Chou has one of the highest ceilings in MLBB. His kit is simple to read on paper and brutally hard to master in practice. The difference between a Chou player who wins 45% of games and one who wins 65% isn't mechanics, it's decision-making around when to engage, which target to kick, and where to kick them.
This guide covers everything intermediate-to-advanced players need: every key combo, both roamer and EXP lane builds, emblem setups, and ranked tips that translate into actual wins.
#Chou's Kit: What You're Actually Working With
Before you run combos, you need to understand what each skill actually does mechanically.
Passive (Only Fast): After moving a short distance, Chou's next basic attack deals extra physical damage, slows the target, and reduces their physical defense. This passive resets on every short movement burst. The practical implication: weave basic attacks between every skill cast. Skipping your enhanced AA is free damage left on the table.
Skill 1 (Jeet Kune Do): Three casts. The third cast knocks enemies airborne. Critically, landing the third hit on a hero resets your S2 cooldown. This reset is the backbone of every advanced combo.
Skill 2 (Shunpo): Short dash with CC immunity and a temporary shield. The immunity window is short but enough to dodge a single stun or knockback if you time it correctly. Against suppression, Martis, Franco, S2 does nothing. Against everything else, use it to pass through CC.
Ultimate (The Way of Dragon): Two phases. First cast kicks a target hero and knocks them back. Second cast chases and delivers the finishing blow. You control the kick direction via Flicker, which turns this ultimate into the most precise displacement tool in the game.
#All Key Chou Combos
Combo 1: Basic Lane Poke (No Ultimate)
S1 > AA > S1 > AA > S2 > S1 > AA
This is your bread-and-butter harass combo in the EXP lane. You use S1's three casts with enhanced basic attacks between each one, dash with S2 to gap close or reset position, then land the third hit for airborne. No ult involved, use this when you want damage without committing to a kill.
Against a Dyrroth in lane, you can initiate this when he steps up to clear minions. Land the third S1 hit to airborne him, then back off before his support arrives.
Combo 2: Full Rotation Without Flicker
S1 > S1 > S2 > S1 > Ult > S2 > Ult
The standard full combo. Here's the sequence broken down:
- Cast S1 twice to build momentum
- S2 dash to close gap (CC immunity protects you from any poke during the dash)
- Land third S1 to airborne the target (this resets S2)
- Immediately cast Ult Phase 1 while they're still airborne
- Use the refreshed S2 to reposition
- Cast Ult Phase 2 to finish
The airborne from S1 sets up your ultimate so the target can't dodge it. If you skip the S1 airborne and use Ult cold, a mobile enemy can dash away before you land Phase 2.
Combo 3: Flicker Kick (Direction Control)
S1 > S1 > S2 > S1 > Ult Phase 1 > Flicker > Ult Phase 2
This is the combo most people think is "just for style." It's not. Flicker after Ult Phase 1 changes the direction of your Phase 2 kick. You flicker in the direction opposite to where you want the enemy to land.
Practical example: the enemy carry is sitting behind their tank at 3 o'clock. Your team is at 9 o'clock. You ult Phase 1 to grab the carry, then flicker toward 3 o'clock (toward the enemy team), which kicks the carry to 9 o'clock, directly into your team. Without Flicker, you'd kick them into a random direction based on your positioning.
This is why Chou players say Flicker isn't a chasing tool. It's an aiming tool.
Combo 4: Insec Kick (Back Kick)
S1 > S1 > S2 > S1 > Ult Phase 1 > S2 (reposition behind target) > Ult Phase 2
The Insec kick requires you to reposition yourself behind the enemy before landing Ult Phase 2, so the kick sends them toward your team instead of away from it. The flow:
- Initiate with S1 x2 to approach
- S2 through or beside the target to get close
- Third S1 hit to airborne
- Ult Phase 1, you're now holding the target
- Use the S2 reset (from landing S1's third hit) to dash past the enemy, placing yourself between the enemy and your team's position
- Ult Phase 2, the kick now sends them backward into your team
This is harder than the Flicker version because you need spatial awareness of where your team is. Practice this in custom mode against a stationary target first. Your S2 path during step 5 is everything, if you dash the wrong way, you kick them to safety.
