The roam lane in Patch 2.1.47 is not short on options. Five heroes are sitting S-tier. Two that were strong last season have fallen off completely. And one old pro-play staple just posted a 100% win rate across three competitive games this week.
Picking the right roamer doesn't mean grabbing whoever has the highest win rate. It means reading your team's draft and the enemy's composition, then choosing the hero that fills the gap your team actually has. This breakdown does that work for you.
All win rates are sourced from mlbbhub.com on Patch 2.1.47.
#The Roam Tier Snapshot
| Hero | Tier | Win Rate | Role Type |
|---|---|---|---|
| Lolita | S | 55.8% | Shield/CC Tank |
| Gloo | S | 55.7% | Regen/CC Tank |
| Kaja | S | 54.4% | Pick Support |
| Diggie | S | 53.9% | CC Immunity Support |
| Estes | S | 53.5% | Healer |
| Atlas | A | 51.8% | Initiator Tank |
| Khufra | A | 52.8% | Anti-Dash Tank |
| Faramis | B | 50.9% | Resurrection Mage |
| Mathilda | D | 44.7% | Mobile Support |
#S-Tier Roamers: What Each One Actually Does
Lolita (55.8%). The Answer to This Exact Meta
Lolita's win rate isn't a coincidence. The current ranked environment is full of marksmen and projectile-based damage dealers: Hanabi at 54.9% win rate in the gold lane, Claude, Irithel. Lolita's Guardian's Bulwark blocks every single one of their projectiles.
Her Noumenon Blast ultimate requires a channel, which is her one real weakness. Enemy melee divers like Thamuz (43% win rate against her) and Esmeralda (43.6% win rate against her) bypass the shield entirely and interrupt the channel. If the enemy has two or more melee gap-closers, think twice.
Build: Tough Boots, Dominance Ice, Athena's Shield, Antique Cuirass, Radiant Armor, Immortality Emblem: Tank with Tenacity and Concussive Blast Spell: Flicker
Use Flicker mid-channel to reposition Noumenon Blast. It's one of the most punishing combos in the roam role right now. Many players still don't respect it.
See the full Lolita hero page for matchup details.
Gloo (55.7%). Sustain Tank That Never Leaves
Gloo splits apart and attaches to enemies. Every piece he sends out regenerates health when it returns. In a meta where fights are going long, that sustained tankiness is deeply annoying to deal with.
His slow is constant. You walk into Gloo's zone and you're stuck in it until he decides otherwise. The ultimate possession on a key enemy target, used right before your team's burst comes out, has been deciding objectives in high-ranked games.
The main counters are Chou (44% win rate against Gloo) and Guinevere (44.6%). Both of them punish the moment Gloo overextends or misuses his ultimate. Stay disciplined about when you commit.
Build: Tough Boots, Dominance Ice, Athena's Shield, Antique Cuirass, Immortality, Radiant Armor Emblem: Tank with Firmness and Tenacity Spell: Vengeance
Gloo can play roam or EXP lane. In ranked, roam is safer, because EXP Gloo needs experience to come online and solo queue teammates often won't protect that.
See the full Gloo hero page for matchup details.
Kaja (54.4%). The Carry Killer
Kaja does one thing that no other roamer does as cleanly: he walks up to the enemy's most dangerous hero and drags them directly into your team's burst.
Divine Judgement suppresses the target. They cannot use skills, cannot dash, cannot do anything while Kaja pulls them. Fanny mid-cable? Gone. Ling scaling a wall? Grounded. It's a 56.5% and 55.8% win rate against those two respectively, because the moment you cancel their mobility, they're dead.
The weakness is his durability. Kaja is squishy for a roamer, sitting at just 30 durability rating. If you mistime your ultimate and get caught out of position, you die and your team loses the pick attempt. Wait for your tank to go in first. Kaja's job is the second punch, not the first.
Build: Tough Boots, Fleeting Time, Dominance Ice, Oracle, Athena's Shield, Immortality Emblem: Support with Rupture and Focusing Mark Spell: Flicker
His counters are Lunox (43.5% against Kaja) whose Chaos ultimate grants CC immunity, and Wanwan (43.9%) who can purify the suppress. Check if the enemy carries these before locking Kaja.
See the full Kaja hero page.
Diggie (53.9%). The CC Immunity Blanket
Diggie's ultimate removes all crowd control from your entire team the moment it lands. That's it. That's why he's S-tier.
