Frozen Warrior
Updated Apr 17, 2026
Franco is the only hero in Mobile Legends whose primary job is deciding where the enemy carry is allowed to stand. Iron Hook does not win teamfights by itself; it removes the enemy's right to hold a position, and that single removal is worth more than a kill most of the time.
Win Rate
44.71%
Pick Rate
1.43%
Ban Rate
7.71%
Team Buff
Core Items
Battle Spell
Flicker
Weak Against
Strong Against
Use Flicker to reach key targets for his Ultimate. Follow up with 1st Skill to extend the CC, then 2nd Skill to deal damage and slow.
Franco is a pickoff roam, not a peel roam, and his entire value depends on the enemy team having at least one hero who has to commit to a spot to do her job. If the enemy drafts Layla (zero mobility), Hanabi (stand-still channel), Pharsa (static flight cast), Odette (Swan Song channel), Hanzo-in-human-form, Irithel, or any healer that walks in a straight line (Estes, Floryn, Angela, Rafaela), Franco locks that target out of the game for 20 seconds at a time. Lock him in.
Do not pick him into a draft where the enemy runs 2+ dash-heavy heroes (Wanwan, Fanny, Ling, Benedetta, Lancelot, Joy). Every dash-priority hero is a hook that lands on empty air, and Franco contributes nothing to a teamfight his hook does not start. Also skip him when your own team already has an engage tank like Atlas or Tigreal, because Franco's suppression is a single-target CC that does not stack well on top of another AoE initiator; you end up double-hooking the same drafted target and wasting the ult of whichever player pressed second.
Live matchup data punishes the usual misreads. Franco currently struggles most against Hanzo (his demon form is uncatchable, and human-form Hanzo is a lane bully that out-trades you pre-6), Atlas (competing initiator who wants the same hook range you want), Sun (clones eat the hook projectile), Tigreal (role overlap plus better AoE), and Johnson (sidecar ult engages without needing hook). Conversely, the wikis still warn about Diggie countering Franco; the current fresh data says the opposite, because Time Journey does not cleanse active Suppression and a Franco who hooks Diggie himself removes the cleanse from the match entirely. If you cannot name a single standing-still target in the enemy draft, Franco is the wrong pick.
Call him a tank if you want, but Franco's HP and defense are just what keeps him alive long enough to delete a position. The whole kit serves one purpose: make the enemy choose between standing where they need to stand and standing where they will not get hooked.
Wasteland Force is the tell. The passive rewards 5 seconds of not taking damage with +10% movement speed, 1% HP per second, and up to 10 stacks that amplify his next skill by up to 150%. No hero in the roster is more powerful out-of-combat, and no hero punishes you harder for wading into a skirmish you did not need to be in. Hook-range Franco is always stacked Franco.
Iron Hook at 400 + 100% Total Physical Attack is not huge on its own, but the drag is the point. You are not doing damage with the hook; you are turning the enemy backliner into a melee hero for 1.8 seconds. That melee hero then eats Bloody Hunt, a flat 300 + 420% TPA over 6 strikes of Suppression that cannot be cleansed by Purify (Purify's tooltip literally reads "excluding Suppression"). Fury Shock at 300 + 4% Max HP with a 70% slow for 1.5 seconds is not there for damage either; it is the insurance that the dragged target does not walk out of your team's follow-up before the suppression ends. Three skills, one purpose: the carry is gone.
You do not lane. You rotate. But the first 4 minutes decide whether your mid-game hooks have mana and a passive stack behind them.
Franco goes from "the roamer who sometimes hooks" to "the half of the map you do not walk in" at around the 7-to-8 minute mark, once Rapid Boots (750g) plus Dominance Ice (2010g) are done. Rapid Boots stacks +65 flat movement speed with the passive's +10%, meaning an out-of-combat Franco who just exited a bush is faster than almost any non-boosted enemy on the map. That is what gives the Flicker-hook combo its range: you are already closer than the opponent thinks you should be.
Dominance Ice is the second half of the spike. Its Lifebane passive cuts the attacker's received shield and HP regen effects by 50% for 1 second on any damage hit. Against a team with Estes, Floryn, Angela, or Mathilda's passive regen, that one second is the anti-heal that turns your hook from "pulled, healed, walked away" into "pulled, burst, dead." Its Deter passive also cuts enemy attack speed to 80%, which tanks the damage your hooked target takes from the enemy team's follow-up auto attacks on you during the suppression. This pair is the earliest window you can legitimately walk into the enemy jungle and invade, not just gank.
