MLBB Lab
Chou
Fighter·EXPTIER C · WEAKLIVE

Chou

Iconic pick-off fighter with unmatched initiation. Excels at grabbing a high-value target (Fanny, Ling, enemy MM) and displacing them into your team. Build half-tank, half-damage to survive the dive and still threaten carries.

Win Rate

46.2%

Pick Rate

1.1%

Ban Rate

3.7%

Pro Presence

0.0%

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

TL;DR

  • Melee assassin-fighter who displaces one carry with a kick.
  • Spikes at level 4 (ultimate), peaks at 2 core items.
  • Killer mistake: kicking the enemy away from your team.
  • Win by isolating one squishy and deleting them pre-fight.
  • Highest mechanical bar among fighters — practice the combo first.

🎯Identity

Chou exists to remove one enemy carry from the fight before it starts.

His ultimate knockback and dashes reach the backline no one else can touch.

Two dashes plus CC immunity get him in, out, and past your target's peel.

Everything is farm-dependent: no items, no one-shot.

⚙️How the kit actually works

PASSIVEOnly Fast

Free immobilize that locks your target for the combo.

Move 8 yards, next basic immobilizes — dashes count as movement, so it's always ready mid-combo.

The 0.8s lock buys time to land Skill 1's airborne.

immobilize 0.8smelee
SKILL 1Jeet Kune Do

Your engage, your gap-close, and your airborne setup.

Three kicks; only the THIRD knocks airborne — you often want the airborne, so land all three.

Immunity frames let it dodge CC while dashing in.

CD 11→7sairborne 1simmunity frames
SKILL 2Shunpo

CC-immune blink for repositioning and dodging lethal skills.

Blink is CC-immune — use it to eat a hook or stun, not just to travel.

Enhances your next basic, so blink then hit for bonus burst.

CD 18→10simmunity framesrange medium
ULTIMATEThe Way of Dragon

The kick that displaces one hero into a wall or your team.

First cast knocks airborne; a second combo kicks them AWAY for extra damage — aim that kick.

1.5s knockback direction decides the whole fight: toward walls or allies, never away.

CD 26→18sknockback 1.5srange short
🔗 HOW IT ALL CONNECTS

Signature: Skill 1 airborne → Ultimate kick → basic; the airborne holds them still for the kick.

Passive immobilize chains into Skill 1 so your combo never drops the target.

Skill 2 is the exit: dash out CC-immune after the burst lands.

📈Power curve

Weak and clunky early, lethal the moment ultimate and items arrive.

Early (Lv 1-3)
Weak

No ultimate yet, so no kill displacement.

Mid game
Strong

Level 4 ult plus items unlock the one-shot pick.

Late game
Strong

Two core items make his combo delete squishies, but armor counters him.

🏆Win condition

Isolate one squishy and kick them into a wall or your team, then finish.

  1. 1Approach from an angle where a wall sits behind your target.
  2. 2Skill 1 airborne into Ultimate to lock and displace toward your allies.
  3. 3Follow up with basics, then Shunpo out CC-immune.

⚠️Common mistakes and the fix

Kicking the enemy away from your team.
Position so the kick sends them into walls or allies.
Wrong combo order lowers damage.
Drill Skill 1 → Ult → basic until it's muscle memory.
Engaging with no exit.
Save Shunpo to dash out CC-immune after the burst.
Dashing into Phoveus, Khufra, or Minsitthar.
Your dashes feed them — don't blink into their traps.

🧭Decision rules

IFEnemy carry near a wallTHENSkill 1 into Ult toward wall

Displacement isolates and holds them.

IFFranco hook or Paquito punch incomingTHENShunpo through it

Blink is CC-immune, dodges it.

IFZilong ults to diveTHENShunpo-kick to reverse him

Displaces him into your team.

IFEnemy Phoveus or Khufra pickedTHENAvoid needless dashes

Every dash resets or blocks you.

IFYou lack the combo yetTHENPractice vs AI first

Misfires give near-zero value.

IFYou have no core itemsTHENDon't commit to picks

Burst can't one-shot yet.

IFLanding full comboTHENSkill 1 twice before the kick

Third kick airborne sets up Ult.