Team Composition
Tap in your team. The read updates as you pick — no button.
Your team
0/5How this is worked out, and what it cannot see
Needs are scored from hero data already in our database: role and lane, skill effect tags, Moonton's published hero ratings, and a curated pass for the judgement calls no column carries. Heroes are ranked by how much of your team's gap they close, nudged by current win rates in the selected bracket. Nothing here is written by an AI.
What this does not know
- It does not know the enemy team. Nothing here is a counter-pick.
- It does not know whether you can play the heroes it suggests. A comfort pick you win on beats an ideal pick you do not.
- It does not know what your teammates will do next. It assumes solo queue and no coordination.
Drafting against a specific enemy line-up? That is a different job, and it belongs to Draft Master
How team composition works in Mobile Legends
What a team composition actually is
Your composition is the five heroes on your side and nothing else. Not your builds, not your rotations — just the five kits you have to work with for the next fifteen minutes.
It matters because a fight is decided by which team can do the things the fight requires. Somebody has to walk in first and survive it. Somebody has to lock a target down. Somebody has to still be alive at the end to actually kill anyone. Five strong heroes that all do the same job lose to five average heroes that cover five different jobs.
This tool takes your picks and tells you which jobs are still uncovered. It does not look at the enemy — the gaps above are gaps against any enemy.
The five lanes and what each is responsible for
These are the lane names the site uses, taken straight from the hero database: Gold Lane, Exp Lane, Mid Lane, Jungle, Roam. Most heroes are recorded on one lane; plenty are recorded on two (Chou is Exp Lane, Roam; Gusion is Jungle, Mid Lane), and those flexible picks are what let a draft fix itself late.
- Gold Lane
- The farmed marksman. Safest farm on the map, and the hero that turns gold into turrets. Beatrix, Karrie, Hanabi, Miya and Layla are all recorded here. This lane is where most of your late game lives, and it is the lane that needs protecting.Beatrix, Hanabi, Karrie
- Exp Lane
- The solo bruiser. Holds a side lane alone, soaks experience, and shows up to fights as a body that is hard to kill. Uranus, Phoveus and Aldous sit here. Exp lane usually carries a chunk of your frontline.Phoveus, Aldous, Uranus
- Mid Lane
- The mage. Fastest rotations on the map, clears waves, and provides most teams' magic damage. Cecilion and Zetian are recorded as Mid Lane mages.Cecilion, Zetian
A composition where two heroes want the same lane and nobody covers another is not "a bit greedy" — it is a fifth of your gold and experience deleted for the whole game. The tool flags that as a lane conflict, and it ranks it above almost every other gap.
The jobs a composition has to cover
This is what the tool is actually measuring. Each job below is scored per hero, then combined across your team — with the important detail that coverage saturates rather than adds. A second source of crowd control adds a lot. A second dedicated healer adds very little, because two Estes is not twice the healing. Snowball risk is the exception and accumulates fully, because three fragile heroes really are three times the fragility. The jobs are listed in the order the tool weights them.
- Frontline
- Somebody has to hold the front of a fight — durable and a reason for the enemy to attack them. It is deliberately not the same thing as "high durability", because a healer with a big health bar is not a frontline; nobody is forced to hit them. Providers rated highest in the database: Akai, Atlas, Belerick, Baxia, Gatotkaca, Gloo, Fredrinn, Edith, Esmeralda, Barats.When it's missing: Every fight starts with one of your damage dealers getting hit first, because there is nobody else in range. You do not lose these fights slowly — you lose them in three seconds.
- Hard CC
- Stuns, knock-ups, pulls, suppressions, taunts. The tool counts a hero's hard CC abilities and then discounts them by how reliable they are: a point-and-click lock counts in full, a dodgeable skillshot counts for half. Three missable stuns is not the same as one guaranteed one. Tigreal's Implosion stuns and pulls nearby enemies for 2 seconds. Franco's Bloody Hunt suppresses one hero for 1.8 seconds. Belerick's Wrath of Dryad taunts everything around him for 1.5 seconds. Atlas and Khufra both sit at the top of the count.When it's missing: Nothing ever stays still long enough to kill. The enemy carry walks out of every fight at 10% health.
- Damage output
- Separate from damage balance, and people miss this one. Four tanks have a perfectly healthy physical/magic ratio and still cannot kill anything. This is the raw question of how much damage your five heroes actually deal, and it is scored from Moonton's published offense ratings — 10/10 for mid-lane mages like Cecilion, Lylia, Xavier, Odette and Zhask, 9 for Gusion.When it's missing: You win every fight and take no objectives. Games like this end at 45 minutes with the enemy base intact.
- Jungler and Roamer
- Structural, not tactical. The tool will not accuse you of missing a jungler until you have at least three heroes picked — with three picks left in hand you have not failed to draft one, you just have not got there yet.When it's missing: At five picks it is not a weakness, it is a math problem: the camps go uneaten and the farm that should have fed one hero is split across the team.
