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Masha Build, Counter & Emblem Guide for Mobile Legends

Patch 2.2.16a · RankedUpdated · Sep 22, 2026
Masha - Wild-oats Fist, Mobile Legends Fighter/Tank hero

“Wild-oats Fist”

59.4%

Win RateWin Rate change over the last 36 days +2.4

0.64%

Pick RatePick Rate change over the last 36 days +0.5

30.17%

Ban Rate

Tier SFighterTankEXP LaneAlso playedRoamerGold LaneEasy

Curated Build

EXP Bruiser Sprint

See all
Fighter icon

Emblem

Fighter Emblem

Sprint

Spell

Sprint

  • Firmness
  • Festival of Blood
  • Brave Smite

LANING COMBOS

Step 1
Step 2
Step 3
Step 4

In the laning phase, use Masha's 2nd Skill to close in and Basic Attack to inflict Wounds. Slow the target with the 1st Skill, then continue attacking to trigger the Enhanced Basic Attack, and keep up the pressure!

Masha is not the side-lane split-pusher she used to be. The 2.2.16 rework turned her into a berserker who opens a Wound with a skill, tears it with one basic attack, and enters Feral, where her claw strikes hit an area and heal her as they land. She only pays off in fights the enemy cannot walk out of.

At a Glance

Durability
50
Offense
70
Control
30
Difficulty
30
See Masha in full tier list

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Draft Masha for the fight nobody can leave

Patch 2.2.16 (patch notes) rebuilt Masha from an assassin-split-pusher into a berserker whose damage starts when a skill touches a hero. Nothing about her works from range, so the draft question is simple: can the enemy leave the fight whenever they want?

Lock her when the enemy has to stand and trade. Burst mages are the cleanest food: Eudora and Kadita commit their whole combo to popping one bar, and the bar break blocks a hit and clears the control while Masha keeps walking forward. She also wants teammates who pin bodies together, because Atlas pulls and Minotaur knockups turn two enemies into one claw-strike target.

The picks that beat her are the ones that refuse contact. Fanny and Claude can leave her basic-attack range on command, which denies the Wound break, and a Masha who never enters Feral is just a fighter with three health bars. Long-range chip is the slower version of the same problem: it keeps her from landing a skill on a hero at all, so no Wound, no Feral, no clock. Lockdown is the hard version, and Franco or Kaja are the names to fear, because a hook or a suppression starts the fight before she has anything loaded.

Apply the test before locking her: name the enemy hero who cannot leave your basic-attack range, and the skill or teammate that keeps them there. If the draft gives you neither, she has nothing to tear.

The Wound is the whole kit

Every part of Masha's rework points at one loop. Skill damage on a hero leaves a Wound in a random direction. A basic attack thrown from that direction breaks the Wound and flips her into Feral. Feral hands her three claw strikes that hit a fan of enemies and heal her with each swipe, plus a burst of Resilience, attack speed, and movement speed. Breaking another Wound while Feral is active refreshes the state and stacks the claws she is holding.

Everything else in the kit serves that loop. Feral Swipe pokes and slows from range. Claw Strike closes the distance, and its cooldown resets every time she loses an HP bar, so a break is also a second dash. Savage Maul charges a hero, stuns, and knocks the neighbours back, which makes it an engage, not a delete button. The damage is the string of claws that follows.

The old Masha spent HP to cast and got free skills on her last bar. The rework deleted that cost entirely. Bars are now her lives, not her mana: the first two breaks clear control effects and block one instance of damage on the way out, and the sustain comes from the loop itself. Feral is banked by dealing damage to heroes or creeps and converts into HP once she leaves combat, and every claw strike heals on hit, so her health comes back by fighting and farming rather than by hiding.

