Understanding MLBB Role Lock Ranked System
Role Lock launched June 18 in Patch 1.9.90. Unlike traditional queues, you commit to 2+ roles before matchmaking. Avoiding assigned roles = Credit Score penalties. 5-man lobbies require all role selections. Junglers must equip Retribution.
Draft Pick unlocks at Epic V with 14 heroes, but Role Lock demands deeper rosters. Mastering 5-7 heroes in one role won't cut it—you'll get secondary role 30-40% of matches. Without prep, these become coin flips.
Season 38 starts September 17, 2025, 3:00 PM WIB with fresh MMR. Players with flex-safe pools dominate placements.
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Why Traditional Pools Fail
Single-role specialization creates vulnerabilities. Seven jungle heroes but two roamers? You're doomed in roam assignments. Skill gaps show through positioning errors and mistimed engagements.
Meta shifts compound this. Current meta: Hayabusa/Yi Sun-shin dominate jungle (51.47% WR, 82.65% ban rate), Kimmy/Wanwan control Gold, Zhuxin leads Mid. Without cross-role alternatives, you're stuck with suboptimal picks.
Counter-picks punish narrow pools. If your three EXP laners all lose to the same counter, enemies neutralize your role with one draft choice.
The Flex-Safe Philosophy
Flex-safe pools prioritize: matchup coverage, mechanical transferability, composition flexibility. Instead of 7 heroes in one role, distribute 3 per role across two roles = 6-hero foundation handling 80%+ scenarios.
Mastery follows diminishing returns. Performance gap between 50-100 games is smaller than 10-50 games. Distributing practice across 6 heroes beats hyper-specializing.
Roam players get extra protection points, incentivizing this secondary role. Pair primary damage role (Jungle/Gold/Mid) with Roam secondary for optimal queue flexibility.
What Makes a Hero Pool 'Flex-Safe'
Coverage Across Meta Matchups
Pools must answer common strategies. Against burst assassins: durable frontliners or mobile backliners. Against poke mages: sustain fighters or gap-closers. Against split-push: wave-clear and objective control.
Current meta revolves around fixed timings: Turtle at 2:00, shields drop at 5:00, Lord at 8:00. Heroes excelling at these windows provide consistent value.
Arlott and Lapu-Lapu exemplify this—both clear waves for shield timing, duel at Turtle, scale into Lord threats. They function independently of team comp.
Counter-Pick Resistance
Blind pick safety = how often you pick without knowing enemy comp. Heroes with escapes, sustain, or flexible builds resist counters.
Yu Zhong and Gloo demonstrate this. Yu Zhong's sustain/true damage handles tanks and dealers. Gloo's percentage damage stays relevant vs any comp. Even in bad matchups, they contribute through disruption and zone control.
Hyper-carries like Lesley/Layla need specific protection. Blind-picked into dive comps, they become liabilities.
Skill Floor vs Ceiling Balance
Flex-safe heroes maintain accessible floors with meaningful ceilings. Heroes needing 100+ games fail the test—secondary role practice can't support that.
Recommended: 3 heroes per role with 2-3 in main, 1-2 in backup = 30-50 games per hero over a season.
Mathilda exemplifies balance. Basic combo (S2 dash, S1 mark, ult follow) provides utility with minimal experience. Advanced techniques separate good from great, but baseline contribution stays accessible.
Synergy with Random Comps
Solo queue demands heroes functioning independently while enhancing common strategies. Heroes needing specific allies (Estes needs frontliners, Fanny needs blue) create coordination challenges.
Diggie and Floryn dominate Roam because they amplify any comp. Diggie's CC immunity and vision support aggressive/defensive strategies equally. Floryn's global healing scales with ally skill, not specific combos.
Gold Lane: Wanwan and Ixia provide similar flexibility. Wanwan's percentage damage lets her be primary or secondary carry. Ixia's range complements poke and teamfight setups.
Hero Pool #1: Balanced Frontline (Tank/Fighter Focus)
Targets players controlling engagements and creating space. Frontline roles get consistent queues due to lower preference.
Core Heroes
EXP Lane Primary:
- Arlott: S-tier combining burst with durable skirmishing. Passive shields enable 1v2 situations. Excels in side pressure and Lord control.
- Lapu-Lapu: Shield-based trading with area damage. Strong vs squishies, disrupts backlines.
- Yu Zhong: Sustain with true damage and CC immunity. Handles tanks, scales into split-push threat.