When the enemy draft is stacked with CC-heavy tanks like Atlas, Khufra, and Tigreal, Diggie negates the entire gameplan. His Time Journey cleanses Khufra's bouncing ball and knockups for every ally in range, not just himself. That's a 57.5% win rate against Atlas and 56.2% against Khufra specifically.
Even in death, he scouts in egg form. That passive vision while respawning has saved countless objective attempts.
Xavier hard-counters him (42.4% win rate against Diggie) because his ultimate deals damage that the cleanse doesn't negate. Brody (43.7%) deletes Diggie's allies faster than the cleanse can matter. If you see these two, consider other options.
Build: Tough Boots, Fleeting Time, Enchanted Talisman, Oracle, Athena's Shield, Immortality Emblem: Support with Rupture and Focusing Mark Spell: Flicker
See the full Diggie hero page.
Estes (53.5%). Sustain That Scales All Game
Estes is a threat multiplier. He doesn't change what your carries do, he extends how long they can do it. His Code of Moon Elves chains healing between nearby allies, and his ultimate, Blessing of Moon Goddess, amplifies that healing to the entire surrounding team simultaneously.
Pair him with any durable frontliner or a sustained damage dealer and the enemy has to build Necklace of Durance or they simply cannot win the attrition fight. His 56.3% win rate against Dyrroth and 55.7% against Martis reflect exactly that: heroes relying on burst to finish kills lose to Estes's regen.
The hard counter is Baxia (41.8% win rate against Estes), whose anti-heal passive reduces healing by roughly 50%. If Baxia is on the enemy roster, your healing output halves. Pair with Kaja or Lolita instead, or switch to a shielding support.
Build: Tough Boots, Oracle, Enchanted Talisman, Dominance Ice, Athena's Shield, Immortality Emblem: Support with Rupture and Focusing Mark Spell: Revitalize
See the full Estes hero page.
#A-Tier: Still Strong, Specific Conditions
Khufra (52.8%) is your pick when you know the enemy is running two or more dash-based heroes. His Bouncing Ball completely shuts down Fanny (59% win rate against her), Ling, Benedetta, and any hero relying on movement skills to survive. Outside of dash-heavy comps, his value drops sharply.
Atlas (51.8%) is the better teamfight initiator when your team needs multi-man CC rather than a pick tool. Fatal Links followed by his ultimate grab is one of the cleanest team-wipe setups in the game. His weakness is the setup time required: Diggie counters him at 57.5%, and any team with purify on their carry makes Atlas's engage much less reliable.
#The Sleeper: Faramis in Pro Play
Faramis is sitting at B-tier in ranked at 50.9%, which undersells what he offers in coordinated play. He posted a 100% win rate across three games in competitive this week.
The reason is his ultimate, Shadow Stampede. It creates a resurrection zone that revives fallen allies for a brief duration during the fight. In coordinated play, teams can deliberately sacrifice a hero into the zone and revive them mid-teamfight for a five-versus-four flip. Solo queue teams cannot execute this reliably, which is exactly why his ranked numbers don't reflect his pro ceiling.
Unless you're queuing with a full stack, leave Faramis to organized teams.
#Who to Avoid This Patch
Mathilda (44.7%, D-tier) was a strong roamer when her mobility could outpace the dive. The current meta is physical and melee-heavy, and her shield and dash get cancelled cleanly by Chou (44% against her) and Khufra (43.5%), two of the most popular tanks right now. Her pick rate has reflected this.
The dive-heavy meta specifically hurts her because she needs to stay near her carry to provide the shield. When two or three enemies are already on top of your marksman, Mathilda's attach mechanic is too slow to matter.
#How to Pick Your Roamer
Here's the decision tree that actually works in ranked:
Enemy has multiple ranged carries (Hanabi, Claude, Irithel)? Pick Lolita.
Enemy draft is CC-stacked (Atlas, Khufra, Tigreal combination)? Pick Diggie.
Enemy has one dangerous hyper-carry or assassin (Ling, Fanny, Lancelot)? Pick Kaja.
Your team's win condition is prolonged teamfights with durable fighters? Pick Estes.
Enemy has two-plus dash heroes and you need early map control? Pick Khufra.
No clear answer from the above? Pick Gloo. He fits almost any composition and punishes passive play across all game stages.
The roam role is deciding games right now more than the jungler is in many brackets. One good ultimate from Lolita or Kaja at the right moment is worth more than two kills from a fed carry who got caught. Pick the hero that fits the game, not the hero you're most comfortable with.