Layla is a long-range Marksman who converts safe spacing into higher damage. She has no built-in dash, so every strong match is built on the same discipline: win lane with Magic Mark trades, keep a tank-sized gap between you and enemy divers, and use Malefic Bomb's range and Movement Speed before committing to repeated Basic Attacks.
Stay at maximum range, prioritize Malefic Bomb, and attack the nearest safe target. The official teamfight order is Malefic Bomb → Void Projectile → Destruction Rush → Basic Attacks. Use Custom Marksman Emblem with Fatal, Weapons Master, and Weakness Finder; Flicker is the default spell because Layla has no dash.

| Role | Specialty | Best job | Main risk |
|---|---|---|---|
| Marksman | Finisher / Damage | Back-line sustained Physical Damage | No built-in dash |
| Durability | Offense | Control | Difficulty |
| 19% | 82% | 18% | 28% |
Malefic GunPassive: damage increases with distance from 100% to 115% at six units; the bonus does not apply to Turrets.

you can hold maximum range behind your front line.
Every step backward can raise damage while keeping Layla outside short retaliation ranges.
Do not walk forward for one extra Basic Attack if it removes the distance bonus or exposes you to a dive.
Malefic Bomb6.0s cooldown, 35 mana. Deals 200 (+80% Total Physical Attack) Physical Damage to the first enemy hit and can Crit. On hit, Basic Attacks and Void Projectile gain range for 3s; Layla gains 60% decaying Movement Speed, doubled in duration on a hero hit.

you can hit a hero or front minion and immediately use the range and speed window.
It starts the official teamfight combo, extends safe reach, and creates a short repositioning burst.
Do not fire it into empty space before an objective fight; missing removes both range and movement leverage.
Void Projectile7.5s cooldown, 70 mana. Deals 170 (+65% Total Physical Attack) Physical Damage in an area and marks the target for 3s. Hitting the mark deals 100 (+35% Total Physical Attack) extra area damage and stuns for 0.25s.

several enemies are clustered or you can immediately detonate the Magic Mark.
The mark turns the next hit into extra area damage and a brief interrupt, buying another safe attack.
Do not spend it only for poke if a diver is about to enter; the mark detonation is Layla's only kit-based control.
Destruction Rush37.0s cooldown, 130 mana. Passively increases Basic Attack and Void Projectile range by 0.6 units per rank and slightly increases sight range; the active line blast deals 500 (+150% Total Physical Attack) Physical Damage.

