Skip to content

MLBB Lineup Maker & Team Builder

Free MLBB lineup maker and team composition builder. Analyze hero synergy scores, damage balance, and CC chain potential for any 5-man lineup.

Best Team Compositions in MLBB (Season 42)

The best MLBB team composition fills all five lanes (Gold, Mid, EXP, Jungle and Roam), mixes physical and magic damage, and brings enough crowd control to lock enemies down in a fight. Below are four Season 42 archetypes built on those rules, each with the lineup maker's own read of it. Hit “Try This Comp” to load the heroes into the tool and change them from there. Last reviewed August 2026 for Season 42.

  • LingLingJungle
    AtlasAtlasRoam

    Balanced Teamfight

    Versatile across all game phases
    Score
    Damage
    3 Physical1 Magic0 Mixed
    Hard CC
    4/5
    Excellent chain CC

    The ranked standard for a reason. Beatrix and Kagura split your damage between physical and magic so enemies can't stack one defense type. Yu Zhong holds the EXP lane and dives the backline, Ling picks off low-HP targets, and Atlas anchors the frontline with devastating AoE engage.

    Try This Comp
  • Wombo-Combo / AoE Burst

    Devastating teamfight potential
    Score
    Damage
    3 Physical1 Magic0 Mixed
    Hard CC
    5/5
    Excellent chain CC

    Chain AoE ultimates into one devastating teamfight. Tigreal groups the enemy team, Vale follows up with burst damage, and Ruby locks them down with constant CC. Yi Sun-shin holds the jungle, contests every Turtle, and closes the fight with a wide arrow barrage over the pile. Best run as a 5-man queue where you can time your engage.

    Try This Comp
  • Early Aggression / Snowball

    Fast games, objective control
    Score
    Damage
    4 Physical1 Magic0 Mixed
    Hard CC
    4/5
    Excellent chain CC

    Every hero in this lineup spikes before level 8. Franco hooks targets for easy picks, Eudora one-shots squishies, and Hayabusa invades the enemy jungle relentlessly. The goal is to snowball kills into towers into Lord before the enemy scales. If the game drags past 15 minutes, you are in trouble.

    Try This Comp
  • Protect the Carry

    Late-game scaling, hard to shut down
    Score
    Damage
    2 Physical2 Magic0 Mixed
    Hard CC
    5/5
    Excellent chain CC

    The entire team exists to keep Wanwan alive. Edith knocks divers off her and ejects into a ranged threat once her mech breaks, Fredrinn holds the jungle and turns everything the enemy throws at him into burst, Angela provides clutch shields and burst healing, and Cecilion adds magic damage from the backline. This comp gets stronger every minute. Stall to late game and let Wanwan carry.

    Try This Comp

Advertisement

How the Lineup Score Works

Every lineup gets a score out of 100. The tool adds points for what the team has and takes points away for what it is missing. Below is every rule it uses, with the real numbers. The rules read each hero's roles, lanes and skills, known hero pairs, and the win rates and tiers on this site.

Lanes and a jungler-44 to 0
A hero in a lane they do not play costs 6 points, and at most 24 for the whole team. Once 4 heroes are in, a team with nobody who can jungle loses 20 more, because nobody can take Retribution or fight for Turtle and Lord. Lanes the meta plays a hero in count too, not only the official ones.
Role variety0 to +30
10 points for each different role in the team, up to 30. Five heroes of one role get only 10.
Frontline, carry and support0 to +16
5 for a tank, 5 for a marksman or mage, 3 for a support or a tank, and 3 for a frontline hero who can take hits. A fighter needs enough durability to count as frontline.
Damage mix-15 to +13
10 when the team deals both physical and magic damage, and 3 more for a hero whose skills mix the two. 4 or more heroes of one damage type and none of the other costs 15, because the enemy only has to build one kind of defense. Damage types come from each hero's skills, not from the role name.
Crowd control0 to +15
Counts the control in every hero's skills. A hard control skill (stun, knock-up, suppression) counts 2 times as much as a slow, and two or three heroes with hard control add a small bonus. The total stops at 15.
Hero synergy0 to +20
Each known pair adds points by its rating out of 10. A pair rated 8 or more adds 5, 6 or more adds 3, and a lower one adds 1, up to 15 in total. A chain of three heroes linked by strong pairs adds 3 more, and four or five add 5. Pairs come from our own list first, then from Moonton's official hero guides.
Win rate and tier-10 to +10
The team's average win rate adds 5 at 52% or more and 2 at 50% or more, and costs 5 below 47%. Each hero's tier adds a little for S and A and takes a little for C and D, at most 5 either way.

The score checks the shape of a lineup. It does not predict who wins. The enemy's picks, the draft order and how well each player knows their hero matter more. Role Timing in the tool is based on roles, not on match data.

Frequently Asked Questions

The strongest Season 42 comps share three traits: mixed damage (at least two physical and two magic sources), a reliable frontline initiator, and a CC chain that locks enemies down for two or more seconds. A proven baseline is Gold Marksman, Mid Mage, EXP Fighter, Jungle Assassin, and Roam Tank. This gives you range, burst, durability, pick-off potential, and engage. From there, flex picks depend on playstyle. Swap the Assassin for a second Mage if you want teamfight AoE, or run a Support roamer like Rafaela for sustain-heavy compositions.

Fill all five lanes first: Gold, Mid, EXP, Jungle, and Roam. Then check three things. Is your damage split between physical and magic? Do you have at least two heroes with hard CC? Is there a frontline hero who can absorb damage and start fights? If any answer is no, swap a hero. This builder runs those checks automatically and flags gaps like all-physical damage or no frontline so you can fix your comp before queuing.

Hero synergy measures how well two or more heroes complement each other in combat. Atlas grouping enemies with his ultimate sets up Ling's Tempest of Blades for a devastating AoE burst. Angela attaching to Chou gives him sustain during tower dives. High-synergy teams win more teamfights because their abilities chain together naturally. The synergy score in this tool factors in role diversity, damage balance, CC potential, and known hero partnerships.

Every competitive MLBB team needs a frontline (Tank or Fighter) to absorb damage and initiate, a carry (Marksman or Mage) for sustained damage output, a roamer (Tank or Support) for vision and peel, and a jungler for objective control. The fifth slot is flexible. Some teams run double carry for late-game scaling or double frontline for dive compositions. Use the composition checklist in the team builder to verify your lineup covers all essential roles.

Five-man lineups win through coordination, not just hero strength. The best ranked squads build around a wombo-combo core where ultimates chain together. Atlas + Claude groups enemies into burst damage, Tigreal + Odette sets up devastating AoE, and Franco + Aurora locks targets with a hook-into-freeze chain. When queuing as five you can also coordinate bans and picks. Plan your lineup in the team builder, then practice your pick-ban phase in the draft simulator.

Read the enemy comp's win condition. All-physical lineup? Stack armor and win. Dive-heavy assassins? Pick peel heroes like Khufra, Chou, or Akai who punish gap closers. Late-game scaling comp? Draft early-game bullies and force objectives before they power up. This tool warns you when your own comp has exploitable weaknesses, and the counter picker shows per-hero matchup data so you can find the exact answer to any threat.

Damage balance is the mix of physical, magic, and true damage dealers on your team. A lineup with four physical heroes and zero magic dealers gets shut down easily because the enemy just stacks armor items. Aim for at least two physical and two magic damage sources so enemies have to split their defense builds. The damage balance bar in the team builder shows your team's distribution at a glance.