Roam Secondary:
- Floryn: S-tier global healing, damage amp, vision. Transforms losing lanes, amplifies any carry.
- Diggie: Counters CC comps. Egg form prevents snowball, bombs provide poke/vision denial.
Coverage: Arlott handles mobile assassins, Lapu-Lapu punishes squishies, Yu Zhong outlasts tanks, Floryn enables scaling, Diggie counters CC.

Objective Timing
Turtle (2:00):
- Clear mid wave 30s before spawn
- Clear EXP wave to deny rotation
- Position between pit and enemy jungle
- Protect jungler with roamer nearby

Arrive at 1:45 with cleared wave for vision control. Late arrivals (1:55+) force reactive positions.
Shield Drop (5:00): Outer turret shields drop, opening dives. Frontliners with dive capability (Arlott's shield, Yu Zhong's sustain, Gloo's % damage) coordinate with junglers for structural advantages.
Lord (8:00):
- Push side wave before starting
- Establish vision in pit/river
- Zone enemy routes while team secures
- Prepare disengage if full commit
Frontline positioning between pit and base forces enemies through your zone.
Emblem & Battle Spells
EXP Lane:
- Arlott/Lapu-Lapu: Fighter emblem + Festival of Blood. Flicker for engage/escape.
- Yu Zhong: Fighter emblem + Sustained Defense. Vengeance for dive amp or Flicker.

Roam:
- Floryn/Diggie: Support emblem + Focusing Mark or Avarice. Flicker or Favor.
Adapt to draft: vs heavy dive = Flicker mandatory. Vs poke = Vengeance/Sprint for engage.
Draft Priority
Pick Arlott/Lapu-Lapu first rotation—both resist counters. Reserve Yu Zhong for second rotation after identifying damage types (sustain counters physical, struggles vs % magic).
Floryn = universal first-pick. Save Diggie for second rotation to counter enemy CC—picking into low-CC wastes value.
Against confirmed counters (Arlott vs Silvanna), communicate lane swap or request early jungle help.
Hero Pool #2: Damage Flex (Multi-Role Hybrid)
For players preferring mechanical outplays and damage. Heroes function across multiple roles, maximizing draft flexibility.
Core Heroes
Primary Damage:
- Hayabusa (Jungle/Mid): S-tier, 51.47% WR, 82.65% ban. Shadow mechanics = safe farm + guaranteed kills. Works Mid vs immobile mages.
- Yi Sun-shin (Jungle/Gold): S-tier with global ult and vision. Flexes Gold in marksman-heavy comps.
- Zhuxin (Mid/Jungle): S-tier Mid with burst/CC. Jungles in magic-heavy comps.
Flex Fighters:
- Arlott (EXP/Jungle): Burst combo + shields translate to jungle with Retribution.
- Lancelot (Jungle/Mid): S-tier with immunity frames. Can Mid vs squishy mages.
Higher mechanical skill, superior carry potential and draft adaptability.
Multi-Lane Adaptation
Hayabusa jungle-to-mid: jungle farms aggressively between lanes, mid focuses wave manipulation and roam punishes.
Yi Sun-shin jungle-to-gold: jungle reaches ult impact at L4 with Retribution for early Turtle. Gold delays ult to L8-10 but safer scaling.
Communicate clearly during draft. Unexpected swaps confuse comp planning and battle spell selection.
Scaling Patterns
Hayabusa peaks mid-game (L8-12) when burst eliminates carries before teamfights. Late game (L15+), defensive items reduce solo kill potential—adapt to split-push or backline dives.
Yi Sun-shin: early = safe farm/vision, late = teamfight DPS through ult spam. Forcing early fights wastes scaling advantage.
Zhuxin combines both—strong early poke/clear → mid-game burst → late-game zone control. Safest blind pick, contributes at all stages.
Itemization Flexibility
Hayabusa core (Bloodlust → War Axe) stays consistent. Third item determines matchup: Malefic Roar vs tanks, Rose Gold vs burst mages, Blade of Despair for snowball.
Yi Sun-shin adapts more: vs dive = Corrosion Scythe + Wind of Nature. Vs poke = Golden Staff + Demon Hunter.
Zhuxin's penetration timing matters. Rush Divine Glaive vs squishies, Genius Wand first vs tanks. Burst vs sustained damage separates competent from exceptional.