Combo 5: S2 Flicker Initiation (Fast Engage)
S2 > Flicker > S1 > S1 > S1 > Ult > Ult
Use this when you need to close an unexpectedly large gap. S2 gives you the dash, and you extend it with Flicker mid-cast. This lets you cover more ground than either ability alone. Follow immediately with the full S1 rotation into Ult. The advantage here is that the enemy has less time to react compared to a slow walk-up initiation.
Combo 6: Fake-Out Ult (Emote Cancel)
S1 > S1 > S2 > S1 > Ult Phase 1 > Emote > Ult Phase 2
After Phase 1, opening your emote wheel briefly and closing it creates a short pause before Phase 2. This messes up the enemy's dodge timing. It's a niche trick, you mostly need the Flicker version in practice, but if you're playing against a player who times their dodge well, the emote pause can throw off their reaction.
This only works against players who are actively trying to outplay Phase 2. Against average players, skip it and just Flicker for direction control.
#Builds
The build you choose defines what Chou does in a game. Get this wrong and your kit feels weak regardless of how clean your combos are.
Roamer Build (Tank/Initiator)
Your job in this role: make picks, survive the dive, let your damage dealers finish.
| Slot | Item | Reason |
|---|---|---|
| Boots | Tough Boots | CC resistance is mandatory in ranked |
| 1st core | Dominance Ice | Anti-heal + cooldown + slows nearby enemies |
| 2nd core | Oracle | Shields from S2 scale better; great HP + magic defense |
| 3rd | Antique Cuirass | Stacks defense against skill-spamming physical threats |
| 4th | Athena's Shield | Magic burst protection for when you dive in |
| 5th | Immortality | Second life after the pick attempt |
Roam blessing: Run Conceal if your team needs surprise engages. Run Encourage if your team has strong carry damage already online.
Early game priority: Get Tough Boots and Dominance Ice online first. Dominance Ice is your single most impactful early item, it cuts enemy sustain and slows carries near you, which makes your S1 into Ult combo much harder to escape.
Switch Antique Cuirass for Blade Armor if the main physical threat is a crit marksman. Blade Armor reflects crit damage back, which punishes ADC-heavy comps. Against magic-heavy teams, consider Radiant Armor over Athena's Shield if the magic damage is sustained rather than burst.
EXP Lane Build (Damage / Pick-Off)
Your job in this role: delete one backline target per fight and create side-lane pressure.
| Slot | Item | Reason |
|---|---|---|
| Boots | Tough Boots | Even damage Chou needs CC resistance |
| 1st core | Endless Battle | True damage per skill, lifesteal, HP, fits Chou's hit-and-run rhythm |
| 2nd core | Blade of Heptaseas | Burst spike on a fresh engage before the enemy can react |
| 3rd | Blade of Despair | Late-game damage amplifier; activate it by hitting a low-HP target |
| 4th | Malefic Roar | Penetration when enemies build armor against you |
| 5th | Immortality | Anti-throw. You will dive. You need the second life. |
Skill order: Prioritize S1 first for maximum airborne uptime, then S3 for damage, S2 last.
The honest truth about full damage Chou: the build is punishing to play in solo queue because a single mistake turns into free shutdown gold. If you're dying after your combo more than once per game, swap Blade of Despair for a bruiser option like Brute Force Breastplate. Staying alive after the pick is worth more than the 10% extra damage from BoD.
Hybrid Bruiser Build (Best for Solo Queue Ranked)
This is the build most players should actually run. It keeps your kill threat real while letting you survive after the engage.
| Slot | Item |
|---|---|
| Boots | Tough Boots |
| 1st | Endless Battle |
| 2nd | Blade of Heptaseas |
| 3rd | Brute Force Breastplate |
| 4th | Malefic Roar |
| 5th | Immortality |
Brute Force Breastplate stacks movement speed and physical and magic resistance on each skill cast. Every combo you throw increases your durability mid-fight. This matters because Chou often uses 4-6 skill casts in a single engagement. The movement speed stacks also help you reposition during the Insec.
#Emblem Setup
Roamer Chou: Tank Emblem
- Agility (movement speed) for rotation and chase
- Wilderness Blessing or Bravery for teamfight utility
- Final talent: Brave Smite, restores HP per crowd control hit. You're applying knockups and displacement constantly, so this procs frequently.
