
Martis hero profile observed in-game in version 2.1.88.12027 on August 5, 2026.
Martis is a Fighter with Finisher and Charge specialties. He turns control immunity, damage reduction, and repeatable crowd control into a short window where the enemy cannot easily stop his approach.
The opposing carries have limited mobility, your team needs early jungle pressure, and fights are likely to produce one low-health target that starts a Decimation reset chain.
Franco- or Kaja-style Suppression bypasses the protection that normally makes Mortal Coil safe. High-sustain fighters can also survive the first rotation and punish his cooldown window.
Reach objectives first, force the initial HP advantage, then preserve Decimation for a real execute. A reset and movement burst should move Martis to the next target, not into five healthy enemies.

Each time Martis uses a skill, his Attack Speed will be increased by 30%, 120% maximum. Lasts 4s. He gains (+8*Hero Level) extra Attack at full stacks.
When / why / do not: Use any skill to build Attack Speed stacks, then spend the window on Basic Attacks while the enemy is controlled. Mortal Coil can build several stacks through one sequence. Do not cast abilities into empty space just to stack the passive before an objective; arriving with cooldowns missing wastes the benefit.

Asura's Wrath demonstrated in-game in version 2.1.88.12027, observed August 5, 2026; the public GIF excludes interface rails, loading frames, Replay controls, and static tail.

Martis draws enemies to a fan-shaped area in front of him and deals 350 (+130% Extra Physical Attack) Physical Damage, slowing them by 40% for 2s.
When / why / do not: Open when enemies can be pulled into the same fan, especially before Mortal Coil. The slow helps the multi-part second skill stay connected. Do not cast near a hostile turret if the small forward movement would drag Martis into an unsafe line.

Asura Aura demonstrated in-game in version 2.1.88.12027, observed August 5, 2026; the public GIF excludes interface rails, loading frames, Replay controls, and static tail.

Martis strikes in the target direction three times, each time dealing 225 (+120% Extra Physical Attack) Physical Damage to enemies hit. Enemies hit by the first and third strike are also knocked back. The attack direction can be changed once using the Joystick. Use Again: Martis leaps in the target direction, dealing 300 (+150% Extra Physical Attack) Physical Damage to enemies in his path and knocking them airborne. Martis gains Control Immunity and 60% Damage Reduction when casting this skill.
When / why / do not: Use the first and third strikes to push, redirect the third strike to change the target's escape path, then use the second cast for the airborne finish. Control immunity and 60% damage reduction make it the defensive center of the kit. Do not spend the second cast early when you still need it to cross a wall, follow a dash, or escape Suppression range.

Mortal Coil demonstrated in-game in version 2.1.88.12027, observed August 5, 2026; the public GIF excludes interface rails, loading frames, Replay controls, and static tail.

Martis lunges at a designated enemy hero, dealing 700 (+120% Total Physical Attack) Physical Damage (deals True Damage if the enemy's HP is below 50%). If the enemy is killed by this skill, Martis can cast the skill again within 10s and gains 100% extra Movement Speed that gradually decays over 5s. Each successive cast also increases the skill's damage by 15% (up to 30%).
When / why / do not: Cast when the target is genuinely inside execute range; below 50% HP the hit becomes True Damage. A kill grants a ten-second recast window and movement speed, so scan for the next weak target immediately. Do not force it into shields, Immortality timing, or a healthy frontline while the real carry is still unreachable.

