Guides
The basics that win ranked games: laning phase, objectives, rotations, teamfights, drafting, then one guide per role.Learn more
Every guide links to the heroes, items and tools of the site it talks about.
- 13 guides
Strategy
What is played beyond the hero: the wave, the map, the objectives and the draft.
- 4 min readLaning phase: the basics to start a game wellThe first ten minutes set the pace of the game. Minion waves, trades, recalls and calls: what to do in lane, and what never to do.
- 4 min readJungle: farming route and Turtle and Lord timingsA good jungler is not the one who kills the most, but the one who reaches objectives first. Camp order, Turtle and Lord timings, and how to never lose an objective to Retribution.
- 4 min readRoam rotations and vision controlThe roamer is the team's eyes. Where to go after the first wave, when to leave your marksman, how to hold bushes and the river so objectives are taken without surprises.
- 4 min readTeamfights: positioning for your roleA five-on-five fight is often won before the first skill, by where everyone stands. Frontline, damage dealers, divers: where to stand, who to target, and when not to fight at all.
- 3 min readMacro and map reading: when and how to split pushMacro means knowing where to be on the map and why. Reading the minimap, trading one objective for another, pushing a lane alone without putting your team at risk.
- 4 min readDrafting: bans, counters and synergiesThe game starts on the selection screen. What to ban, when to pick your hero, how to counter without putting yourself in trouble, and how to build a composition that holds up.
- 3 min readFarming and wave management in gold laneThe marksman wins the game with gold, and that gold comes from the waves. Last hitting, freezing, pushing or letting a wave go: the basics of wave management, then farming beyond the lane.
- 3 min readClimbing ranked: mindset, hero pool and role choiceClimbing ranks depends less on talent than on consistency. Pick a main role, keep a small hero pool, know when to stop playing, and measure your progress honestly.
Roles
One lane per guide: what the role brings, the heroes holding it right now, what it builds.
3 min readGold Lane guide: playing marksman in Mobile LegendsThe Gold Lane belongs to the late-game carry. What the role brings, the best ranked heroes right now, what it builds, and the mistakes that make a marksman lose a lead.
3 min readEXP Lane guide: holding your lane soloThe EXP Lane is played alone, against an opponent who wants the same thing you do. What the role brings, the best ranked heroes right now, what it builds, and the mistake that costs the most games.
2 min readMid Lane guide: playing mage and controlling the centerThe Mid Lane is the shortest, and the one from which you reach everything else. What the role brings, the best ranked heroes right now, what it builds, and how to turn a cleared wave into an advantage.
2 min readJungler guide: farming, taking objectives, setting the paceThe jungler is the only player without a lane, and the one who decides where the game is played. What the role brings, the best ranked heroes right now, what it builds, and the mistakes that cost objectives.
2 min readRoam guide: tank and support, the role that holds the team togetherThe roamer has neither a lane nor farm, yet sets up the objectives and protects the carries. What the role brings, the best ranked heroes right now, what it builds, and the mistakes to avoid.