Lone Lancer
Updated Apr 13, 2026
Arlott is a fighter whose entire value lives in one conditional loop: mark a target with Demon Gaze, then chain Vengeance charges until everything marked is dead or you are. He is not a generalist EXP laner. He turns on when the draft gives him CC-heavy allies and clumped enemies, and does nothing when it does not.
Win Rate
48.49%
Pick Rate
0.45%
Ban Rate
0.57%
Sustainability
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, start by hitting a marked enemy hero with Arlott's 2nd Skill, then get into position to unleash his Ultimate on the enemy team to CC and mark them. Use Arlott's 2nd Skill to cut through the enemy from target to target. When all marks have been used up, use his 1st Skill to CC and mark enemies again, and continue to chain his 2nd Skill.
Arlott is a conditional pick, not a comfort pick. He needs two things from the draft to function, and if either one is missing, you are playing a mediocre fighter with one dash on a 10-second cooldown.
The first condition is allied CC. Demon Gaze marks any enemy near Arlott who gets hit by crowd control, and that includes ally CC. If your roam is Tigreal, Atlas, Khufra, or Akai, every ult they land hands you multiple marked targets and multiple S2 resets. If your roam is Estes or Floryn with no hard CC, you are the only source of marks in the fight, which means shorter chains and fewer healing windows.
The second condition is an enemy comp that stays still long enough to get marked. Arlott punishes immobile mages (Xavier, Pharsa, Cecilion), backline marksmen who commit to one position (Beatrix, Natan, Layla), and short-range fighters who want extended trades (Fredrinn, Terizla). He struggles against mobile assassins who leave his passive radius before the mark registers (Fanny, Lancelot, Ling) and against anti-dash specialists who punish Vengeance directly (Phoveus, Minsitthar).
Pick Arlott when both conditions are met: your team has at least one reliable AOE CC source, and the enemy has two or more immobile or clump-dependent heroes you can chain through. Avoid him when your roam has no hard CC, when Phoveus or Minsitthar is open on the enemy side, or when the opposing EXP laner is Thamuz or Yu Zhong, both of whom win the 1v1 before Thunder Belt and snowball the lane from there.
If you cannot point to at least two enemy heroes you expect to chain-mark in a teamfight, Arlott is the wrong pick.
Arlott is a reset machine pretending to be a fighter.
Demon Gaze marks any enemy near him that gets hit by crowd control. His own S1 stun does it. An ally Tigreal ult does it. Even Petrify does it. The eye also auto-marks the nearest visible hero every 8 seconds as insurance. Once someone is marked, Vengeance deals double its base damage, instantly resets its own cooldown, and heals Arlott for 90% of his total Physical Attack. Then the mark gets reapplied by the next S1 stun or the next ally CC, and the cycle starts again.
Without a mark, Vengeance is a single-target dash on a 10-second cooldown that deals half the damage it could. With a mark, it is a spammable charge that heals him, chunks the target, and immediately resets for the next one. The difference between those two states is the entire hero.
Everything Arlott builds, every spell he takes, every teamfight angle he looks for serves one question: can I keep someone marked long enough to chain Vengeance? Petrify over Flicker, because Petrify is a 0.8-second stun that triggers Demon Gaze on demand. Thunder Belt over Endless Battle, because the Thunderbolt proc fires after every Vengeance-into-auto sequence and adds true damage plus a 99% slow to lock the target in place for the next charge. Defense items over damage items, because staying alive through three Vengeance chains is worth more than hitting harder on one.
Arlott's lane phase is a survival exercise. His base stats are unremarkable, his S1 cooldown at rank 1 is 8 seconds, and his S2 without marks is a single dash that does nothing special. You do not win trades at level 1. You do not try.
Three things to do before Thunder Belt:
Petrify over Flicker means you trade escape for mark application. That trade is worth it in teamfights. In lane, it means you pay for it by playing further back than a Flicker fighter would.
Arlott's first item is Thunder Belt, every game. Not War Axe, not Endless Battle, not Hunter Strike. Thunder Belt.
The reason is math. Thunderbolt's passive fires on your next basic attack every 4 seconds, and Vengeance on a marked target resets instantly and puts you in melee range for that auto. Each Thunderbolt proc deals 50 plus 100% of your total Physical Defense plus 100% of your total Magic Defense as true damage in an area, with a 99% slow attached. True damage ignores armor entirely. By the time you finish two or three defense items, each proc hits harder than most skills' base damage, and the number keeps climbing with every defensive stat you buy. This is why defense-build Arlott deals more total damage across a fight than attack-build Arlott: the procs scale off the stats that also keep him alive.
