Irithel is a mobile critical-strike Marksman who keeps firing while Leo moves. Pick her when your draft can protect a sustained damage dealer and the enemy must walk into her range; avoid blind picks into movement locks, long-range burst, or dive that reaches her before she can build Jungle Heart.
| Role | Strength | Risk | Best job |
|---|---|---|---|
| Marksman / Gold Lane | High offense, mobile attacks, area critical damage | Low durability, limited control, no true blink | Kite at the edge of a fight and punish grouped targets during Heavy Crossbow |

Jungle Heart lets Irithel fire while moving. Each attack releases two bolts with reduced per-bolt scaling, movement builds up to ten Jungle Heart units, and the next attack can add another bolt.
When: Keep moving between shots so the empowered bolt arrives without giving up distance.
Do not: Do not stand still and throw away the passive's core advantage.


Strafe damages an area and reduces Physical Defense for three seconds, making it the correct opener before the sustained attack sequence.
When: Cast before the main attack window so every following physical hit benefits from the Defense reduction.
Do not: Do not spend it on an empty area when the teamfight attack window is about to start.


Force of The Queen damages and slows nearby enemies. Its short range makes it a spacing tool when divers approach, not a reason to walk into danger.
When: Use when a diver enters close range or when the slow will preserve firing distance.
Do not: Do not step into melee range only to land the roar.


Heavy Crossbow makes Leo leap, grants Movement Speed, turns attacks into area damage for ten seconds, and accelerates Jungle Heart generation.
When: Activate as the fight starts, then use the leap and speed to hold an angle on several targets.
Do not: Do not leap into crowd control; it is mobility, not a true escape blink.

Priority: unlock Strafe at level 1, prioritize Strafe, use Force of The Queen as the backup upgrade, and level Heavy Crossbow whenever available.




Order: Heavy Crossbow → Strafe → Basic Attacks → Force of The Queen.
Why: The Ultimate starts the area-damage window, Strafe lowers Physical Defense, repeated attacks punish the group, and the roar protects Irithel when enemies close.
Do not: continue forward if hard control or an assassin has already reached Leo.






