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[Hero Techniques] Layla Guide after Project Next

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Post time 2021-3-17 07:49 AM | Show all posts |Read mode

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Edited by Vincenza@849 at 2021-3-17 07:49 AM

Layla Guide

Role: Marksman

Speciality: Reap, Damage

Laning Recommendation: Gold Lane

Abilities

Malefic Gun (Passive)
The damage of Layla's basic attacks and skills scales with the distance between her and the enemy, from 100% to 140%.

Malefic Bomb (1st skill, Burst)
Layla fires a Malefic Energy Bomb forward, dealing 200 (+80% Total Physical ATK) (Physical Damage) to the first enemy it hits. (This damage can be critical). Upon hitting ana enemy, Layla's Basic Attack range will be increased for 3s, and her Movement Speed will be increased by 60% which decays within the next 1,2s. (Upon hitting an enemy hero, the duration of Movement Speed gain ill be doubled).
                              Level 1     Level 2     Level 3     Level 4     Level 5     Level 6
Cooldown                6             6              6             6             6              6
Skill Cost                 40            45           50            55           60            65
Base Damage          200           240         280          320          360          400

Void Projectile (2nd skill, AOE, CC)
Layla fires an energy ball that explodes, dealing 170 (+65% Total Physical ATK) (Physical Damage) to the target and enemies within a certain range, slowing them by 30% for 1,2s. She applies (Magic Marks) to the enemies hit. While Layla hits an enemy with a (Magic Mark), she deals 100 (+35% Total Physical ATK) (Physical Damage) to nearby enemies and and slows them by 30% for 1,2s.
                              Level 1     Level 2     Level 3     Level 4     Level 5     Level 6
Cooldown                7,5           7,3          7,1           6,9          6,7           6,5
Skill Cost                 65            70           75            80           85            90
Base Damage          170           200         230          260          290          320
Extra Damage          100          120         140          160          180          200

Destruction Rush (Ultimate, AOE)
(Passive): increases the range of (Void Projectile) and Basic Attack by 0,6 yard(s). Slightly increases Layla's sight range upon each skill level-up. (Active): Layla fires an energy blast, dealing 500 (+150% Total Physical ATK) (Physical Damage) to enemies on the path.
                              Level 1     Level 2     Level 3
Cooldown                37            32           27
Skill Cost                 130          150          170
Range Increase        0,6           1,2          1,8
Base Damage          500           650         800

Emblem

Marksman Emblem
Base attributes: +7,5% Attack Speed, +6 Physical Penetration, +5% Physical Lifesteal, +5% Critical Chance, +17 Physical Attack.
1st Emblem Talent configuration (Bravery, Swift, Electro-Flash)
2nd Emblem Talent configuration (Fatal, Doom, Electro-Flash)

Spell

Inspire (in lower ranks)

Flicker (in higher ranks)

Equipment/Items

I don't suggest a particular build/equipment for Layla, but I suggest useful items for her. She usually needs 1 item for boots, at least 1 item with lifesteal, at maximum 1 item to survive (please don't consider Brody with 5 defensive items at the grand-finals of M2), at least 1 item with attack speed (without considering boots), at least 1 item with critical damage. As marksman, she doesn't need items with magical damage.

*boots
*item with mobility
*item with lifesteal
*item to survive
*item with critical damage
*item with penetration
*item with physical attack
*item with antiheal
*item with attack speed

Swift Boots***
+15% Attack Speed
Unique: +40 Movement Speed.

Haas' Claws**
+70 Physical Attack
Unique: +20% Physical Lifesteal.
Insanity: When HP drops below 40%, the hero will receive extra 10% Physical Lifesteal.

Demon Hunter Sword***
+35 Physical Attack
+25% Attack Speed
Devour: Basic Attacks will deal 9% of the target's current HP as additional physical damage (up to 60 against creeps and minions).
Devour: Each Basic Attack grants 3% Physical Lifesteal for 3s. Stack up to 5 times.

Endless Battle***
+65 Physical Attack
+5 Mana Regeneration
+250 HP
+10% Cooldown Reduction
+5% Movement Speed
+10% Physical Lifesteal
Divine Justice: In 3s after using skill, the caster's next Basic Attack will deal additional True Damage as much as 60% of Physical Attack with a Cooldown 1,5s.
Chase Fate: When Divine Justice's effect is triggered, it will increase the hero's Movement Speed 10%.

Windtalker***
+40% Attack Speed
+20 Movement Speed
+10% Critical Chance
Typhoon: Every 5-3s, Basic Attack hits 3 enemy units and deals 150-362 Magic damage. The Cooldown of this effect drops to the minimum when Critical Chance rises to 50%, while damage rises to the maximum when Attack Speed rises to 3. This attack can cause Critical Damage. To minions, deals 200% increased Damage.
Activate: Each time Typhoon is cast, one's Movement Speed will be increased 5% for a short time.

Scarlet Phantom***
+30 Physical Attack
+20% Attack Speed
+25% Critical Chance
Frenzy: Critical hits increase the hero's Attack Speed by 30% and Critical Chance by 5%. Last 2s.

Berserker's Fury**
+65 Physical Attack
+25% Critical Chance
Unique: +40% Critical Damage.
Doom: Critical hit will increase the hero's Physical Attack by 5% for 2s.

Malefic Roar**
+60 Physical Attack
Unique: +40% Physical Penetration.
Armor Buster: Ignores 20% of turret's Defense.

