The roam lane is carrying Season 39. Not the jungler. Not the mid. The tank.
Patch 2.1's roaming gold economy change, which handed supports their own gold and EXP pool up to 2,000, made the roamer role more self-sufficient than any prior season. Tanks now reach their second item two to three minutes earlier than they did in Season 38. That timing advantage compounds into permanent early pressure, and the win rate data confirms it.
This tier list covers all primary roam-lane tanks ranked at Mythical Honor and above, sourced from mlbbhub.com hero pages and cross-referenced against Mythical Immortal+ community data for Patch 2.1. Every entry includes win rate, optimal emblem, and the item path that actually works at this rank.
For context on how this roamer dominance affects other lanes, the MLBB Gold Lane Tier List S39 goes into exactly why Karrie is printing 53.7% win rate right now.
#S39 Roamer Tier List at a Glance
| Hero | Win Rate | Tier | Role Type |
|---|---|---|---|
| Lolita | 55.8% | S | Shield/CC Tank |
| Gloo | 55.7% | S | Sustain/Engage Tank |
| Kaja | 54.4% | S | Pick/Support |
| Hilda | 53.4% | S | Fighter-Tank |
| Khufra | 52.8% | A | Anti-Mobility Tank |
| Atlas | 51.8% | A | AoE Initiation |
| Edith | 51.7% | A | Flex Tank-Marksman |
| Fredrinn | 50.7% | A | Damage-Tank |
| Tigreal | 50.1% | B | CC Initiator |
| Johnson | 50.1% | B | Engage Tank |
| Gatotkaca | 47.1% | C | Global Initiation |
| Hylos | 49.0% | C | Sustain Tank |
| Chip | 46.7% | D | Utility Support |
| Franco | 47.0% | C | Hook Tank |
#S Tier: Pick or Ban
These four are shaping the roam meta right now. If you're in Diamond and above, expect bans on at least two of them per game.
Lolita
55.8% win rate. Highest in the roam pool.
The Shield Warden passive that blocks all projectiles remains the most oppressive mechanic in the current meta. Marksman-heavy enemy drafts, which are dominant at Mythical Honor right now with Hanabi at a 54.9% pick-win rate, get completely nullified by a properly positioned Lolita. Her charged hammer ultimate stuns entire teams in a wide AoE, and it's one of the few ultimates in the game that rewards coordination without requiring it, because the stun hits anyone who touches the radius.
55.8% is not a fluke. It has been consistent across multiple patch iterations.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite. Brave Smite restores HP on skill hits, which feeds directly into her aggressive brush-camping rotations.
Item path: Tough Boots, Dominance Ice, Athena's Shield, Antique Cuirass, Oracle, Immortality.
Battle spell: Flicker. The Flicker + Noumenon Shock (ultimate) combo is the primary engage tool. Sprint is a viable alternative if the enemy has no hard CC to escape.
Gloo
55.7% win rate. Controversial S tier placement, but the number doesn't care about your opinion.
Gloo's reputation in casual discussions is worse than his actual performance suggests. Yes, he has counters. Yes, percent HP damage from Karrie and Karrie-adjacent compositions punishes him. At Mythical Glory, his win rate drops to the 15th-lowest in the pool, a real concern for the top 200. But at Mythical Honor, the rank that matters for 90% of the player base, he sits at 55.7%.
His kit explanation is simple: he splits, he slows, he attaches to the priority target with his ultimate, and he converts that target into a dead weight for five seconds while your team collapses on them. The regen in brush makes him nearly unkillable in lane phase. The possession ultimate is a hard isolation mechanic with no clean analog in the rest of the tank pool.
Gloo is not a "low IQ" tank. Landing his ultimate on the right target at the right moment separates a 55% Gloo player from a 48% one.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite. Some high-rank players run Concussive Blast for additional poke damage given his high HP ceiling.
Item path: Tough Boots, Cursed Helmet, Dominance Ice, Antique Cuirass, Athena's Shield, Immortality. Cursed Helmet is core on Gloo because his kit keeps him in melee range of enemies, converting the passive burn into constant chip damage.
Battle spell: Sprint for guaranteed pursuit on his ultimate engage. Revitalize if running a double-sustain composition with Estes or Floryn.
Kaja
54.4% win rate. The assassin wearing a tank label.
Kaja is technically classified as a Support-Fighter, but he functions as the roam pool's most consistent pick-off tool and belongs in any honest roamer tier list. His Divine Judgment ultimate suppresses a single target and drags them directly into your team, removing them from the fight before the teamfight even starts. There is no escape mechanic in the game that counters suppression.
54.4% win rate across the roamer pool places him comfortably in S. His Lightning Bomb ring provides wave clear and mobility, his passive deals HP-scaling damage, and he is one of the few roamers who can flex mid lane in a pinch if the draft demands it.
The counterplay is simple: don't get caught alone. In practice at Mythical Honor, people get caught alone constantly.
Emblem: Assassin or Support emblem. Assassin emblem with Killing Spree gives him genuine kill pressure after the suppression lands. Support emblem with Pull Yourself Together reduces ultimate cooldown, giving him more hook attempts per game.