Order: Strafe → Basic Attacks → Force of The Queen → Basic Attacks → Heavy Crossbow → Basic Attacks.
Why: Strafe weakens the target first, movement keeps Irithel at range, the roar restores space, and Heavy Crossbow finishes once the trade is favorable.
Do not: continue forward if hard control or an assassin has already reached Leo.
Use Strafe before extended trades, keep moving for Jungle Heart, and protect HP until the first crit and sustain pieces are ready.
Rotate behind frontline control, use Sprint to hold the firing angle, and save Force of The Queen for the first diver.
Let tanks reveal their control before committing Heavy Crossbow. Range and uninterrupted movement matter more than one extra shot.
Assassin Emblem: Fatal, Bargain Hunter, and Quantum Charge. Use Sprint for a long movement window that supports Jungle Heart, kiting, chasing, and disengaging. Do not spend Sprint merely to enter a fight your frontline has not secured.
Marksman Emblem: Fatal, Weapon Master, and Quantum Charge with Inspire when the team can reliably peel. This raises front-to-back damage, but it gives up Sprint's safer repositioning; Flicker is the emergency alternative against sudden terrain or lock threats.
Role Emblems were locked on the observed account. Fatal, Bargain Hunter, Quantum Charge, Inspire, and Sprint were visible in current in-game setup rows; named alternatives were cross-checked against ONE Esports and MLBBHub guides accessed August 10, 2026.
These rows are a dated build sample. Copy the decision logic, not the rank number.
| Rank | WR / matches / power | Six-item order | When to copy | When not to copy |
|---|---|---|---|---|
| #1 losing passion | 69% / 785 / 11586 | Windtalker → Tough Boots → Haas' Claws → Berserker's Fury → Malefic Gun → Rose Gold Meteor | Balanced crit, sustain, range, and a late magic shield. | Hard physical dive is the main threat. |
| #2 Soma Yukihir... | 67% / 749 / 10842 | Tough Boots → Windtalker → Berserker's Fury → Haas' Claws → Malefic Gun → Great Dragon Spear | Ultimate-linked movement from Great Dragon Spear matters more than a shield. | The enemy magic burst can immediately reach Irithel. |
| #3 Jamess | 61% / 790 / 9931 | Tough Boots → Windtalker → Haas' Claws → Berserker's Fury → Malefic Gun → Great Dragon Spear | A conventional lane order with early durability from Tough Boots. | Crowd control is low and damage boots would create more pressure. |
| #4 AVRE GOD'... | 68% / 416 / 9744 | Windtalker → Tough Boots → Haas' Claws → Berserker's Fury → Malefic Gun → Great Dragon Spear | Windtalker first for immediate wave and movement tempo. | Lane survival demands boots before attack speed. |
| #5 Denzy is Bor... | 63% / 667 / 9529 | Tough Boots → Windtalker → Berserker's Fury → Malefic Gun → Haas' Claws → Rose Gold Meteor | A safer late build with Rose Gold Meteor instead of Great Dragon Spear. | The match needs maximum ultimate-linked chase speed. |
Current in-game build sample observed on August 9, 2026 in MLBB 2.1.88.12027. Rankings and statistics can change.
| Item | Observed purpose | When to buy | When not to buy | Seen in ranks |
|---|---|---|---|---|
Windtalker | +35% Attack Speed; +20% Crit Chance; +20 Movement Speed. Typhoon periodically makes the next Basic Attack hit up to three enemy units for Magic Damage. | Use for early attack speed, movement, crit chance, and faster wave pressure. | Skip a rushed Windtalker when immediate sustain is required. | #1, #2, #3, #4, #5 |
Tough Boots | +40 Movement Speed; +18 Magic Defense. Fortitude reduces crowd-control and slow duration by 25%. | Use against magic damage, repeated crowd control, or slows that break the firing angle. | Do not buy purely by habit when physical basic attacks are the real danger. | #1, #2, #3, #4, #5 |
Haas' Claws | +40 Physical Attack; +15% Attack Speed; +20% Crit Chance; +20% Lifesteal. Frenzy grants Attack Speed after critical strikes. | Use for crit-linked attack speed and lifesteal that stabilizes long fights. | Delay if the enemy can burst Irithel before lifesteal matters. | #1, #2, #3, #4, #5 |
Berserker's Fury | +60 Physical Attack; +25% Crit Chance; +30% Crit Damage. Critical Basic Attacks deal additional True Damage. | Use as the central crit-damage spike after enough lane stability. | Do not rush without the attack frequency or sustain to deliver repeated critical attacks. | #1, #2, #3, #4, #5 |
Malefic Gun | +40 Physical Attack; +20% Attack Speed; 30% Physical Penetration. It increases Basic Attack range and grants brief Movement Speed on hit. | Use for Physical Penetration, longer Basic Attack range, and safer moving fire. | Delay when enemy Physical Defense is still low and protection is urgent. | #1, #2, #3, #4, #5 |
Rose Gold Meteor | +30 Physical Attack; +20% Attack Speed; +10% Lifesteal. Dragon Scale builds Hybrid Defense and Lifeline grants a low-HP shield and Movement Speed. | Use against magic burst or low-HP collapse while keeping offensive stats. | Do not treat its shield as permission to stand inside crowd control. | #1, #5 |
Great Dragon Spear | +70 Physical Attack; +10% Cooldown Reduction; +20% Crit Chance. Casting the Ultimate grants 30% Movement Speed for 7.5 seconds on a 15-second cooldown. | Use when Heavy Crossbow should also start a long chase or escape window. | Skip when its Ultimate-linked speed will be wasted or a defensive shield is more valuable. | #2, #3, #4 |
Item effects were observed in-game through true long presses. Equipment icons use a community database mirror; the current displayed tooltips and dated build rows define this matrix.
Valir and Hylos slow or hold enemies so Irithel can keep firing while moving. Follow their control instead of entering first.
Badang and Silvanna can restrict movement and erase Irithel's kiting advantage. Hold Sprint or Flicker until their lock is committed.
Miya and Alpha are easier to pressure when Irithel keeps range and continuously moves. Do not chase beyond allied protection.
| HP | Mana | Physical ATK | Physical DEF | Magic DEF | Attack Speed | Movement SPD |
|---|---|---|---|---|---|---|
| 2260 | 0 | 125 | 16 | 15 | 1.03 | 260 |
These are level-one values shown without skin, equipment, emblem, or in-match bonuses.
| Skin preview | Skin | Tag | Availability note |
|---|---|---|---|
![]() | Hellfire | Epic | 899 Diamonds; Purchase visible |
![]() | Silver Cyclone | Basic | 269 Diamonds; Purchase visible |
![]() | Nightarrow | Star | 03/2018 Starlight Member |
![]() | Sagittarius | Zodiac | Zodiac Summon |
![]() | Astral Wanderer | Luckybox | Limited-time Event |
![]() | Monster SP Rider | Ducati | Limited-time Event |
![]() | Checkered Knight | Star | 02/2025 Starlight Member |
Shop availability was observed in-game on August 9, 2026; server time was cross-checked at 08/09/2026 08:38. Event, summon, and membership labels are availability snapshots, not permanent direct-sale promises.
Abandoned beneath a red moon, Irithel was rescued and raised by a smilodon matriarch. She grew beside Leo, learned to defend the Moonlit Forest, and slowly opened herself to human language and friendship after meeting Nana. Her crossbow and bond with Leo carry the memory of the family that gave her a second life.
Sprint is the safest default because it supports moving attacks, chase, and disengage. Inspire is the protected damage option; Flicker answers sudden terrain or lock threats.
Max Strafe first, use Force of The Queen as the backup upgrade, and level Heavy Crossbow whenever available.
Use Heavy Crossbow, Strafe, and moving Basic Attacks, then cast Force of The Queen when an enemy closes the gap.
Use it when magic burst or a low-HP collapse threatens the firing window. Great Dragon Spear is stronger when Ultimate-linked movement matters more.
Movement locks and hard crowd control are the main danger. Badang and Silvanna can remove the space she needs to kite.
Irithel wins by moving through the entire damage window. Lower Physical Defense before firing, protect Force of The Queen for close threats, choose Sprint or Inspire for the draft, and treat each Pro Setup as a dated decision sample rather than an automatic build.
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