Hunter Strike**
+80 Physical Attack
+10% Cooldown Reduction
Unique: +15 Physical Penetration.
Retribution: Deals damage to an enemy hero or creep for 5 times in a row and improves Movement Speed by 30% for 3s. This effect has a Cooldown of 15s.

Blade of Despair**
+160 Physical Attack
+5% Movement Speed
Despair: Attacking enemy units those have HP below 50% will increase hero's Physical Attack by 25%. Lasts 2s. (Takes effect before damage is dealt).

Sea Halberd***
+80 Physical Attack
+25% Attack Speed
Life Drain: Basic Attack reduces enemy HP Regeneration Effect by 50% for 3s.

Wind of Nature****
+10 Physical Attack
+25% Attack Speed
+15% Physical Lifesteal
Active - Wind Chant: Immune to all Physical Damage. Last 2s. (Duration becomes half when used by non-marksmen). Cooldown 70s.

Rose Gold Meteor***
+60 Physical Attack
+30 Magical Defense
+5% Physical Lifesteal
Lifeline: Once the hero's HP falls below 30%, they generate a shield that absorbs 510-1350 damage (increases with level) that lasts for 3s. This effect has a Cooldown of 40s.

Queen's Wings***
+25 Physical Attack
+900 HP
+10% Cooldown Reduction
Demonize: Grants 30% Damage Reduction and 40% Physical Lifesteal hero's when HP is below 40% for 5s. Cooldown 60s.

Immortality*
+800 HP
+40 Physical Defense
Immortal: Resurrect 2,5s upon death and gets 15% Max HP and a shield that absorbs 220-1200 damage (increases with level that lasts for 3s. Cooldown 210s.

Athena's Shield*
+900 HP
+62 Magical Defense
+4 HP Regeneration
Shield: Can be triggered when taking Magic Damage. Reduces Magic Damage taken by 25% for 5s (including the Magic Damage that triggers this effect). You will be able to trigger this effect again only after leaving combat for 10s.

How to use Layla

Laning phase combo (Malefic Bomb - Void Projectile - Basic Attacks - Destruction Rush)
In the laning phase, Layla harasses he enemy with Malefic Bomb. Then, she casts Void Projectile to deal explosive damage. Lastly, with Destruction Rush actived, Layla finishes the enemy off without breaking a sweat.

Team fight combo (Void Projectile - Malefic Bomb - Basic Attacks - Destruction Rush)
In the team fight, Layla first uses Void Projectile to deal AOE Damage. Following up with Malefic Bomb, Layla detonates the Energy Mark on enemies to further deal damage. Lastly, after a few Basic Attacks coupled with Destruction Rush, enemies are for sure wiped out.

Positioning
Layla, as a marksman, must stay in the backlines because she is fragile. If your team has other marksmen, mages and supports, Layla must stay behind them too, in order to maximize her passive (remember to keep the maximum distance from enemies).

Notes

Layla must start matches in gold lane because she is a marksman and she needs items to become stronger in late game. During early game, her main priorities are to gain as much gold as possible killing minions and to destroy the 1st turret in gold lane. In this phase, it's better to avoid team fights because she is fragile and her damage isn't enough high. If possible, you can stay next to your allied turret. I recommend to remain in gold lane until that you buy some items, then you can join team fights continuing to farm until that you finish your build. Later, during late game, her main priorities are to join team fights, to kill lord, to defend allied turrets and base, and to destroy enemy turrets and base.
At level 1, I recommend to unlock Malefic Bomb because it has a longer range, while at level 2, I suggest to unlock Void Projectile. Don't forget to unlock Destruction Rush at level 4 and remember to maximize Malefic Bomb earlier than Void Projectile.
Layla's main weaknesses are low HP, low Physical Defense, low Magical Defense, low Movement Speed (common for every marksman) and enemy blinks (due to her passive). If enemies are going to gank you (please check the map), remember to use Malefic Bomb and Void Projectile.
During late game, Layla is able to attack enemy turrets and base without being hit by them and without the help of minions (however the damage becomes lower).
I use Electro-Flash as 3rd tier talent to improve her low mobility.
Her range is enough long that she can search Hanzo's true body or not to escape from Odette, Pharsa and Yve's ultimates (in these situations it's better to buy at least one between Athena's Shield, Gold Rose Meteor, Immortality and Queen's Wings), killing them, while other marksmen would escape. Furthermore, she can steal enemy buffs, turtle and lord, using Destruction Rush.
Layla mustn't buy roaming items (she is a marksman) and start matches in jungle (monsters, including buffs and except for lizard are melee, making her passive useless; therefore she mustn't use Retribution as spell and thus, she mustn't buy Machete Raptor: if your team has more marksmen, Layla must always start in gold lane). The only exceptions are in mirror mode.
































Post time 2021-3-19 05:30 PM | Show all posts
Hi @Vincenza@849

Thanks for your time to wrote this guide and sharing to us, really appreciate it.
IMO when using Layla and due to the lack of mobility on her, indeed that just need to play safe until late game with her longest range unlocked at max lvl and already has full items, she would be really good during late game.
 Author| Post time 2021-3-26 05:54 AM | Show all posts
Ncup.Ajh replied at 2021-3-19 05:30 PM
Hi @Vincenza@849

Thanks for your time to wrote this guide and sharing to us, really appreciate it.

Yes, I forgot to mention that Layla becomes very powerful during late game (in fact, towards the end of matches, I obtained many more kills respect to early game).
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