Lancelot is a high-mobility Assassin who turns unmarked targets into dash resets, stacks Soul Cutter before contact, and uses two untargetable or invincible windows to burst the back line. Pick him when your draft can create a clear jungle tempo and enemy carries lack reliable anti-dash zones. Avoid blind first-entry dives into suppression, dash denial, or tightly layered crowd control.

| Role | Strength | Risk | Best job |
|---|---|---|---|
| Assassin / Jungle | Dash resets, burst, objective tempo, short invulnerability chains | Anti-dash zones, suppression, missed Sword Marks, and poor target spacing | Use creeps or the front line as a springboard, delete a priority carry, then leave on a fresh mark |

Each time Lancelot charges, his damage is increased by 7.5% for 4 seconds, up to 30%.
When: Stack it through planned charges before committing to the carry. Why: Four charges reach the 30% damage cap and improve the whole burst sequence. Do not: Do not waste charges on a route that leaves no reset for entry or exit.
Notes: Blink: Movement ability that can pass through obstacles.


Lancelot charges in the target direction, dealing 150 (+50% Total Physical Attack) Physical Damage to enemies along the way and applying a Sword Mark to the first unmarked enemy hit. The Sword Mark lasts 3 seconds. Applying a Sword Mark resets the skill cooldown.
When: Dash through an unmarked unit when it creates another reset and a safe angle. Why: A successful Sword Mark immediately refreshes Puncture, turning each fresh unit into mobility. Do not: Do not dash twice through the same marked target expecting another reset.
Notes: Blink: Movement ability that can pass through obstacles. Physical Damage Skill: Deals Physical Damage to enemies and triggers Spell Vamp.


Lancelot strikes in the target direction three times, each dealing 220 (+120% Extra Physical Attack) Physical Damage. Damage is reduced when multiple enemies are hit. He is untargetable during the process; enemies in the center take all three hits and are slowed by 20% for 0.5 seconds, and the slow can stack.
When: Center the target when possible so all three strikes land. Why: The center hit concentrates damage while Lancelot is untargetable. Do not: Do not cast at maximum range without checking whether the center can connect.
Notes: Extra Physical Attack excludes base Physical Attack and level-up growth. Spell Vamp recovery depends on Skill Damage, Spell Vamp, and the skill-specific Spell Vamp Ratio; the panel shows 50% for Thorned Rose.


After a short delay, Lancelot performs an executioner's strike in the target direction, dealing 350 (+170% Total Physical Attack) Physical Damage. He is invincible throughout the process.
When: Aim through the carry's escape route and bridge the vulnerable gap after Thorned Rose. Why: The ultimate adds burst, movement, and an invincible window that can dodge a key response. Do not: Do not use it only for travel when the enemy can punish the next cooldown window.
Notes: Invincible grants Control Immunity, Damage Immunity, and Untargetable status. Untargetable does not remove existing effects or damage over time. Physical Damage Skill triggers Spell Vamp.





Puncture through a front target, land Thorned Rose on the back line, use Phantom Execution through the carry, then Puncture again to chase or retreat. Keep the last dash flexible instead of spending every reset forward.


Chain Puncture through fresh minion marks to clear and stack Soul Cutter, then use Thorned Rose when the enemy walks into the center. Do not consume the final unmarked minion if it is your exit.
Protect the first clear, reach level 4 on time, and treat every unmarked creep as a route resource. Take clean ganks after the dash path is visible; do not gamble the first buff on an unsupported invade.
Play around Turtle, isolated side-lane targets, and enemy skill cooldowns. Approach from a side angle so Puncture crosses a front target before Thorned Rose reaches the carry.
Wait for anti-dash control to show, then enter second. One failed reset can end the fight, so keep Phantom Execution or one fresh Sword Mark for the exit.
Rupture improves early penetration, Seasoned Hunter supports jungle and objective tempo, and Killing Spree helps Lancelot survive after the first takedown. Use Lethal Ignition only when the draft rewards a shorter pure-burst window more than post-kill recovery.
All five sampled in-game Pro Setups displayed Retribution. Ice Retribution is the safest default because its slow keeps a mobile carry inside the follow-up line. Do not take a lane spell when you are responsible for jungle objectives.
The locked or partial Emblem controls were supplemented by current MLBBHub Lancelot references accessed August 10, 2026; the spell choice is also visible in the current in-game build sample.
Each card is one Pro Setup snapshot from the game UI: equipment, emblem line, and battle spell. One screenshot per setup — no second equipment icon strip. Snapshot: August 9, 2026.

Sample stats: 68% WR · 408 matches · 10188 power
Equipment order: Behemoth Hunter's Tough Boots → War Axe → Brute Force Breastplate → Endless Battle → Queen's Wings → Malefic Roar
When: Default jungle path when control resistance, skirmish stats, and late armor penetration all matter.
Do not: Do not copy blindly if the enemy has almost no control or needs a different defensive final slot.

Sample stats: 79% WR · 664 matches · 9957 power
Equipment order: War Axe → Behemoth Hunter's Tough Boots → Endless Battle → Brute Force Breastplate → Malefic Roar → Queen's Wings
When: War Axe first when you want earlier skirmish power before finishing boots.
Do not: Do not force this if early magic control already denies the first dive.