- Peel
- Defensive protection of your own carry — pulling an ally out of trouble, or making the hero who dove them regret it. Angela, Diggie, Kaja, Lolita, Chip, Grock, Jawhead, Khufra, Chou and Belerick rate highest. Diggie's Time Journey strips debuffs from nearby allies and grants control immunity for 3 seconds, which is peel in the purest form.When it's missing: Your gold laner farms perfectly for twelve minutes and then dies first in every single fight after that.
- Engage
- Starting the fight on your terms — Atlas's Fatal Links, Khufra's Tyrant's Rage, Franco's hook. Arlott, Badang, Baxia, Edith, Gatotkaca, Grock, Johnson and Kaja all rate at the top. Engage and frontline are related but not the same, and the tool scores them separately for a concrete reason: Uranus holds a front line and cannot start a fight; Mathilda starts fights and holds nothing.When it's missing: You never choose when fights happen. You react, always a second late, and the enemy roamer picks off whoever wandered.
- Sustain
- Healing and shielding applied to allies. Self-healing does not count here — it keeps that hero alive, it does not keep the team alive. Estes and Floryn are the only heroes rated 2 for ally healing; Angela, Rafaela, Faramis, Hylos, Minotaur and Kalea sit at 1. Shields count too, discounted, because a shield is pre-emptive and smaller.When it's missing: You win a fight, then lose the next one because you fought it at half health and they did not.
- Turret damage
- The ability to actually take an objective. Marksmen dominate it — Beatrix, Clint, Hanabi, Irithel, Karrie, Layla, Melissa, Miya and Moskov all rate 3.When it's missing: The scoreboard says 20-6 and the map says nothing happened.
- Pick-off
- Isolating one enemy and deleting them, before a fight ever starts. This is the reason assassins get drafted, and no other job in this list measures it. Aamon, Fanny, Gusion, Hayabusa, Hanzo, Harley, Helcurt, Franco, Eudora and Aldous rate highest. Note this is not the same as having lots of crowd control. Tigreal has more hard CC than almost anyone and cannot pick a single hero off — his stun is an area engage the enemy can body-block. Fanny has zero hard CC and is the most feared pick-off threat in the game, because her isolation is positional.When it's missing: You can never fight 5v4. Every fight is a fair fight, which is a slower and worse way to win.
- Late scaling
- Whether your team is still getting stronger at 15 minutes. Cecilion, Claude, Beatrix, Aldous, Alice, Angela, Barats, Belerick, Chang'e and Edith rate 3.When it's missing: You are ahead at 8 minutes, even at 14, and helpless at 20.
- Wave clear
- Area damage you can point at a minion wave. Alice, Aulus, Bane, Baxia, Beatrix, Clint, Diggie, Edith, Grock and Hanabi rate 3.When it's missing: You spend the whole game defending. Every wave that reaches your turret has to be walked out to by hand, so you are never five people anywhere.
- Anti-dive
- Punishing a diver reactively — needs an instant-cast tool, not a long wind-up. Belerick, Chou, Diggie, Jawhead, Kaja, Khufra, Lolita, Minsitthar and Phoveus rate 3. The lowest-weighted need in the list, but a distinct one: Estes can pull an ally out of danger and cannot punish the hero who put them there. Franco is the exact inverse.When it's missing: An enemy assassin jumps your mid laner from a bush and walks away.
How urgency works
The same gap means different things at different points in the draft. Missing a frontline with four picks left is noise. Missing it with one pick left is an emergency, and missing it with a full team is worse still, because you cannot do anything about it any more. The tool scales every gap by how few picks you have remaining, which is why the ordering changes as you fill slots.
Damage mix
Every hero in the database has a stored split of how their kit deals damage. Layla is 100% physical. Tigreal is 100% physical. Estes is 100% magic. Karrie is 80% physical / 20% true. Your team's mix is these splits combined, but weighted by how much damage each hero actually deals — so a tank's incidental magic damage does not show up as a magic threat.
The target the tool scores against is 55% physical / 40% magic / 5% true, with a band inside which the tool simply tells you the comp is fine.
| Channel | Healthy band |
|---|---|
| Physical | 35–75% |
| Magic | 25–65% |
| True | 0–30% |
Only falling below a band's floor is a gap. Being above a band's ceiling is not scored as a problem in itself — the cost of over-investing shows up as a deficit somewhere else.
Why this matters concretely: an all-physical team is beaten by one item slot. Antique Cuirass (40 physical defense) stacks a 6% physical damage reduction up to three times when its holder is hit by a skill; Blade Armor gives 80 physical defense and 20% crit damage reduction. An all-magic team runs into Athena's Shield (48 magic defense, and it cuts incoming magic damage by 25% for 3 seconds) or Radiant Armor, which stacks magic defense every time its holder takes magic damage. One purchase, and half your team's damage stops working.