Item path: Arcane Boots, Dominance Ice, Oracle, Antique Cuirass, Radiant Armor, Immortality. Some players replace Radiant Armor with Athena's Shield depending on the enemy magic damage composition.
Battle spell: Flicker for gap-close on the ultimate. Execute as a secondary option if the team already has reliable CC.
Hilda
53.4% win rate. The roamer who doesn't need your teamfight.
Hilda is a Fighter-Tank hybrid who roams with the priority of a full support but the threat level of a fed bruiser. Her Blessing of Wilderness passive regenerates 2% of her maximum HP per second in any brush. At a full tank build with 7,000+ HP, that's 140 HP per second, enough to rotate from a failed engagement back to full health before the next objective spawns.
Her Power of Wildness ultimate deals 600 plus 20% of the target's maximum HP as extra damage. That percent-HP execution on a roamer means she threatens carries regardless of how much armor they stack. The Wilderness Mark stacking on the passive reduces enemy physical and magic defense by up to 24%, which amplifies the entire team's damage output on every target she touches.
The tank build wins more games than the fighter build at Mythical Honor because she needs to survive long enough for the mark stacks to apply. Don't build damage first.
Emblem: Tank emblem, Agility + Tenacity + Concussive Blast. Concussive Blast scales with maximum HP and deals significant burst at 8,000+ HP total.
Item path: Tough Boots, Dominance Ice, Athena's Shield, Antique Cuirass, Radiant Armor, Immortality.
Battle spell: Sprint for guaranteed bush-to-target engagement. Flicker as an alternative if the map requires precise repositioning.
#A Tier: Strong, Situational
Solid picks that win games. They just require more favorable conditions or a specific team composition to match S tier consistency.
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Khufra
52.8% win rate. The anti-mobility answer.
Khufra sits at 52.8% and his value is entirely composition-dependent. In a meta where Suyou, Gusion, Ling, and Arlott are frequent jungle picks, Khufra's Bouncing Ball skill cancels every dash-based movement skill in the game. That mechanic becomes an A-tier ability the moment the enemy draft commits to two or more dash heroes.
His Tyrant's Revenge hook and Pissed Off ultimate provide reliable setup CC. He lacks Lolita's raw survivability and Gloo's sustain, but his anti-mobility kit is the most targeted counter-pick tool in the roamer pool. Draft him when you know what you're walking into.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite.
Item path: Tough Boots, Dominance Ice, Antique Cuirass, Athena's Shield, Oracle, Immortality.
Battle spell: Flicker for the Tyrant's Revenge plus Flicker combo to guarantee hook distance. Revitalize in slower, siege-based compositions.
Atlas
51.8% win rate. The best teamfight ultimate in the game, when it lands.
Atlas detaches his body to roam independently and link to nearby enemies. His Perfect Match ultimate pulls every linked enemy to a central point simultaneously, which is theoretically the strongest AoE initiation in MLBB. When it hits four enemies, it wins teamfights. When it hits nobody, it wastes 70 seconds of cooldown.
51.8% win rate at Mythical Honor reflects that variance. Atlas's ceiling is higher than any tank in the A tier, but his floor requires mechanical execution and teammate follow-up that solo queue does not guarantee. In a party of three or five, he can be argued into S tier. Alone, 51.8% is the honest answer.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite.
Item path: Tough Boots, Dominance Ice, Antique Cuirass, Athena's Shield, Immortality, Oracle.
Battle spell: Revitalize. The healing amplification synergizes with his Frigid Breath field during the ultimate setup. Flicker as a secondary for aggressive engage angles.
Edith
51.7% win rate. The tank who shoots back.
Edith is the roam pool's most mechanically unique entry. She pilots an ancient mech suit in tank mode, providing knockback and AoE crowd control, then ejects from the suit to deal ranged magic damage as a marksman. The dual-mode transition is triggered by her passive taking damage thresholds, meaning high-aggression enemy teams accelerate her into damage mode faster.
51.7% reflects her learning curve and composition dependency more than her actual ceiling. In coordinated play she punches significantly above A tier. In solo queue, the ejection timing and marksman phase positioning require situational awareness that drops her floor.
Emblem: Tank emblem in mech mode priority. Some players use the Support emblem for cooldown reduction on her CC skills.
Item path: Tough Boots, Thunder Belt, Dominance Ice, Antique Cuirass, Athena's Shield, Immortality.
Battle spell: Sprint or Flicker.
Fredrinn
50.7% win rate. The punching bag that punches back.
Fredrinn stores damage taken as Crystal Energy and converts it into true damage on his ultimate, Appraiser's Wrath. The mechanic is simple: the more damage he absorbs during a teamfight, the harder his ultimate hits. At full Crystal Energy, the true damage burst is comparable to a fed mage ultimate.
50.7% is honest. He's not dominant, but he's a functional flex pick between roam and EXP lane that fills the role of aggressive frontliner in compositions that need both durability and damage threat. His ban rate is low enough that he's almost always available.