EXP lane: the first four minutes

  1. Take Feral Swipe at level one and shove the wave with it. It is her only ranged damage tool, so it handles the first waves and doubles as the trade opener. Aim the line so it clips the enemy laner, because a hero hit both slows and plants the Wound.
  2. At level two, Claw Strike is a positioner first and damage second. The Wound can appear on any side of the target, and walking around them is often too slow. Dash through or past them to the correct side, then auto to break the Wound. The break is the trade: the claw strikes and their healing can win an exchange that her raw stats lose.
  3. Read the first bar break as a turn, not a retreat. When the first bar empties, control effects fall off, the next hit is blocked, and Claw Strike comes back up. That is the moment to keep fighting the exchange, not to walk away. The third bar is different: it is her real health bar, so spend the first two aggressively and keep the last one for a fight the team can win.

The lane goal is not a kill. It is leaving lane with Feral banked and at least two bars when the first objective fight starts. Sprint is the insurance spell here: pop it to reach a Wound before the target walks out of it, or to leave a trade the lane cannot win.

The spike is War Axe into Corrosion Scythe

War Axe completed with Corrosion Scythe queued next lands around the 8-to-10 minute mark, and it is the point where a Feral window stops winning trades and starts ending fights.

War Axe stacks as she keeps attacking, and at full stacks a slice of her damage converts to true damage. Claw strikes are basic attacks, so a triple swipe into a clump jumps the stacks in a hurry, and the spell vamp refunds health on the skill hits that open her Wounds, which matters most on her last bar.

Corrosion Scythe is the second half of the trap. Every basic slows, the slow stacks, and the attack speed accelerates War Axe toward full stacks. The slow is the part that matters now: the Wound has to be reached before it expires, and every second the target spends slowed is a shorter walk for her next skill cycle.

Once both items are up, she stops being a hero who trades and becomes a hero who keeps. Whoever stands inside the claw arc dies, and whoever leaves bleeding is a target for the next charge.

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Teamfight positioning and target priority

The reflex is to charge Savage Maul at the enemy carry the moment the fight starts. It is the wrong opener for the same reason it looks right: the stun is brief, and if she arrives with no Wound broken, she has nothing to spend inside it. The claws are the damage, not the charge.

  1. Plant the Wound on the closest body, not the carry. Feral comes from the break, not from the target's role. Landing Feral Swipe on the frontliner and breaking it puts three claw strikes in her hands, and now the carry is a target instead of a wish.
  2. Fight in the fan. Claw strikes hit an area, so meeting the enemy where two of them stand is worth more than a duel. This is why Atlas and Minotaur are her best partners: their pulls and knockups hand her clumped targets for free.
  3. Spend the first two bar breaks on the enemy's burst, not on escape. The block and the control clear fire on depletion, and Claw Strike resets with them. Diving through a bar break keeps the pressure on; running from it burns the only free defensive tool she owns. The third bar is her life, so it is the one break worth respecting.

If your roam is a pull or knockup tank, hold Savage Maul until their engage lands. Charging first and stunning alone gives the enemy time to scatter before the claws arrive.

Itemization: locked slots and why HP is damage

Old Masha bought defense to survive her own HP spending. The rework deleted the spending and replaced it with a different reason to build tanky: Savage Maul's damage scales with the bonus HP in her build, so every HP item is also a damage item. That makes Thunder Belt more than a defensive slot, and it makes plain tank stats less wasted than they look.

The settled core is War Axe, Corrosion Scythe, and Thunder Belt. Boots first: Warrior Boots is the default because her lane is a long chain of physical hits and its stacks build while she eats them. Tough Boots is the answer when the enemy draft leans on slows and control chains, because her cleanse only fires when a bar breaks and prevention is cheaper than the cure.

After the core, the conversations:

Sea Halberd when the enemy's sustain or shields stall the claw window. Every basic trims the healing and shielding on the target, and its bonus damage against heroes carrying more extra HP than Masha suits the fights she wants.

Demon Hunter Sword against a real HP-stacked front. It turns her basics, claw strikes included, into current-HP damage, and its healing on every basic stacks with the claw healing she already owns.

Queen's Wings when the enemy's burst can delete whichever bar she is on. The damage reduction and cooldown refund buy the second half of the loop, which is where her damage actually lives.