enemies align, a fleeing target is beyond Basic Attack range, or the line can hit several heroes.
The active has high scaling and the passive makes every later positioning decision more forgiving.
Do not open every fight with it from maximum distance if waiting can secure a multi-target hit or finish an escape.
Take Malefic Bomb at level 1 and prioritize Malefic Bomb, with Void Projectile as the backup upgrade. Level Destruction Rush whenever available. Why: Malefic Bomb improves the range and speed window that makes Layla safe enough to deal damage. Do not split early points evenly.
Malefic Bomb→
Void Projectile→
Destruction Rush→
Basic AttacksWhen: your front line has contact and Malefic Bomb can hit a hero. Why: the first hit expands range, Void Projectile applies a detonatable mark, the Ultimate punishes an aligned team, and Basic Attacks finish from safety. Do not: walk forward to force Void Projectile after Malefic Bomb misses.
Void Projectile→
Malefic Bomb→
Basic AttacksOrder: Void Projectile → Malefic Bomb → Basic Attacks. When: the enemy approaches the wave and cannot instantly all-in. Why: Void Projectile applies Magic Mark, Malefic Bomb detonates it while granting range and speed, and the extra-range attacks extend the trade. Do not: spend both skills when the river is dark.
Last-hit from range and keep Void Projectile available when a diver can enter. Use the laning combo after the opponent spends a movement skill. Do not chase beyond the wave; Layla's damage improves with distance.
Take the safest farm path and arrive at Turtle or Lord behind your roamer. When a side lane is dark, stop at the tower line. Why: one extra wave is not worth losing the marksman before an objective.
Attack the nearest safe target and preserve Flicker for the first real gap-close. Use Destruction Rush when enemies align or to finish beyond attack range. Do not flash forward for a kill that exposes the base fight.
Talents: Fatal, Weapons Master, Weakness Finder.
When: use this in most drafts. Why: Crit, item-stat amplification, and slow pressure support long-range repeated attacks, while Flicker supplies the instant reposition Layla's kit lacks. Do not: spend Flicker forward unless the decisive threat is already gone.
Replace Weakness Finder when lane sustain and repeated repositioning matter more than slow pressure. Do not treat the heal and speed as permission to stand inside dive range.
Inspire: use only with reliable peel and a clear free-hit window. Purify: use against several removable hard controls. Do not expect Purify to clear Suppression.
Sources: Layla S39 emblem variants, Marksman talent definitions, and Battle Spell mechanics; accessed July 29, 2026.
The top-five in-game sample converged on Windtalker, Berserker's Fury, Haas' Claws, and Malefic Gun. The shared core covers wave clear, Crit scaling, sustain, and armor penetration. These are dated examples, not one-click prescriptions; adapt the last slots to the actual lane, damage type, healing, armor, and control threats.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Warrior Boots | Windtalker | Berserker's Fury | Haas' Claws | Malefic Gun | Sea Halberd |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Windtalker | Berserker's Fury | Haas' Claws | Malefic Gun | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Warrior Boots | Windtalker | Berserker's Fury | Haas' Claws | Malefic Gun | Sea Halberd |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Haas' Claws | Swift Boots | Windtalker | Berserker's Fury | Blade of Despair | Malefic Gun |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Rapid Boots | Sky Piercer | Windtalker | Malefic Gun | Haas' Claws | Berserker's Fury |
Current in-game Pro Setup snapshot.
| Item | What it solves | Buy when | Do not buy when |
|---|---|---|---|
Warrior Boots | Physical-defense boot | early Physical poke or repeated Physical hits threaten lane | Do not buy when the main threat is Magic burst or control duration. |
Rapid Boots | Fastest rotation boot with slow reduction | you need spacing speed and slows are the main catch tool | Do not buy when you need direct defense to survive the first burst. |
Swift Boots | Attack-speed boot | your protection is strong and faster early DPS is safe | Do not buy when assassins can erase you before attack speed matters. |
Windtalker | Attack speed, Crit, movement, multi-target proc | you need wave clear and smooth Crit scaling | Do not buy when anti-heal or penetration is urgently required first. |
Berserker's Fury | Crit chance and Crit damage | you already have attack speed and can free-hit | Do not buy when you cannot survive long enough to deliver repeated Crits. |
Haas' Claws | Lifesteal with Crit and attack-speed payoff | sustained front-to-back fights let you keep firing | Do not buy when burst or anti-heal prevents meaningful recovery. |
Malefic Gun | Physical Penetration and 12% Basic Attack range | front liners stack Physical Defense or spacing decides fights | Do not buy when the enemy has little armor and you still lack core Crit. |