The spike you care about is Thunder Belt plus Hunter Strike, usually in the 8-to-10 minute window. Hunter Strike adds 80 Physical Attack, 15 Physical Penetration, and 10% CDR. The penetration makes S1 and S2 base damage punch through early armor. The CDR tightens the chain-reset loop. And Hunter Strike's Retribution passive grants 50% decaying movement speed after 5 hits, which triggers mid-chain and makes it nearly impossible for enemies to walk out of your S2 range.
Before Thunder Belt, you farm. Between Thunder Belt and Hunter Strike, you take fights only when your team forces them. After both items, you are the one forcing fights.
The reflex when Arlott sees a teamfight forming is to charge in with S2 on the nearest enemy. That reflex wastes the hero.
Arlott does not initiate. He follows up. His job is to enter after the first round of CC lands, because ally CC triggers Demon Gaze on everyone it hits. A Tigreal ult that stuns three enemies just marked all three for you. An Atlas setback that drags two people through your passive radius just gave you two S2 resets waiting to happen. If you charge in before the CC lands, you get one Vengeance on one unmarked target for half damage and no reset, and then you are standing in the middle of five enemies with nothing to press for 10 seconds.
Three positioning rules:
If your support is a CC chain like Atlas or Tigreal, enter late and let every stun they land refresh marks for you. If your support has no hard CC, you need to open with ult or Petrify to create your own marks, and the chain will be shorter.
Take the default build as three locked slots and three real conversations.
The locked three are Tough Boots, Thunder Belt, and Hunter Strike. Tough Boots because Arlott walks into CC-heavy fights and needs the magic defense plus CC duration reduction. Thunder Belt because the Thunderbolt proc is his damage engine. Hunter Strike because the Physical Penetration, CDR, and movement speed passive make the chain-reset loop work at two items.
The fourth slot is almost always Dominance Ice. 55 Physical Defense, 500 Mana (Arlott burns through mana during long S2 chains), 5% Movement Speed, and two passives: Arctic Cold reduces attackers' attack speed to 80%, and Lifebane cuts nearby enemies' healing and shields. If the enemy has any sustain fighter or healer (Esmeralda, Yu Zhong, Estes), Dominance Ice is mandatory. If they do not, it is still the highest-value physical defense option because the mana solves Arlott's chain-length ceiling.
The fifth slot is the magic defense conversation:
The sixth slot is the survival conversation:
Opening Vengeance on an unmarked target. Without a Demon Gaze mark, S2 deals its base damage (not double), does not reset its cooldown, and does not heal. You just spent your only mobility spell for half damage and now have 10 seconds of nothing. Before pressing S2, check whether the button is glowing. A glowing S2 means a marked enemy is in range. No glow, no charge.
Using S1 at point-blank range. Dauntless Strike has two stun zones: a brief stun on close targets and a 1-second stun on targets hit by the tip. A 1-second stun confirms the S2 follow-up. A brief stun does not. If you walk into melee range and press S1, you get the short stun and the enemy dashes out before Vengeance connects. Open S1 from outside auto-attack range so the target eats the tip.
Building full damage. Arlott's damage comes from S2 resets and Thunderbolt procs, not raw Physical Attack. Thunder Belt's true damage scales off total defense, not attack. Queen's Wings gives damage reduction at low HP, which lets you survive long enough for one more S2 chain. A six-offensive-item Arlott dies after one Vengeance. A defense-heavy Arlott chains four, heals through all of them, and deals more total damage across the fight. This is why the 2.1.30 nerf specifically targeted his "defense build damage."
Forcing trades before Thunder Belt. Before Thunder Belt, S2 resets do not proc any additional on-hit, defense stats are too low for extended trades, and S1 cooldown at rank 1 is 8 seconds. If the enemy EXP laner (Thamuz, Yu Zhong, Esmeralda) walks at you before your first item, you lose. Farm with S1 tip-range poke and wait.
Ignoring the Phoveus check. Phoveus's passive lets him jump to any hero that uses a dash near him. Vengeance is a dash. Every S2 chain gives Phoveus a free gap-close onto you. If Phoveus is open in draft and you lock Arlott, your entire identity becomes a liability. If he is already on the enemy team, never S2 near him unless his ult is confirmed on cooldown.
