MLBB Lab
Beatrix
Marksman·GoldTIER B · NICHELIVE

Beatrix

Multi-weapon marksman with 4 distinct playstyles. Each weapon = different role: Renner (sniper), Bennett (burst SMG), Nibiru (shotgun), Wesker (full auto). MPL staple for flexibility.

Win Rate

50.3%

Pick Rate

0.8%

Ban Rate

0.8%

Pro Presence

0.0%

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

TL;DR

  • 4-weapon marksman: right gun for right range wins fights.
  • Spikes after 2 core items with Renner charged.
  • Killer mistake: wrong weapon for the distance.
  • Win by poking with Renner, deleting isolated targets.
  • Lolita shield and Franco hook hard-counter her.

🎯Identity

Beatrix exists to bring the correct weapon to every distance instead of committing to one range.

She carries 4 guns via Mechanical Genius, each tuned for a range.

Her whole power comes from swapping to match the fight, not raw stats.

Master all 4 or she is weaker than any simple marksman.

⚙️How the kit actually works

PASSIVEMechanical Genius

The engine: gives her 4 weapons, each with its own attack and skill behavior.

Renner snipes far, Wesker bursts close, Nibiru AoE clears, Bennett sustains DPS.

Skill 1 and Skill 2 change effect based on the equipped weapon.

SKILL 1Masterful Gunner

Your only reposition dash and your weapon-swap tool in one button.

Single dash x1 is your entire escape, so never burn it just to poke.

The dash effect changes per weapon, so it doubles as your swap between guns.

CD 8→6smana 65→85
SKILL 2Tactical Reposition

The special shot: your poke and burst tool, shaped by the current gun.

Renner fires a long piercing snipe; Wesker throws a close bouncing grenade.

The 1s slow lets you kite or set up a follow-up hit.

CD 12→8sslow 1srange long
ULTIMATEShow Stopper

Switches to your ultimate weapon for a range-defining finisher or AoE.

Renner ult = long-range execute; Nibiru ult = massive close AoE blast.

Pick the ult weapon by the fight: snipe from safety or blast a cluster.

CD 30→22sslow 1sAoE
🔗 HOW IT ALL CONNECTS

Skill 1 dash sets distance, then Skill 2 shot punishes at that exact range.

The 1s slow on Skill 2 keeps a target in your kill range for the ult.

Swapping weapons mid-combo makes the pattern unpredictable and hard to block.

📈Power curve

Weak and fragile early, terrifying burst ceiling once itemized.

Early (Lv 1-3)
Weak

Low damage and one dash make her fragile before items.

Mid game
Strong

Two core items unlock Renner's high burst ceiling.

Late game
Dominant

Charged Renner can nearly one-shot isolated carries.

🏆Win condition

Poke with Renner from max range, then delete whoever steps out of position.

  1. 1Farm to 2 core items while poking with Renner Skill 2.
  2. 2Hold Skill 1 dash purely for escape, not aggression.
  3. 3When a carry is isolated, charge Renner and burst them from range.

⚠️Common mistakes and the fix

Using Renner at close range or Wesker at long range.
Match gun to distance: Renner far, Wesker close.
Wasting the powerful Renner shot on minions.
Save charged Renner for heroes, use Nibiru to clear.
Burning Skill 1 dash to chase.
Keep the single dash as your only escape.
Playing exposed vs Franco or Saber.
Stay behind frontline; you have no escape from their lockdown.

🧭Decision rules

IFEnemy at max rangeTHENSwap Renner, charge, snipe

Renner bursts hardest from extreme range

IFEnemy dives onto youTHENSwap Wesker for burst

Wesker deals high close-range damage

IFClearing wave or siegeTHENUse Nibiru AoE

Nibiru clears clusters and pressures lane

IFLong fight, single targetTHENUse Bennett sustained fire

Bennett gives steady prolonged DPS

IFLolita shield is upTHENHold shots, reposition

Shield blocks every weapon projectile

IFFranco or Saber nearTHENStay behind frontline

You have no escape from suppression

IFDash off cooldown but safeTHENDo not waste it

It is your only escape