Energy Gunner
Updated Apr 24, 2026
Layla is a gold-lane siege cannon, not a mercy pick for drafts that already look fragile. She wins when your team can keep one layer of peel in front of her, the fight stays front-to-back, and the enemy has to walk through vision just to touch her.
Win Rate
47.23%
Pick Rate
1.11%
Ban Rate
1.15%
Sustained DPS
Emblem
Marksman Emblem
Battle Spell
Inspire
Weak Against
Strong Against
In teamfights, first use Layla's 1st Skill to increase the range of her 2nd Skill. With the extra range, she can easily apply marks to enemies. Use her Ultimate to detonate them all for a hefty bit of damage, and finish off with Basic Attacks.
Layla still tricks people because her buttons are easy. The kit is simple. The draft requirement is not. She is one of the clearest examples in MLBB of a hero whose ceiling is decided before the lane even starts.
Pick Layla when the enemy wants to enter fights the honest way. Frontliners walking in, short-range carries showing on waves, and roamers who commit their engage from visible angles are the games she can take over. She is strongest when your team already has one bodyguard and one source of early vision control, because that lets her spend the mid game farming toward her crit spike instead of using every wave as a survival test.
She is also better with protectors than with gamblers. A tank or support who stays near her turns her range into a real win condition. A roamer who disappears for long flank paths turns her lane into a donation box. That is why Layla feels oppressive with steady peel and unplayable with selfish engage.
Do not blind her into double dive or layered pick. Natalia, Harley, Ling, Hayabusa, Saber, Kaja, and Franco all ask the same question in different ways: can Layla keep hitting after the first collapse starts? If the real answer is no, the pick is wrong even if the lane matchup looks calm.
The draft filter is blunt on purpose. If your team cannot name who protects Layla after the first outer turret falls, you are not drafting a late-game carry. You are drafting a liability with expensive items.
Layla is not a normal marksman. She is a distance tax.
Her passive rewards range, so every good Layla trade starts with the enemy paying HP just to enter the conversation. Skill 1 is the button that makes that geometry possible. Once it lands, she gets extra basic-attack range and a short burst of movement speed, which means the next decision is almost always hers, not the other player's. Skill 2 matters because it punishes enemies who stayed in the line too long. The ultimate matters because every rank widens the part of the map where her basic attacks are legal.
That is the whole hero. The point is not flashy mechanics. The point is to start trades from a distance where the enemy has to spend movement just to answer once, then punish them while they are still walking.
This is why bad Layla games all look the same. The player opens with Skill 2 because it looks like the control spell, walks forward to make it count, and gives away the only advantage the hero actually owns. Good Layla games look calmer. Skill 1 lands first, the range appears, the enemy takes two or three bad steps, and suddenly the fight belongs to Layla's side of the screen.
If you remember one sentence, make it this: Layla does not win by chasing. She wins by making chasing her feel expensive.
Layla's lane is not about proving she can brawl. It is about reaching the first item window without giving the enemy jungle a clean angle.
The lane sequence should stay disciplined. Skill 1 first, basics second, Skill 2 after the target is already stuck respecting your range. That order is the difference between kiting and volunteering.
Layla's first real spike is Windtalker plus Berserker's Fury, usually between minute 8 and minute 10 if the lane stayed even and you did not bleed early deaths.
That timing matters because the two items solve different problems at once. Windtalker smooths her movement, wave control, and attack rhythm. Berserker's Fury turns those longer-range hits into actual punishment instead of lane chip. One item makes her feel functional. Two items make the enemy think twice about every corridor, brush entrance, and turret defense.
What changes after the spike is not just damage. It is her permission structure. Before it, Layla can poke and farm. After it, she can clear the wave, hold max spacing, and threaten turret pressure in the same sequence. Suddenly the enemy marksman has to choose between losing space and losing HP, and that is where Layla starts looking oppressive instead of fragile.
This is also the most common throw point. Players feel the damage jump and start side-laning alone because the hero finally feels strong. That misses the point of the spike. Windtalker plus Berserker's Fury does not turn Layla into a duelist. It turns her into a siege problem. Group earlier, not later.
The wrong reflex on Layla is to think that more range means more freedom. It does not. It means more responsibility to hold the right line.
There is one support-dependent exception. If your roamer is actually bodyguarding you through sieges, you can take one extra step to abuse choke points and turret angles. If your roamer is a hook or flank hero who keeps leaving your shoulder, back up earlier than the range indicator suggests.
Target priority is simple on paper and hard in live games: damage what is reachable, punish what crossed first, and never take the extra step that turns your range advantage into a coin flip.
Treat Layla's build as three locked slots and several conversations that depend on who is reaching her.
Swift Boots, Windtalker, and Berserker's Fury are the locked core. Swift Boots gives early attack speed and enough movement speed to keep her lane pattern from feeling anchored. Windtalker fixes her tempo and wave touch. Berserker's Fury is where the crit threat becomes real. If you delay that trio too long, Layla spends too much of the game pretending to be useful.
Malefic Gun is the greed slot when spacing is already winning. The extra basic-attack range and movement speed on hit make sieges miserable for teams that cannot cross open space cleanly. Buy it when fights are staying front-to-back and the enemy still has to walk into you.
Malefic Roar is the anti-armor answer. Once the enemy frontline starts stacking defense and your autos stop moving them, range alone is not enough. This is the slot that keeps front-to-back damage honest against real tanks.
Sea Halberd is for shields, regeneration, and health stackers. If the real problem is sustain or bonus HP, this item does more for Layla than another greedy damage buy. It is the correct fix when the enemy wants long fights and your side needs those health bars to stop refilling.