Decimation demonstrated in-game in version 2.1.88.12027, observed August 5, 2026; the public GIF excludes interface rails, loading frames, Replay controls, and static tail.
Asura Aura → Mortal Coil first phase → Mortal Coil second cast → Basic Attacks → Decimation → chase → Decimation. In teamfights, engage using Martis' 1st Skill to gather enemies and slow them, then use his 2nd Skill to deal damage and knock them airborne, and continue with Basic Attacks. Finish enemies at low HP with his Ultimate, then chain more kills with the Ultimate. The rule is to gather first, keep Mortal Coil attached, and delay Decimation until the HP check is reliable. Do not burn the ultimate merely to add damage before the reset condition exists.
Asura Aura → Mortal Coil first phase → redirect → Mortal Coil second cast → Basic Attacks. In the laning phase, initiate with Martis' 1st Skill to gather enemies and slow them, then follow up with his 2nd Skill. Use his 2nd Skill again to stay on the enemy and knock them airborne, and continue attacking with Basic Attacks. The rule is to gather first, keep Mortal Coil attached, and delay Decimation until the HP check is reliable. Do not burn the ultimate merely to add damage before the reset condition exists.
Start Mortal Coil and use its multi-hit sequence to clear while stacking the passive. Contest river space only with lane priority. Martis is strong early, but losing Retribution timing for a low-value chase gives away the reason to jungle him.
Approach Turtle and first turrets from an angle that lets Asura Aura gather two targets. Absorb ordinary control with Mortal Coil, then decide whether to finish the sequence forward or redirect back toward your team. Secure the objective before chasing a reset.
Martis is no longer allowed to enter first without information. Wait for Suppression and major defensive items to be revealed, then use Mortal Coil across the first burst. One clean Decimation reset is more valuable than starting on a full-health tank.
Mortal Coil reduces damage and ignores ordinary control during the cast, but Suppression still stops Martis. Track Franco and Kaja before committing.
The leap is both follow-up and escape. Keep it until the target reveals a dash or the fight moves across terrain.
Decimation is strongest when it earns the reset. Test the target's shield and Immortality state instead of pressing it on cooldown.
Retribution and Seasoned Hunter exist to win Turtle and Lord. Secure the neutral objective first; the movement burst can chase afterward.
Sky Piercer rewards kills but loses Lethality stacks on death. When the team is behind, complete War Axe or a survival bridge before gambling on execute scaling.
Use Rupture, Seasoned Hunter, and Killing Spree. Rupture improves early penetration, Seasoned Hunter accelerates jungle and objective damage, and Killing Spree restores HP plus movement after a takedown, matching Decimation resets. Ice Retribution helps Martis stay attached. Do not take this route in lane, where Seasoned Hunter has little value.
Use Rupture, Festival of Blood, and Brave Smite when the job is to trade repeatedly and survive a longer side lane. Flicker adds entry, escape, and animation repositioning. Do not use the lane route when your team has assigned Martis the jungle objective role; Retribution is mandatory there.
The current in-game Pro Setup rows showed Retribution on visible jungle samples while the account's Emblem details were locked or partial. Talent names and role-specific alternatives were cross-checked against dated Martis guidance accessed August 6, 2026; no option was applied.
The rows below are a current in-game build sample observed on August 5, 2026. All five use Sky Piercer, while War Axe, Queen's Wings, Sea Halberd, Rose Gold Meteor, and Immortality shift with the match. Copy the logic, not the leaderboard position.
| Rank | Player shown | WR / matches / power | Six-item order | Snapshot | When to copy | When not to copy |
|---|---|---|---|---|---|---|
| 1 | Renzz. | 69% / 562 / 12279 | Ice Hunter's Tough Boots → Sky Piercer → War Axe → Queen's Wings → Rose Gold Meteor → Brute Force Breastplate | ![]() | Use the execute tempo when Martis is ahead and can reach low-health targets after the first objective fight. | Delay Sky Piercer or add defense sooner when deaths are likely to erase stacks or the enemy can burst through Mortal Coil's ending window. |
