MLBB Lab
Benedetta
Assassin·EXPTIER A · VIABLELIVE

Benedetta

Dash-heavy fighter/assassin hybrid with outplay potential on every cooldown. Her ultimate parries projectiles and gap-closes instantly. Play her aggressive in EXP lane and transition to flanking in teamfights.

Win Rate

52.8%

Pick Rate

0.4%

Ban Rate

0.6%

Pro Presence

0.0%

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

TL;DR

  • Shadow assassin who dashes in untargetable, then bursts one target.
  • Spikes at level 4 ultimate plus 2 items.
  • Killer mistake: burning your dash on offense, not escape.
  • Win by poking with taps, then combo-executing isolated backline.
  • Dies to CC on landing — Khufra and Minsitthar hard-counter.

🎯Identity

Benedetta exists to slip in untargetable, delete one isolated carry, and slip back out.

Her dash grants immunity frames, so she trades HP-safely.

Every skill has a tap-poke and a hold-burst mode — master both.

She is farm-dependent: the combo only deletes when items land.

⚙️How the kit actually works

PASSIVEElapsed Daytime

Free burst you charge by holding any skill.

Hold to full charge, then release for a dashing slash with immunity frames.

Most players spam taps and never bank a full-charge hit — that wastes free damage.

SKILL 1An Eye for An Eye

Your only escape button — a damage immunity dash.

Shadow state makes you immune to damage during the dash, not just displaced.

Save it for defense; spending it to engage leaves you catchable on landing.

CD 10→6smana 65→85immunity frames
SKILL 2Phantom Slash

Long-range poke and setup that pins targets for the combo.

The shadow field's slow keeps a fleeing target inside your ultimate line.

Damage-over-time makes it your safe wave-clear and poke tool at range.

CD 13→9sslow 2smana 80→100
ULTIMATEAlecto: Final Blow

The lock-and-execute finisher after the slow lands.

The 1.5s immobilize is your only hard CC — it guarantees the burst connects.

You can dash through enemies during it to reposition and add hits.

CD 40→30simmobilize 1.5smana 130→180
🔗 HOW IT ALL CONNECTS

Skill 2 slow holds the target still so the ultimate immobilize can land.

Ultimate's 1.5s lock buys time for full-charge passive hits to detonate.

Skill 1 immunity lets you enter the combo and still have an exit.

📈Power curve

Weak and gankable until level 4, then a mobile execution threat.

Early (Lv 1-3)
Weak

No ultimate lock and thin items make combos non-lethal.

Mid game
Strong

Level 4 plus 2 items unlocks full mobility and burst combo.

Late game
Strong

Immunity dash reaches backline, but armor stacking blunts her.

🏆Win condition

Poke a target low with taps, then lock-execute them once isolated.

  1. 1Chip with Skill 2 field and full-charge passive hits pre-fight.
  2. 2Wait until one carry is separated from peel.
  3. 3Skill 2 slow, ultimate immobilize, then release charged passive to finish.

⚠️Common mistakes and the fix

Dashing in with Skill 1 to engage.
Enter with Skill 2, save Skill 1 immunity to escape.
Only tapping skills, never full-charging.
Hold to bank passive burst before committing.
Ulting a mobile target with no slow first.
Land Skill 2 slow, then ultimate to guarantee the lock.
Fighting when frequently ganked early.
Play safe pre-level-4; she has no lock yet.

🧭Decision rules

IFEnemy has Khufra or MinsittharTHENDon't dash into their CC field

They block dashes and chain hard CC.

IFEnemy Phoveus on teamTHENMinimize needless dashes

Each dash charges his passive burst.

IFTarget is slowed by Skill 2THENImmediately ultimate to lock

Immobilize guarantees the combo connects.

IFYou're being chasedTHENHold Skill 1 for the escape

Immunity frames dodge the killing blow.

IFBefore a fightTHENFull-charge the passive first

Banked slash adds free burst damage.

IFEnemy carry is peeled tightlyTHENWait, don't force the combo

You need isolation to survive the dive.

IFEnemies stacking armorTHENBuild Malefic Roar

Penetration restores your burst against armor.