Wind of Nature is the anti-dive tax. Against physical backline access, this is not a low-damage compromise. It is the reason you get to keep autoing after the first commit. If the enemy assassination pattern is physical and direct, buy it before you tell yourself the next fight will be cleaner.
Rose Gold Meteor is the magic-burst seatbelt. Buy it when the threat is getting chunked by magic before you can start firing. It is not your strongest damage slot, but some games are decided by whether Layla survives the first spell rotation.
Great Dragon Spear is the snowball flex, not the default. It is best when you are already ahead and want the post-ultimate movement speed to keep the angle after your laser lands. If the game is even, one of the defensive or utility flex items is usually the better call.
The build rule is simple: if nothing reaches you, add range or penetration. If the first collapse keeps reaching you, buy the survival slot and keep your damage on the map longer.
Blind-picking her into double dive. This is the oldest Layla throw and still the most expensive one. If the enemy can cross the screen twice before your team can peel once, the game becomes a survival simulator instead of a carry game.
Opening fights with Skill 2 because it looks safer. It is not. Skill 2 is better as a follow-through tool once Skill 1 already created the spacing you need. Starting with it usually means walking into the enemy's range to make your own spell matter.
Burning Flicker or Purify for lane ego. Layla without a defensive spell is one clean roam path away from losing her lane. If the kill is not guaranteed and wave-safe, keep the spell for the punish you know is coming.
Staying in the side lane after the first outer turret falls. This is the macro mistake that throws winnable games. Layla wants grouped pressure, shorter rotations, and vision. Long side lanes turn every missing icon into a death timer.
Treating range like immunity. A lot of Layla players die because they read "longest range" as "can stand anywhere." Range buys the first answer. It does not buy bad map reads, lazy bush checks, or one extra step into fog.
Tip
You do not need to hit a hero with Skill 1 to start a good trade. Tag a front minion, take the temporary range, and make the enemy marksman answer from farther away than they want.
Tip
If your ultimate has multiple ranks and the map is stable, test turret spacing before the full siege starts. Layla can pressure structures from angles other marksmen cannot hold, but only if you learn the exact line before the fight gets noisy.
Note
Purify does not solve suppression. Against Kaja or Franco, the answer is angle discipline and earlier spacing, not confidence in the spell button.
Tip
Buy Malefic Gun to make a winning siege cruel, not to rescue bad positioning. Extra range multiplies good spacing. It does not repair late movement.
Note
When your team loses vision on both roam and jungle, your next wave is not a damage test. It is an information test. Clear from the longest safe angle, then disappear before the collapse starts.
Layla deals increased damage to enemies farther away from her (starting at 100% and increasing to 115% at 6 units away). This does not include Turrets.
Layla fires a Malefic Bomb in the target direction, dealing 200 (+80% Total Physical Attack) Physical Damage to the first enemy hit (can Crit). Upon hitting an enemy, Layla's Basic Attacks and Void Projectile gain extra range for 3s, and she gains 60% extra Movement Speed that decays over 1.2s. The duration of the Movement Speed boost is doubled if an enemy hero is hit.
Layla fires an orb of Malefic Energy at the target enemy that explodes on hit, dealing 170 (+65% Total Physical Attack) Physical Damage to targets in the area and applying a Magic Mark on them for 3s. When Layla hits an enemy with a Magic Mark, she deals 100 (+35% Total Physical Attack) Physical Damage to nearby enemies and stuns them for 0.25s.
Passive: The range of Void Projectile and Basic Attacks is increased by 0.6 units. Layla's sight range is slightly increased each time this skill is upgraded. Active: Layla fires a blast of Malefic Energy in the target direction, dealing 500 (+150% Total Physical Attack) Physical Damage to enemies in a line.
In teamfights, first use Layla's 1st Skill to increase the range of her 2nd Skill. With the extra range, she can easily apply marks to enemies. Use her Ultimate to detonate them all for a hefty bit of damage, and finish off with Basic Attacks.
In the laning phase, first use Layla's 2nd Skill to apply Magic Mark on the enemy, then detonate it with her 1st Skill for AOE damage while getting extra range for Basic Attacks to further harass the enemy from afar.
These heroes have the highest win rates against Layla in ranked matches. Pick any of them for a statistical advantage in draft.

Sun dominates Layla in the early game. Apply pressure before Layla can scale and become a threat.
46.6%
Layla performs well against these heroes. Consider picking Layla when you see them on the enemy team.
Layla struggles the most in the late game, where counters average a 48.1% win rate. Early game matchups are tighter at 29.7%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Layla in late team fights.
Layla is strong here
Layla is strong here
Even matchup phase
Marksman Emblem
Electro Flash / Weakness Finder
Inspire
Marksman Emblem
Electro Flash / Weakness Finder
Inspire
Marksman Emblem
Electro Flash / Weakness Finder
Inspire
Heroes that synergize well with Layla in team compositions.





Layla is one of the original defenders of the Land of Dawn, a young marksman from Eruditio who discovered the Malefic Gun in her father's abandoned laboratory. This ancient weapon channels energy across vast distances, growing more powerful the farther the shot travels. Though she started as an inexperienced girl thrust into conflict, Layla has grown into a seasoned warrior whose cannon can shatter enemy lines from beyond their sight. Her optimism and courage serve as a beacon for all who fight alongside her.
Famous quotes from Layla
“The Malefic Gun is locked and loaded!”
- Layla
“Distance is my greatest ally!”
- Layla
“I may look small, but my cannon hits BIG!”
- Layla
“Eruditio's light will pierce any darkness!”
- Layla
“Destruction Rush, FIRE!”
- Layla