| 2 | ☆ALMIGHT... | 69% / 403 / 10201 | Tough Boots → Sky Piercer → War Axe → Queen's Wings → Sea Halberd → Rose Gold Meteor | ![]() | Use the execute tempo when Martis is ahead and can reach low-health targets after the first objective fight. | Delay Sky Piercer or add defense sooner when deaths are likely to erase stacks or the enemy can burst through Mortal Coil's ending window. |
| 3 | Xxclarkdanielx | 61% / 684 / 10072 | Ice Hunter's Tough Boots → Sky Piercer → Hunter Strike → War Axe → Queen's Wings → Rose Gold Meteor | ![]() | Use the execute tempo when Martis is ahead and can reach low-health targets after the first objective fight. | Delay Sky Piercer or add defense sooner when deaths are likely to erase stacks or the enemy can burst through Mortal Coil's ending window. |
| 4 | Kiritogod | 61% / 399 / 9926 | Tough Boots → Sky Piercer → Sea Halberd → War Axe → Queen's Wings → Immortality | ![]() | Use the execute tempo when Martis is ahead and can reach low-health targets after the first objective fight. | Delay Sky Piercer or add defense sooner when deaths are likely to erase stacks or the enemy can burst through Mortal Coil's ending window. |
| 5 | Levi Can't R | 62% / 688 / 9827 | Rapid Boots → Sky Piercer → Sea Halberd → Rose Gold Meteor → Blade of Despair → Immortality | ![]() | Use the execute tempo when Martis is ahead and can reach low-health targets after the first objective fight. | Delay Sky Piercer or add defense sooner when deaths are likely to erase stacks or the enemy can burst through Mortal Coil's ending window. |
Observed in-game in version 2.1.88.12027 on August 5, 2026.
| Item | Why it appears | Buy when | Do not buy when | Ranks |
|---|---|---|---|---|
Tough Boots | Movement, Magic Defense, and shorter control/slow duration protect the gap after Mortal Coil. Ice Hunter's blessing adds jungle damage in ranks 1 and 3. | magic damage or removable control blocks your entry | the enemy is overwhelmingly physical and control is light | 1, 2, 3, 4 |
Rapid Boots | Extra movement and slow reduction create faster rotations for the rank-5 tempo route. | you are snowballing through map speed | survival against a specific damage type matters more | 5 |
Sky Piercer | Adaptive Attack, movement, and an execute threshold reward Martis for chaining kills. | you are ahead and can protect Lethality stacks | the match is behind or repeated deaths are likely | 1, 2, 3, 4, 5 |
War Axe | Attack, HP, cooldown reduction, lifesteal, stacking attack, and full-stack True Damage reward extended melee contact. | fights last long enough to build stacks | you need an immediate anti-heal or defensive answer first | 1, 2, 3, 4 |
Queen's Wings | HP, attack, cooldown reduction, spell vamp, low-HP damage reduction, and higher damage help Martis survive to the execute window. | the enemy commits burst during your low-HP finish | you are being kited without reaching spell-vamp range | 1, 2, 3, 4 |
Rose Gold Meteor | Attack, speed, lifesteal, scaling hybrid defense, and a low-HP shield bridge the vulnerable post-cast window. | mixed damage threatens the reset attempt | physical anti-burst or anti-heal is the clearer need | 1, 2, 3, 5 |
Brute Force Breastplate | HP, Physical Defense, cooldown reduction, movement, adaptive attack, and control-duration reduction stack during continued combat. | physical damage and repeated contact dominate | a burst mage is the only threat | 1 |
Sea Halberd | High attack, attack speed, reduced shield/regen, and extra damage into higher bonus HP stop sustain from denying Decimation. | healing, shields, or HP stacking are visible | the enemy has little sustain and you need a core damage spike | 2, 4, 5 |
Hunter Strike | Attack, cooldown reduction, penetration, and a repeated-hit movement burst support early jungle ganks. | you need penetration and chase speed | the fight requires anti-heal or durability first | 3 |
Immortality | HP, Physical Defense, and resurrection buy a second chance after an aggressive reset attempt. | late fights hinge on surviving one lethal counterattack | the passive is down or damage is too low to reach execute range | 4, 5 |
Blade of Despair | Very high Physical Attack, movement, and extra attack into low-HP enemies raise Decimation's finishing ceiling. | the core is complete and you can safely reach targets | one defensive item would create more total damage uptime | 5 |
