curve

Weak until ult unlocks, then a scaling duelist that peaks mid-game with one damage item.

Early (Lv 1-3)
Weak

No ultimate yet, so no full-mark burst to punish with.

Mid game
Strong

Level 4 ult plus one item makes his mark-burst threatening in 1v1s.

Late game
Okay

Scales with items but isolation fades in grouped 5v5 fights.

🏆Win condition

Isolate an enemy carry in a side lane and delete them with a full-mark ultimate.

  1. 1Push your EXP lane and roam to catch a lone squishy off from their team.
  2. 2Land Lance Strike then Demon Charge to build 4 marks before ulting.
  3. 3Fire Night's Watch only at full marks for the amplified execute.

⚠️Common mistakes and the fix

Ulting before 4 Demon Marks are applied.
Land Lance Strike and Demon Charge first, then Night's Watch.
Diving into full 5v5 teamfights.
Peel off to hunt isolated carries where your burst works.
Dashing to escape instead of to land marks.
Use dashes to reposition and stack marks during buildup.
Skipping the passive-burst damage build.
Buy Blade of Despair to multiply your full-mark hits.

🧭Decision rules

IFEnemy carry is alone in side laneTHENEngage with Lance Strike into Demon Charge

Isolation maximizes your mark burst

IFTarget has 4 Demon MarksTHENFire Night's Watch now

Full marks massively amplify ult damage

IFEnemy has Khufra or MinsittharTHENAvoid dash engages, wait out their CC

They nullify your entire mobility kit

IFPhoveus is on enemy teamTHENBlink less, fight without ult dashes

His passive charges on every blink

IFFight is a clumped 5v5THENReposition out, do not commit

You need isolation to deal burst

IFUnder level 4 without ultTHENFarm and trade cautiously

No full-mark execute available yet

IFTarget flees after your ultTHENChain Demon Charge pull to hold them

Pull 1s stops kitable escape