Sample stats: 59% WR · 489 matches · 9188 power
Equipment order: War Axe → Behemoth Hunter's Tough Boots → Endless Battle → Brute Force Breastplate → Rose Gold Meteor → Queen's Wings
When: Rose Gold Meteor when magic burst is the main threat on entry.
Do not: Skip Rose Gold if physical damage is the only real threat.

Sample stats: 67% WR · 302 matches · 8582 power
Equipment order: War Axe → Behemoth Hunter's Tough Boots → Endless Battle → Brute Force Breastplate → Malefic Roar → Queen's Wings
When: High-tempo jungle core with Malefic Roar before Wings.
Do not: Do not lock penetration early into low-armor targets if you still need survival.

Sample stats: 78% WR · 258 matches · 8568 power
Equipment order: War Axe → Behemoth Hunter's Tough Boots → Endless Battle → Brute Force Breastplate → Queen's Wings → Malefic Roar
When: Wings before Malefic Roar when longer fights and low-HP survival matter more.
Do not: Do not delay penetration forever into heavy armor stacks.
Key items from the observed builds. One card per item with a full-size icon.
Tough Boots / Behemoth Hunter's Tough Boots
+40 Movement Speed and +18 Magic Defense. Fortitude reduces control/slow duration by 25%. Hunter blessing adds True Damage over time to creeps.
When: Enemy control or magic damage interrupts the reset chain.
Do not: Little crowd control and faster cooldown boots create more value.
War Axe
+35 Physical Attack, +400 HP, +10% CDR, +8% Hybrid Lifesteal. Fighting Spirit stacks Physical Attack and adds True Damage at full stacks.
When: You need sustained skirmish stats and a full-stack payoff.
Do not: You only get one instant burst and cannot stay in combat to stack it.
Brute Force Breastplate
+800 HP, +20 Physical Defense, +10% CDR. Stacks Adaptive Attack and Movement Speed; full stacks cut control duration.
When: You need HP, Physical Defense, and movement while cycling skills.
Do not: Magic burst is the only real threat.
Endless Battle
+60 Physical Attack, +250 HP, +10% CDR, +5% Movement Speed. Divine Justice empowers the next Basic Attack after a skill.
When: You can weave a Basic Attack after Puncture.
Do not: You cannot safely touch the target between skills.
Queen's Wings
+750 HP, +30 Adaptive Attack, +10% CDR, +10% Spell Vamp. Stronger below 40% HP.
When: Long fights and low-HP survival decide the second rotation.
Do not: You never stay in range after the first burst.
Malefic Roar
+60 Physical Attack with high Physical Penetration.
When: Enemy front line and carries build enough armor to blunt your burst.
Do not: Targets are already low-armor and you need another defensive tool first.
Rose Gold Meteor
Physical Attack, Magic Defense, and a damage-reducing shield after taking skill damage.
When: Magic burst is the main threat on entry.
Do not: The enemy is almost entirely physical.
| Group | Heroes | Mechanism | Action |
|---|---|---|---|
| Best partners | Group control lines targets up for Thorned Rose; Angela adds protection while Lancelot commits. | Enter after the setup begins, not before it. | |
| Hard threats | Their zones or responses punish repeated dashes and can erase the reset route. | Track the anti-dash skill and hold Phantom Execution for its timing. | |
| Favorable targets | Long-range mages have delayed or positional skill patterns that Lancelot can cross quickly. | Approach from the side and keep one mark for the escape. |
The hero-page bars measure approximately 46% Durability, 54% Offense, 18% Control Effect, and 54% Difficulty from the current in-game screenshot. These are pixel measurements, not hidden game ratings.
| Stat | Level-one value |
|---|---|
| HP | 2549 |
| HP Regen | 7.0 |
| Mana | 500 |
| Mana Regen | 4.0 |
| Physical Attack | 124 |
| Physical Defense | 16 |
| Magic Defense | 15 |
| Attack Speed | 1.08 |
| Movement Speed | 260 |
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Lancelot is the brilliant but arrogant prodigal son of House Baroque. After his overconfidence left him seriously wounded near Azure Lake, Odette cared for him; the encounter changed his path and deepened the bond behind the Blade of Roses identity.
Learn and prioritize Thorned Rose, keep Puncture as the backup upgrade, and level Phantom Execution whenever available.
Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree is the safest jungle default. Lethal Ignition is a burst alternative.
Use Retribution in the jungle. Ice Retribution is the default when sticking to mobile targets matters.
It resets only when Lancelot applies a Sword Mark to the first unmarked enemy hit. Repeating a marked target does not create another reset.
Minsitthar and Phoveus restrict repeated movement. Wait for their anti-dash response or attack from a different angle instead of forcing the standard route.
Lancelot rewards route planning more than raw speed. The reliable plan is to stack Soul Cutter, preserve fresh Sword Marks, center Thorned Rose, and connect the two protection windows without surrendering the exit. If the enemy draft can lock every dash, choose a simpler jungler; if the back line is reachable, Lancelot can turn one front target into a direct route to the carry.
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