Mastery Requirements
Higher practice investment. Hayabusa needs 40-60 games for shadow management. Yi Sun-shin needs 30-50 for ult angles/vision. Zhuxin needs 35-55 for combos/positioning.
Learning Path:
- Games 1-15: Basic combos/farming in Practice/Classic
- Games 16-35: Matchup adaptations and objective timing
- Games 36-50: Advanced techniques (animation cancel, vision manipulation)
- Games 51+: Game-reading and win condition execution
Track KDA, damage %, objective participation, WR. Sub-48% WR after 30+ games = consider replacing with simpler alternatives.
Hero Pool #3: Carry Safety (Marksman/Mage Focus)
For players preferring consistent damage and teamfight contribution over playmaking. Gold/Mid roles get moderate queue frequency.
Core Heroes
Gold Lane Primary:
- Kimmy (S-tier): Hybrid MM-mage with mobility/poke. Skill-based damage bypasses attack speed reliance for earlier spikes.
- Wanwan (S-tier): Mobile with % damage and CC immunity. Weakness mark rewards positioning, shreds tanks regardless of gold diff.
- Ixia (S-tier): Range-focused with area damage and self-peel. Extended range enables safe backline DPS.
Mid Lane Secondary:
- Pharsa (S-tier): Long-range with global mobility and zone control. Ult provides safe damage from fog, hard to punish when behind.
- Zetian (S-tier): Burst with CC and execution. Combines poke, clear, pick-off—functions in winning/losing states.
Prioritizes safety through range, mobility, self-sufficient damage. Contributes even when behind or facing bad matchups.
Safe Farming
Gold lane timing: 0:00-2:00 farm safely, don't overextend past river. Rotate to Turtle only if wave handled—arriving with uncleared waves costs more gold than Turtle provides.
Turtle positioning: Kimmy/Ixia maintain max range from pit for poke while preserving escapes. Wanwan can position aggressively due to ult CC immunity, but reserve for escape unless numbers advantage.
After Turtle (2:00-5:00): vulnerable phase. Enemy junglers rotate Gold after Turtle. Maintain river vision, retreat to turret when jungler location unknown.
Team Fight Contribution When Behind
Kimmy: poke damage and zone control—S1 spam forces positioning errors without item advantage.
Wanwan: % damage stays relevant regardless of build, weakness mark scales with enemy stats.
Pharsa: ult from fog/behind walls delivers area damage without exposure. Well-placed ult zones objectives or punishes clumps even when behind.
Zetian: S2 stun + ult pull create picks for fed teammates, transforming into playmaker vs pure damage when behind.
Dealing with Dive Comps
Dive-heavy (Hayabusa, Lancelot, Arlott) target backline. Itemization + positioning adaptations mandatory.
Kimmy/Wanwan: rush Wind of Nature (3rd item) vs physical assassins. Ixia needs Winter Truncheon vs magic burst.
Positioning matters more than items. Position behind frontline, not beside. Maintain max distance from fog entrances. Sacrifice damage for survival—living carry at 50% DPS > dead carry at 0%.
Request Floryn healing or Diggie peel before fights. Proactive coordination > reactive scrambling.
Late Game Insurance
Kimmy's mobility/poke enables safe Lord pressure without risky engages.
Wanwan = premier late insurance—even behind, eliminates fed frontliners through weakness mark.
Pharsa/Zetian provide wave clear preventing split-push. Area damage clears super minions instantly, buying regroup time.
Late positioning needs extreme discipline. One death at 20+ min = 60-80s respawn, enough for Lord + end. Prioritize survival over kills, accept CS losses to avoid risky face-checks.
Building Your Personal Pool
Assess Playstyle
Analyze match history: higher KDA on mobile or durable heroes? Prefer early aggression or scaling? Excel in teamfights or split-push?
- Strong mechanics (aim, reactions, animation cancel) → Pool #2 damage
- Superior game-reading (map awareness, timing, rotations) → Pool #1 frontline
- Prefer consistent execution over variance → Pool #3 carry safety
Test heroes in Practice before ranked. Can you execute basic combo consistently? Understand power spikes? Does playstyle feel natural? Heroes requiring constant mental effort drain macro focus.
3-5-7 Progression
Beginners (3 heroes): 2 primary, 1 secondary
- Frontline: Arlott, Yu Zhong (EXP) + Floryn (Roam)
- Damage: Hayabusa, Yi Sun-shin (Jungle) + Zhuxin (Mid)
- Carry: Kimmy, Wanwan (Gold) + Pharsa (Mid)

Intermediate (5 heroes): 3 primary, 2 secondary
Advanced (7 heroes): 4 primary, 3 secondary
Add one hero at a time, 15-20 matches before next. Simultaneous learning dilutes effectiveness.