Sea Halberd | Anti-heal and bonus damage into higher extra HP | healing, shields, or high-HP front liners are deciding fights | Do not buy when the enemy has no meaningful recovery and another item gives a clearer breakpoint. |
Blade of Despair | Maximum raw Physical Attack and low-HP finish | you are ahead and need the strongest damage conversion | Do not buy when you need penetration, anti-heal, or survival first. |
Sky Piercer | Execute threshold with kill-based stacks | your team is snowballing and deaths are unlikely | Do not buy when you are behind or repeatedly being caught, because deaths remove stacks. |
The relationship names and hero pairings below follow the official Layla profile dataset. Read the mechanism first, then choose the action that preserves maximum range.
| Official relationship | Heroes | Mechanism | Play action |
|---|---|---|---|
| Counters | Layla's relatively longer attack range punishes slow Tanks. | Hit the nearest front liner from maximum range, then step back before the engage reaches you. | |
| Countered by | High-burst Assassins can jump onto Layla and remove her before she can sustain fire. | Hold Flicker and Void Projectile for the dive; do not show alone on a side wave. | |
| Compatibility | Tanks that protect the back line create more safe time for Layla to deal damage. | Stand behind their control and body-blocking; never walk ahead of the protector. | |
| Best teammates | Harith's mobile pressure can pull attention away from Layla's firing lane. | Commit to repeated attacks after Harith draws the first control cooldowns. | |
| Best counters | Bruno can front-load burst when he closes the edge of Layla's range. | Trade only after Malefic Bomb grants extra range and movement speed; disengage when that window ends. | |
| Most countered by | Sun's clones create extra bodies and make target selection less reliable. | Use attack targeting carefully and keep Void Projectile for the real hero's approach. | |
| Not compatible | Two protected back-line Marksmen compete for farm, peel, and the same safe space. | Assign clear lanes and protection priority, or avoid the double-Marksman draft. |
| HP | 2,320 | Mana | 500 |
|---|---|---|---|
| Physical ATK | 133 | Movement SPD | 250 |
| Physical DEF | 17 | Magic DEF | 15 |
| Attack Speed | 1.06 | Attack Speed Ratio | 100% |
| HP Regen | 5.4 | Mana Regen | 4 |
| Magic Power | 0 | Damage type | Physical |
Level-one stats as of July 29, 2026.
The in-game Shop returned eleven Layla cards. Prices and event labels are dated observations; always check the current Shop before spending.
| Preview | Skin | Series | Observed availability |
|---|---|---|---|
![]() | S.A.B.E.R. Breacher | S.A.B.E.R. | 899 diamonds / Purchase |
![]() | Blazing Gun | Blazing | 899 diamonds / Purchase |
![]() | Cannon and Roses | Valentine | Limited-time Event |
![]() | Bunny Babe | Starlight | 01/2017 StarLight Member |
![]() | Blue Spectre | Special | Limited-time Event |
![]() | Classic Malefic Gunner | Classic | Classic |
![]() | Miss Hikari | The Aspirants | Limited-time Event |
![]() | Twilight Waltz | Starlight | 10/2023 StarLight Member |
![]() | Paranormal Operative | Collector | Limited-time Event |
![]() | The Beacon | Legend | Limited-time Event |
![]() | Green Flash | Special | 299 diamonds shown / Owned |
Skin availability as of July 30, 2026.
Layla's story follows an Eruditio Ranger raised around Malefic Energy technology. Her giant cannon gives her exceptional reach, but her battlefield identity is not reckless firepower: she protects allies by controlling distance, reading threats early, and firing from positions that divers cannot reach cheaply.
In teamfights, use Malefic Bomb → Void Projectile → Destruction Rush → Basic Attacks. In lane, apply Magic Mark with Void Projectile, detonate it with Malefic Bomb, then use the extra range for Basic Attacks.
Take Malefic Bomb at level 1 and prioritize it, level Void Projectile second, and upgrade Destruction Rush whenever available.
Custom Marksman Emblem with Fatal, Weapons Master, and Weakness Finder is the default. Quantum Charge is a sustain and repositioning alternative.
Flicker is the safer default because Layla has no dash. Inspire is better only when your draft reliably creates a free-hit window.
Attack the nearest safe target. Do not walk through a Tank or control zone just to reach a low-health back liner.
No. The table records the in-game on July 29, 2026; prices, events, and rotations can change.
Yes. Layla teaches the most transferable Marksman skill: dealing maximum damage without giving the enemy a cheap way to reach you. Her mechanics are clear, but late-game positioning is unforgiving. Learn the mark trade, hold maximum range, preserve Flicker, and adapt the Pro Setup core to armor, healing, and dive pressure.
Review fundamentals in the MLBB Beginner Guide, compare roles in the MLBB Hero and Meta Guide, or study pick threats in the Franco Roam Guide.
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