The reflex when you see an Estes or Floryn on the enemy team is to hook the healer. That reflex is usually wrong. Hooking the healer pulls them to you and, more importantly, pulls them away from the carry you actually wanted to kill. Now your team kills the healer, and the un-peeled Beatrix wipes your backline 4 seconds later.
Support-conditional edge: if your team has Joy or Fanny, you can hook anyone from anywhere because the dive follows the hook. If your team has a Claude or a Melissa, you only hook targets they can basic-attack within the 1.8s suppression window. A Claude hits the hooked target from 6.5 units. A Melissa has to walk over. The distance matters.
Locked: Rapid Boots (the passive MS synergy is non-negotiable, you are always the fastest tank on the map with them), Dominance Ice (anti-heal plus the enemy attack speed tax), and Guardian Helmet (the 2.5%/sec regen passive turns your Wasteland Force into practical invulnerability during rotations).
Flex slots 4-6 are the real conversations:
Boot choice: Rapid Boots is the default 95% of the time. The only exception is Tough Boots + Conceal against a 2+ chain-CC enemy comp (Tigreal + Eudora, Atlas + Valentina), where the 30% CC duration reduction buys you the window to land your own hook before their engage locks you.
Hooking an engage tank before they've burned their ultimate. Pulling a Tigreal, Atlas, or Khufra into your team saves them the engage walk. Their AoE stun is in melee range now, and it is your marksman standing next to you. Let Tigreal-style tanks walk to your team on their own cooldown, then hook the carry who is supposed to follow up behind them.
Walking into fog without passive stacks. Wasteland Force needs 5 seconds of no damage. If you just tanked a Fury Shock from the enemy tank or ate a poke skill, your hook damage is normal and your MS is normal. Sit in the bush or the river for the full 5 seconds before rotating. The hook that lands at 1000 damage wins the gank; the hook that lands at 400 starts a fair fight.
Casting Fury Shock before Iron Hook when passive is stacked. Wasteland Force consumes all stacks on the next skill cast, full stop. Fury Shock is a cheap slow; you do not need the +150% on it. Always S1 first when passive is loaded, then S2 to lock the drag, then ult to finish. Reverse the order and you throw away the biggest damage spike in your kit.
Flicker-hooking a hero who has a dash up. Bloody Hunt bypasses Purify's cleanse (suppression immunity is explicit in the Purify tooltip), but Iron Hook's drag does not bypass dash i-frames. A Benedetta, Wanwan, or Lancelot with their dash available can Flicker-hook-dash out before your ult locks, and you burned Flicker for a 400-damage trade. Check the enemy's dash cooldowns before committing Flicker.
Solo-hooking the enemy main tank. Pulling a Tigreal into your team pulls an AoE-stun tank into your team. Pulling a Grock pulls a wall-charge tank into your team. The list is long. Unless your team is specifically set up to kill a 5000-HP tank in 1.8 seconds (which almost no team is), hooking the enemy tank just means you dragged the enemy engage to your backline for free.
Tip
Flicker-hook: press Flicker, then Iron Hook in the same motion. The teleport fires first, then the hook launches from the new position, which extends total hook range by roughly 4 units and catches carries who positioned against your normal hook distance. Practice against bots until it's a single fluid input; it is the single highest-skill-expression combo on the hero.
Note
Bloody Hunt cannot be cleansed. Purify's tooltip explicitly excludes Suppression, Assassin Emblem's Killing Spree does nothing against it, and Diggie's Time Journey grants CC immunity only on the cast, not a cleanse for active suppression. If the enemy carries burn Purify defensively after your hook lands, they just wasted the battle spell.
Tip
Stack the passive in the bush before every rotation. Five seconds of no-damage dwell time gives you +10% movement speed, 10% missing HP back, and +150% damage on your opening skill. The difference between a stacked opening hook and an unstacked one is the difference between a pickoff and a trade.
Note
Against a Diggie comp, hook Diggie first. Live matchup data shows Franco at +3% win rate against Diggie, not -4% as older wikis report. His Time Journey ult cannot cleanse an active Suppression, and the entire matchup flips once he is the suppressed one instead of the cleanser.