Practice Mode Routine
10-15 min before ranked:
Combo Drill (5 min):
- Execute primary combo 20x consecutively
- Practice animation cancel/skill buffering
- Test combo variations
Positioning Drill (5 min):
- Maintain optimal range from threats
- Simulate teamfight positioning
- Test escape routes
Itemization Review (5 min):
- Review meta builds
- Understand power spikes
- Memorize counter-builds
Deliberate practice improves 40-60% faster than raw volume.
Track Performance
Per hero across 20+ games:
- Win Rate: 52%+ primary, 48%+ secondary
- KDA: Compare vs hero averages (assassins 3.0+, tanks 2.0+, MM 2.5+)
- Damage %: Match role expectations (carries 25-35%, fighters 20-30%, tanks 10-20%)
- Objective Participation: 70%+ Turtle/Lord
Underperforming after 30+ games = playstyle mismatch. Replace with similar alternatives: Hayabusa → Lancelot, Arlott → Lapu-Lapu.
Avoid recency bias—evaluate 20-game samples minimum.
Draft Phase Strategy
Read Enemy Comp Early
First rotation reveals strategy: early MM/mage = scaling comp, early assassin/fighter = aggressive early pressure.
Vs scaling: prioritize early pressure (Hayabusa, Arlott, Kimmy). Vs aggressive: select durable safe farmers (Yu Zhong, Wanwan, Pharsa).
Second rotation clarifies comp. Enemies lack CC? Wanwan premium. Stack magic damage? Prioritize magic defense scaling (Yu Zhong, Gloo) or immunity tools.
Adjust to Bans
High ban rates (Hayabusa 82.65%) = prepare backups. If primary banned 3+ consecutive matches, expand pool.
When comfort picks banned, resist tilting into unfamiliar heroes. Select second-best from practiced pool. Competent third-choice > poor unpracticed meta pick.
Ban heroes countering your entire pool vs targeting meta. Immobile damage dealers? Ban Hayabusa/Lancelot. Sustained damage reliance? Ban Zetian/Pharsa.
Communicate Flexibility
Assigned secondary? Immediately communicate pool: Can play Floryn/Diggie roam or Comfortable Pharsa/Zetian mid. Enables teammates to draft around capabilities.
Role swap requests: evaluate if swap improves comp. Swapping from secondary (3 practiced) to tertiary (0-1 practiced) usually decreases win probability.
Request specific support: Need early gank Gold or Need peel vs Hayabusa. Proactive communication prevents false assumptions.
Comfort vs Counter-Pick
First-pick comfort when counter-resistant: Arlott, Floryn, Wanwan, Pharsa function regardless of enemy comp.
Reserve counter-picks for second rotation. Diggie counters CC-heavy—blind pick wastes value. Yu Zhong counters physical-heavy but struggles vs magic burst.
When uncertain, default comfort. Familiar hero at 80% effectiveness > optimal counter at 50%. Mastery trumps matchup in solo queue.
Common Mistakes
Over-Specialization
Mastering 8-10 heroes in one role while neglecting secondary creates rank ceilings. Secondary role performance drops 2-3 divisions, losing 18% of total matches purely from assignment.
Balance practice proportionally: 60-70% primary, 30-40% secondary.
Chasing Meta Without Mastery
Meta changes bi-weekly, mastery needs 30-50 games. Constantly switching = mediocre performance across entire pool.
Stick with practiced heroes unless genuinely unviable (sub-45% WR all ranks). Hayabusa's 82.65% ban justifies alternatives due to unavailability. 10-20% ban rates stay accessible.
Adapt builds/playstyles before abandoning. Arlott stayed viable across patches by adjusting items (War Axe → Bloodlust priority).
Ignoring Comp Needs
Pools need diverse damage types and utility. All physical or all burst creates draft vulnerabilities.
Ensure pool includes:
- Mixed Damage: 1+ magic, 1+ physical per role
- CC: 2+ heroes with stuns/displacement
- Sustain/Poke: 1+ poke, 1+ sustain
- Objective Control: 2+ strong securing/contesting
Prevents entire pool countered by single itemization (all physical vs Blade Armor stacking).