EXP Lane / Damage Chou: Assassin Emblem
- Agility (movement speed tier 1)
- Master Assassin (increases damage against lone targets). Chou's entire game plan is isolating single targets
- Final talent: Killing Spree, restores HP and boosts movement speed on kills. Helps you escape after a pick-off instead of dying next to the body.
If you're playing hybrid bruiser, Fighter Emblem is also viable. Take Brave Smite as your final talent here too since you want the HP sustain during extended teamfights rather than a pure damage boost.
#Ranked Tips for Intermediate-Advanced Players
Draft Chou into compositions that have follow-up. His ultimate is a setup tool, not a finisher. If you kick a carry into your team and your team can't delete them in 2 seconds, you've accomplished nothing. Chou pairs naturally with heroes like Lolita, Cecilion, and Vale who can follow up instantly on a displaced target.
Target priority during teamfights. Your kick priority, in order:
- Mage/marksman with no escape tool
- Support with team-enabling buffs (Mathilda, Estes)
- Enemy tank who is initiating (kick them backward away from their team)
Never use your Ult on a tank with high displacement resistance unless you're separating them from the fight. Kicking Grock into your team gives your team a tank problem to deal with, not a win.
Manage S2 timing against CC. S2's CC immunity window is around 0.5 seconds. You need to activate it as the CC animation begins, not after it lands. Against Franco's hook: S2 the moment you see the hook travel toward you. Against Natan's slow field: S2 through it to avoid the slow stack. Against Aurora's burst: S2 as the first ice bolt hits.
Against Chou's common hard counters: Freya, Moskov, and Gord all give Chou problems in different ways. Against Freya in EXP lane, don't trade when her S2 shield is active, it absorbs your combo and she wins the extended fight. Wait for her to burn S2 on a minion wave, then engage. Against Moskov, stay behind minions when approaching, his passive knockback on AA can displace you mid-combo and ruin your positioning.
Flicker direction reminder. You flicker toward the direction you want to COME FROM, not the direction you want the enemy to GO. If you want to kick the enemy toward your team at 12 o'clock, you need to be positioned south of the enemy and flicker further south. The kick sends them to 12 o'clock. Getting this backwards is the most common flicker kick mistake.
Objective fights are where Chou farms wins. Turtle and Lord fights have narrow terrain that limits the enemy's escape routes. Arrive early, sit in a bush near the objective entrance, and look for the enemy carry walking in before the fight starts. Removing one carry before the 5v5 begins turns it into a 5v4. This is more valuable than any damage you deal mid-fight.
When to pick Chou in ranked. He's at his strongest in a composition with at least two sustained damage dealers who can collapse on a kicked target within 1-2 seconds. He underperforms in poke-heavy comps where your team's damage arrives slowly, you'll isolate a target perfectly and watch them survive with 20% HP because your team can't burst.
Check the MLBB tier list before your draft to assess how strong the current meta's common counters are in your bracket.
#Frequently Asked Questions
Q: What battle spell should I always run on Chou? Flicker, with almost no exceptions. It's not just a mobility tool, it directly controls where your Ult Phase 2 kick lands. Without it, experienced opponents can predict your kick angle. With it, your kick direction becomes unpredictable.
Q: How do I consistently land the S1 third hit? Don't tap S1 three times instantly. The third hit has a small hitbox and requires proper aim. Cast S1 once, adjust your joystick toward the target, cast again, then cast the third with a direct aim at their position. Rushing all three casts too fast causes the third to miss on a moving target.
Q: Should I use Chou as a roamer or EXP laner in ranked? Roamer Chou is more forgiving and gives you more consistent game impact. EXP Chou has a higher ceiling but requires better wave management, combo execution under lane pressure, and disciplined rotation timing. If you're below Legend rank, roamer Chou will net you more stars per session.
Q: Why does my kick always send the enemy in the wrong direction? Your Phase 2 kick sends the enemy in the direction you're facing at the time of cast. If you're facing your own team when you hit Phase 2, the enemy goes into your team. If you're facing the enemy backline, the enemy goes deeper into their own team. The Flicker method overrides your facing direction, which is why it's more reliable than trying to manually rotate during the combo.
Q: Is Chou viable right now in the meta? His win rate sits around 44-45% at average elo, which looks low but reflects how mechanically demanding he is. In the hands of a player who understands his combos and target priority, Chou remains one of the best playmakers in the game. His displacement and CC immunity are unique tools that no other fighter replicates cleanly.