Brute Force Breastplate against physical dive comps. It stacks adaptive attack and movement speed as she deals damage, and at full stacks it shortens the control effects that land between her bar breaks.

Antique Cuirass against physical skill casters like Paquito or Fredrinn. Every skill they land on her trims their physical damage, so their rotation loses punch the longer the fight runs, and long fights are the whole plan.

Immortality is the closer, for the objective fight that decides the game when she expects to be the focus.

Emblems follow the bruiser plan: Fighter with Firmness, Festival of Blood, and Brave Smite. Brave Smite recovers health when her skills damage a hero, and her skill hits come often enough that the cooldown is always running. Her Fighter/Tank tags are the tell: Assassin emblems belong only on dedicated damage builds.

Mistakes that lose Masha games

Playing her like the old split-pusher. Her kit now pays for fights: claws heal, Feral banks, and Savage Maul is an engage. Shoving a side lane to tier three while the objective fight happens is how old muscle memory throws games. Join the fight first, then take towers with the numbers advantage.

Autoing from wherever she stands. The Wound has a direction, and attacking from the wrong side means no break and no Feral. Watch which side the mark appears on and step or dash there before the next basic. This is the single mechanical skill that separates a real Masha from a body with three bars.

Burning Savage Maul before Feral is up. The charge stuns, but a stun only pays if claw strikes are already in hand. Plant a skill, break the Wound, then charge. A naked ult is an expensive way to give the enemy a free disengage.

Chasing Fanny or Claude off the objective. The cleanest answers to her are dashes that leave her basic range, which means no break and no Feral. Let them dash away from the fight and take the objective instead; forcing the chase is the fight they want.

Rotating with an empty bank. Feral only converts out of combat, so leave lane after clearing the wave, not before it; the walk to the next fight is when the bank pays out. Arriving with nothing banked is how a three-bar hero still enters a fight at half strength.

Key tips

Tip

The Wound points a direction. Step to that side before you auto. One step is the difference between Feral and a skill cooldown spent on nothing.

Tip

Breaking a second Wound while Feral is active refreshes the state and stacks the claw strikes she is holding, up to six. In long fights, chain the next break instead of spending every claw on the first body in range.

Note

Feral converts to HP the moment combat ends. Clear the wave or a camp on the way out, and the bank pays you back during the rotation instead of at the fountain.

Warning

Her first two bar breaks are tempo: control effects drop, one hit is blocked, and Claw Strike resets. The third bar is just her health bar. Trade the first two like they are free, and treat the third like the match depends on it.

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Related Heroes

Masha FAQ

Masha is a Fighter and Tank hero played in the EXP Lane. Its strongest build centers on War Axe, Corrosion Scythe, Thunder Belt; open the Masha build simulator for the full item order and final stats, or compare every available loadout on the Masha builds page. See every hero that beats it on the Masha counter page.

Masha's strongest build centers on War Axe, Corrosion Scythe and Thunder Belt as core items, paired with the Fighter Emblem and the Sprint battle spell. The full six-item order, flex options for different matchups, and talent setup are in the build section on this page.

The recommended emblem for Masha is Fighter Emblem, set up with the Firmness, Festival of Blood and Brave Smite talents. The full emblem and talent breakdown, including alternatives for specific matchups, is in the build section.

Masha is a Fighter and Tank hero, usually played in the EXP Lane. Role and lane decide which builds, emblems, and counters matter most, all of which are covered on this page.

Masha is countered most by Freya, Estes and Uranus, the heroes with the biggest measured edge against Masha in ranked play. The full counter list, the heroes Masha beats, and game-phase tips are in the counters section.

Masha is rated Easy difficulty in Mobile Legends. The kit is forgiving, which makes Masha a reliable pick for players still learning the role.

Masha currently holds a 59.4% win rate, a 0.6% pick rate, and a 30.2% ban rate in ranked Mobile Legends, refreshed daily from match data. Win and pick rates broken down by rank, from Epic to Mythical Glory, are in the rank stats section.