Tip
Petrify triggers Demon Gaze. Unlike Flicker, Petrify stuns all nearby enemies for 0.8 seconds, which marks everyone in range through your passive. Use it to start a chain when S1 is on cooldown or when you need to mark multiple enemies already on top of you. The 75-second cooldown means you save it for fights, not lane pokes.
Note
Your S2 button glows when a marked enemy is in range. Build the habit of checking the glow before pressing Vengeance. If the button is not glowing, you are about to waste a 10-second cooldown for half damage and no reset. The glow is the single most reliable UI cue this hero has.
Tip
Ally CC marks enemies for you. Any crowd control that hits an enemy near Arlott triggers Demon Gaze, not just your own skills. In teamfights with CC-heavy allies (Tigreal, Atlas, Khufra, Franco), everything gets marked and you chain S2 across the entire enemy team. Draft accordingly: Arlott plus a CC roam is a fundamentally different hero from Arlott plus a sustain roam.
Note
Final Slash reveals hidden enemies for 3 seconds. If you suspect a Natalia, Lesley, or Miya is lurking near an objective or in a bush, ult the area. The reveal window is brief but enough for your team to collapse, and the displacement knocks them out of position even if you could not see them before the cast.
Arlott possesses a demonic eye that will Mark enemy units near Arlott that become affected by control effects for 7s. The eye will also automatically Mark a nearby enemy hero in vision every 7s.
Arlott swings his lance forward, dealing 200 (+60% Total Physical Attack) Physical Damage and briefly stunning targets in an area. Targets hit by the farther part of the AOE will be stunned for 1s instead.
Arlott charges at an enemy, dealing 135 (+60% Total Physical Attack) Physical Damage (this skill cannot be interrupted during movement). If Arlott's target is Marked, he gains a brief burst of Movement Speed, and this skill will deal double damage, immediately refresh its cooldown, and recover 70 (+60% Total Physical Attack) HP to Arlott (only restores 50% of that amount when used on a non-hero unit).
Passive: Each level-up reduces Demon Gaze's interval by 1s. Active: Arlott cleaves forward, dealing 400 (+80% Total Physical Attack) Physical Damage to enemies in the area, knocking them back to the edge of the swing, and briefly revealing their location (can only be interrupted by Suppression).
In teamfights, start by hitting a marked enemy hero with Arlott's 2nd Skill, then get into position to unleash his Ultimate on the enemy team to CC and mark them. Use Arlott's 2nd Skill to cut through the enemy from target to target. When all marks have been used up, use his 1st Skill to CC and mark enemies again, and continue to chain his 2nd Skill.
In the laning phase, after Arlott's Passive marks an enemy hero, use his 2nd Skill to dash through them and get a cooldown reset. Follow up with his 1st Skill to CC the enemy and mark them again, then hit them with his 2nd Skill while resetting its cooldown.
These heroes have the highest win rates against Arlott in ranked matches. Pick any of them for a statistical advantage in draft.

Sun outscales Arlott in the late game, turning team fights in your favor as the match progresses.
46.6%
Arlott performs well against these heroes. Consider picking Arlott when you see them on the enemy team.

Arlott outscales Ruby as the match progresses, gaining a significant advantage in late game fights.
51.8%

Arlott outscales Cici as the match progresses, gaining a significant advantage in late game fights.
47.8%
Arlott is most vulnerable in the early game, where counters average a 51.9% win rate. As the match progresses, Arlott becomes harder to shut down (48.2% mid, 45.6% late). Prioritize early aggression and ganks to build an advantage before Arlott can scale.
Even matchup phase
Even matchup phase
Arlott is strong here
Flicker
Heroes that synergize well with Arlott in team compositions.




Arlott is a half-demon knight, born from the forbidden union of a Moniyan noblewoman and a creature of the Abyss. Raised in secrecy within the Empire's walls, he struggled his entire life to suppress the dark blood that surges through his veins. When the truth of his origin was discovered, Arlott was condemned to death, but he escaped and now walks the line between light and darkness. His lance strikes with both holy fire and abyssal shadow, making him a pariah to both sides of the eternal war.
Famous quotes from Arlott
“Half-demon, half-knight... fully dangerous.”
- Arlott
“The Abyss calls to me... but I choose my own path.”
- Arlott
“Neither light nor dark can claim me.”
- Arlott
“My lance judges all equally.”
- Arlott
“Demonic Judgment!”
- Arlott