A mixed comp makes that impossible. The enemy tank has to choose which of your two threats to be immune to. True damage ignores defense entirely, which is why a little of it is valuable and why the true band starts at zero — you do not need it, but it cannot be resisted. Karrie's Lightwheel Mark deals true damage as a percentage of the target's max HP once five stacks land; that is the same damage against a 3000 HP mage and a 9000 HP tank.
Common broken compositions
- No frontline
- Two mages, a marksman, an assassin and a fighter who is really a duelist. It feels fine in lane and terrible in fights: the fight starts, the enemy roamer walks straight past everyone and lands on your gold laner, and you are 4v5 before you have cast anything. If you find yourself thinking "we just need better positioning", this is usually what is actually wrong.
- All squishy
- Related, but a different failure: you do have someone who can stand at the front, but nobody survives being focused. You trade a kill for a kill in every fight, which favors whoever has the better late game — and it usually is not you.
- Too much farm dependency
- Three heroes who all need gold to matter: a jungler, a marksman and a farming exp laner. The map only produces so much. The tool tracks this as snowball dependency and it is the one thing that adds up fully across your team rather than saturating, because it genuinely does. Aamon, Fanny, Gusion, Hanzo, Hayabusa, Benedetta, Hirara, Joy and Ixia all rate maximum. Stack three of them and you have three heroes who are all useless if the first five minutes go badly, and nothing to fall back on.
- No wave clear
- Nobody notices this one until minute 12. The enemy pushes three lanes at once, you cannot leave your base as a group, and you lose the game to minions while going even on kills.
- Five heroes, one damage type
- Recognizable by fights where your damage numbers look fine on the scoreboard and nothing dies. One defensive item on the enemy tank and half your team stops working.
- Two heroes, one lane
- The draft looks strong and one of those two spends the early game underfarmed and useless. Whichever of them "gives way" is now a hero playing at 60% of their intended power for the whole match.
Team composition FAQ
What makes a good team composition in Mobile Legends?
A good composition covers the jobs a fight requires rather than stacking the strongest heroes. At minimum you want one hero who can hold the front, at least one reliable hard CC ability, a mix of physical and magic damage, someone who can take turrets, and a jungler. If your five picks between them tick those boxes, you have a workable comp regardless of who is meta.
Why does my team keep losing teamfights even though we're ahead?
Usually because your composition has no frontline or no reliable crowd control, so the fight is decided by who gets focused first — and being ahead does not protect a squishy hero from being jumped. A gold lead only converts into wins if someone can absorb the opening and something can hold the enemy still. Check whether anyone on your team is genuinely rated to hold the front, or whether you have five heroes who all die when touched.
Do I really need a tank every game?
You need frontline capacity, which usually means a tank but does not have to. A durable fighter who the enemy is forced to deal with can cover it — Uranus and Esmeralda rate maximum frontline in the database and neither is played like a traditional roamer. What you cannot do is have nobody: a comp with zero frontline loses fights it was otherwise winning.
How many magic damage heroes should a team have?
Aim for magic to be roughly 40% of your team's damage, and anywhere in the 25–65% range is fine. That usually means one mid-lane mage plus a magic-damage roamer or jungler, but it depends on how much damage each hero actually deals — one mage who deals all your damage counts far more than a magic-damage tank. The number to avoid is zero, in either direction.
Is it bad to have two tanks?
It is not scored as a problem by itself, but it costs you elsewhere. Two tanks means one fewer damage dealer, and the failure shows up as low damage output or missing turret damage — you win fights and cannot close the game. Two tanks works when the second one brings something the first does not, like pick-off or heavy engage.
Can you have too much crowd control?
Practically, no — extra CC is never scored as a gap. What actually happens is that a CC-stacked comp quietly runs out of damage, because CC-heavy heroes are usually tanks and supports. Watch the damage output rather than the CC count.
What is peel and why does my team need it?
Peel is protecting your own carry — pulling them out of danger, shielding them, or punishing the hero who dove them. Without it your gold laner farms for twelve minutes and then dies in the first three seconds of every fight after that, which wastes the entire investment. Angela, Diggie, Lolita and Chou are among the strongest peelers in the database.
Does team composition matter in solo queue?
Yes, more than in a coordinated team, because composition is the part of the game that works without anyone communicating. Coordinated plays fail in solo queue; a hero who can wave clear still clears waves whether or not anyone is talking to you. That is why picking to fill a gap beats picking your best hero when the gap is a big one.
Should I pick to counter the enemy or to fix my own composition?
Fix your own composition first when the gap is a hard one — no frontline, no hard CC, no jungler. Countering an enemy pick is worth less than being able to fight at all, and a counter-pick that leaves your team with no frontline has cost you more than it gained. This tool deliberately only looks at your side for that reason.
My team has no jungler and we're already at five picks. What now?
Nothing in the draft can fix it; it becomes a play problem. Someone with clear-speed takes the camps and gives up lane pressure, and the team plays for the mid game before the missing farm compounds. It is worth checking before you lock in your last pick, which is exactly when the tool starts warning about it.