Insufficient Hero Unlocks
Draft Pick needs 14 heroes at Epic V, but competitive pools demand 20-25 for adequate two-role flexibility. Free rotation creates inconsistency.
Purchase target pool heroes first for permanent access. Buy MLBB diamonds online via BitTopup—competitive rates, instant delivery.
Prioritize by role frequency and ban rates. Sub-20% ban + high assignment frequency (EXP/Roam) = best ROI. Avoid 60%+ ban heroes until securing alternatives.
Maximize Climb with Strategic Resources
Hero Unlock Priority
Pool #1 (Frontline):
- Arlott (versatile EXP, jungle flex)
- Floryn (S-tier roam, universal utility)
- Yu Zhong (counter EXP, sustain)
- Lapu-Lapu (burst EXP, teamfight)
- Diggie (counter roam, CC negation)
Pool #2 (Damage Flex):
- Hayabusa (S-tier jungle, high ban)
- Yi Sun-shin (S-tier jungle, Gold flex)
- Zhuxin (S-tier mid, jungle flex)
- Lancelot (S-tier jungle, Haya alt)
- Arlott (jungle flex)
Pool #3 (Carry Safety):
- Wanwan (S-tier Gold, tank-shred)
- Kimmy (S-tier Gold, hybrid damage)
- Pharsa (S-tier mid, safe poke)
- Ixia (S-tier Gold, range)
- Zetian (S-tier mid, burst/CC)
Purchase in order, test 15-20 Classic before ranked.
Skin Benefits
Skins provide +8 physical/magic attack = marginal advantage in trades/last-hits. Extra 8 damage = 2-3 additional minion last-hits/game = 50-75 gold.
More importantly: improved visual clarity for skill effects/animations. Premium skins feature clearer range/cooldown indicators, reducing mental load.
Prioritize skins for most-played 2-3 heroes vs broad collection.
Efficient Diamond Management
High-Impact:
- Hero unlocks for pool completion (highest priority)
- Emblem page expansions
- Battle spell page expansions
- Skins for most-played 2-3
Low-Impact:
- Cosmetics without stats
- Heroes outside target pool
- Excessive skins for rarely-played
Budget 15,000-20,000 diamonds for complete pool (5-6 heroes at 32,000 BP each or direct purchase). Permanent competitive advantage across seasons.
BitTopup: competitive pricing, secure payment, instant delivery. Trusted by millions, eliminates delays for meta adaptation.
Seasonal Timing
Season starts (Season 38: September 17, 2025, 3:00 PM WIB) = optimal investment windows. Early-season unlocks provide max value across entire climb. Mid-season reduces total contributing matches.
Plan unlock sequences before season: identify first, second, third purchases. Enables immediate post-start purchases without paralysis.
Monitor patch notes for adjustments. Buffed heroes see increased bans/priority—unlock immediately after buffs for temporary advantage. Avoid purchasing before suspected nerfs (55%+ WR all ranks typically adjusted within 2-3 patches).
FAQ
What is role lock in Mobile Legends ranked? Epic+ players select 2+ roles before queuing. System assigns one role per match. Junglers must equip Retribution. Avoiding assigned role = Credit Score penalty. Ensures balanced comps, eliminates mid-draft swapping.
How many heroes in MLBB ranked pool? Minimum 3 per role across two roles = 6 total. Provides counter-picks and ban backups while keeping mastery manageable. Advanced: 7-8 (4 primary, 3-4 secondary) for optimal draft flexibility.
Best flex heroes for role lock? Arlott (EXP/Jungle), Yi Sun-shin (Jungle/Gold), Hayabusa (Jungle/Mid), Zhuxin (Mid/Jungle). But role-specific mastery > mediocre multi-role performance. Prioritize 3 strong per role.
Can you climb Mythic with role lock? Yes. Role Lock improves consistency via balanced comps and reduced toxicity. Prepared two-role pools climb faster than traditional ranked due to better matchmaking quality.
How to build safe hero pool? Start with 3 (2 primary, 1 secondary). Focus counter-resistant options: Arlott, Floryn, Wanwan, Pharsa. Expand to 5-6 after 30+ games on initial heroes. Prioritize accessible skill floors, diverse matchup coverage, comp-agnostic utility.
How does role lock affect matchmaking? Reduces queue times via pre-assigned roles, eliminating draft conflicts. You'll get primary role 60-70% of matches—secondary prep mandatory. Roam gets extra protection points, incentivizing selection.
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