Emblem: Tank emblem, Agility + Tenacity + Concussive Blast.
Item path: Tough Boots, Dominance Ice, Oracle, Antique Cuirass, Thunder Belt, Immortality.
Battle spell: Vengeance for maximum Crystal Energy accumulation. Flicker for engage setups.
#B Tier: Viable, Not Optimal
| Hero | Win Rate | Primary Issue |
|---|---|---|
| Tigreal | 50.1% | Flicker-dependent, readable initiation |
| Johnson | 50.1% | Requires coordinated passenger, predictable path |
Tigreal
50.1% win rate in a meta that has developed hard counters to every Flicker combo in the book. Tigreal remains beginner-accessible and his Implosion AoE pull is still high-value when it connects. The problem is that Mythical Honor lobbies have spent three seasons learning to bait and dodge the Flicker angle. His pull radius telegraphs the engage window, and experienced players simply move out of it.
He's not bad. He's predictable. At Mythical Honor, predictable tanks lose games.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite. Battle spell: Flicker. Non-negotiable.
Johnson
50.1% win rate, matching Tigreal almost exactly, which is fitting because they share the same core problem: their primary engage mechanic requires setup. Johnson's car transform needs a passenger who can deal burst damage on arrival, a pre-arranged coordinate that works in five-stack but falls apart in solo queue when your carry is buying items at 2:50.
He remains a legitimate pick in coordinated play. Alone in solo queue, the passenger RNG drops him firmly into B.
Emblem: Tank emblem, Agility + Tenacity + Brave Smite. Battle spell: Flicker. The car transform has no other practical initiation tool.
#C/D Tier: Below the Line
| Hero | Win Rate | Tier | Core Problem |
|---|---|---|---|
| Franco | 47.0% | C | Hook skill-shot, punished on miss |
| Gatotkaca | 47.1% | C | Global ult requires perfect timing |
| Hylos | 49.0% | C | Low mobility, outdone by S tier sustain |
| Chip | 46.7% | D | Portal mechanic requires team coordination |
Franco at 47.0% is the most misleading number on this list. His hook on paper is a win-condition. In practice, Franco at Mythical Honor hits roughly 40-50% of hooks against mobile targets, which means he spends half his cooldowns doing nothing. The meta's dash-heavy junglers simply walk out of the hook path. A missed hook leaves him with no initiation tool for five seconds and no movement speed to close the gap.
Gatotkaca at 47.1% should sting more than it does given his kit on paper. The global ultimate that crashes into any targeted area sounds impactful. The taunt from his passive that taunts attackers and his Blast Iron Fist AoE damage are legitimate tools. But his base kit without the ultimate is one of the weakest pure-tank kits in the game, and the ultimate requires perfect timing and map vision to land on the right target in a fight that's already resolved by the time most players find the angle.
Hylos at 49.0% was stronger in patches where Revitalize was the dominant roamer spell and his HP-to-mana conversion kept him in fights indefinitely. That window has passed. His ring-of-punishment passive damage requires enemies to stand near him, which no Mythical Honor player voluntarily does. S tier alternatives provide more CC and more initiation at comparable HP totals.
Chip at 46.7% is a genuine D tier entry. His portal mechanics are theoretically strong, but 46.7% confirms what high-rank players have been saying for months: the portals require team coordination that does not exist in solo queue, and without coordination, he's a tank with below-average CC and below-average survivability. Moonton has not addressed his kit issues in Patch 2.1, and the data reflects it.
#Emblem Reference: Roam Lane
| Emblem | Recommended Talents | Best On |
|---|---|---|
| Tank | Agility + Tenacity + Brave Smite | Lolita, Gloo, Khufra, Atlas, Hilda |
| Tank | Agility + Tenacity + Concussive Blast | Fredrinn, Hilda (damage-first) |
| Support | Festival of Blood + Focusing Mark | Kaja, Johnson (support build) |
| Assassin | Killing Spree | Kaja (kill-pressure variant) |
For a full breakdown of emblem configurations by role, the MLBB Emblem Guide 2026 covers every setup in detail.
#Priority Picks by Scenario
The full tier list above assumes a general draft. In practice, pick based on what the enemy gives you:
Enemy has two or more dash heroes: Khufra. No alternative comes close in this scenario.
Enemy is marksman-heavy (Hanabi, Ixia, Karrie): Lolita. The projectile block alone neutralizes two of those three heroes.
Your team needs pick potential: Kaja or Franco. Kaja if you can trust your carry to follow up. Franco only if you're confident in your hook accuracy.
Your team needs sustained frontline pressure: Gloo or Hilda. Both provide self-sufficient regen without requiring specific team compositions to function.
You're solo-queuing and want consistent results: Lolita or Gloo. Both sit above 55% win rate and both work without pre-arranged team synergy.
The tank meta in Season 39 rewards tanks who can function independently. Lolita blocks projectiles whether or not your team peels properly. Gloo regenerates in brush regardless of rotation timing. That self-sufficiency is exactly why they sit above 55% while Johnson and Tigreal plateau at 50.1% waiting for coordination that never arrives.