Effects were verified from 30 true long-press in-game captures. Tough Boots and Ice Hunter's Tough Boots share one base matrix row while the jungle blessing remains visible in the setup order.
Alpha and Khaleed start fights and hold targets where Martis can follow with Asura Aura. Chip moves the team rapidly to a skirmish. Arrive second, gather the damaged targets, and preserve Decimation for the first reliable reset.
Thamuz and Fredrinn survive the first burst and punish Martis when Mortal Coil ends. X.Borg also makes a quick execute unreliable through layered durability. Apply anti-heal, disengage after the first sequence, and re-enter instead of extending blindly.
Layla and Odette struggle to escape the gather-into-knock-up chain once Martis reaches them. Khufra can be favorable when Martis times control immunity through ordinary control, but Suppression from other heroes still demands caution.
Harith wants a similarly fast, dive-heavy fight but does not supply the reliable setup or frontline that Martis needs. Avoid stacking mobility without someone who can reveal targets and absorb the first response.
| HP | 2560 | HP Regen | 7 | Physical ATK | 128 |
|---|---|---|---|---|---|
| Physical DEF | 25 | Attack Speed | 1.08 | Attack Speed Ratio | 100% |
| Mana | 0 | Mana Regen | 0 | Magic DEF | 15 |
| Magic Power | 0 | Movement SPD | 260 | Role | Fighter |
Level-one values observed in-game on August 5, 2026, without equipment, Emblem, skin, or match modifiers.
Nine exact Martis Shop cards were accepted. Diamond prices appear only where Purchase was visible; Starlight, Luckybox, Zodiac, collaboration, and limited-event rows describe the observed Shop state rather than a permanent sale promise.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Wild Renegade | Epic | 899 Diamonds; Purchase shown |
![]() | Tyrant | — | 269 Diamonds; Purchase shown |
![]() | Searing Maw | Starlight | 05/2018 Starlight Member |
![]() | God of War | Luckybox | Limited-time Event |
![]() | Capricorn | Zodiac | Zodiac Summon |
![]() | Deathrock | Special | Limited-time Event |
![]() | Levi | Attack on Titan | Limited-time Event |
![]() | Darkwater Terror | Starlight | 11/2024 Starlight Member |
![]() | Warlord King | Elite | Limited-time Event |
Current in-game Shop snapshot observed August 5, 2026; limited labels and membership dates are observations, not guaranteed future availability.
The Shura clan measured greatness through psychic trials across thousands of secret worlds. Conquering three hundred earned the title Asura, but nobody had survived all three thousand. Martis trained relentlessly, advanced farther than every warrior before him, and still met repeated defeat in the final world. He refused to surrender. His desire for victory became the twin Asura's Teeth, and after a seemingly endless battle he completed the final trial. Martis returned as King Asura, the warrior who turned persistence into the defining law of his rule.
The five observed setups all used Sky Piercer. War Axe, Queen's Wings, Sea Halberd, Rose Gold Meteor, Hunter Strike, Brute Force Breastplate, Blade of Despair, and Immortality changed with tempo and threats. Keep Tough Boots with Ice Retribution as the reliable jungle start.
For jungle, use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree. EXP Lane can use Fighter Emblem with Rupture, Festival of Blood, and Brave Smite.
Retribution is mandatory in jungle, with Ice Retribution helping him stay attached. Flicker is the lane alternative for entry, repositioning, and escape.
Take Mortal Coil at level 1, prioritize Asura Aura afterward, keep Mortal Coil as the backup upgrade, and level Decimation whenever available.
Durable sustain fighters such as Thamuz and Fredrinn can survive his first rotation. Suppression is the larger mechanical warning because it bypasses Mortal Coil's ordinary control immunity.
Pick him when your team wants early objective pressure and the enemy back line lacks mobility. Avoid him when the draft cannot expose a low-health target or several heroes can survive the first reset attempt.
Martis wins by controlling the first few seconds of a fight. Gather with Asura Aura, use Mortal Coil to stay functional through ordinary control, and delay Decimation until the reset is real. The current in-game setup sample favors Sky Piercer tempo, but War Axe, Queen's Wings, Sea Halberd, and survival items decide whether that tempo remains safe. For more Fighter and jungle decisions, compare the Alucard guide, Dyrroth guide, and Sun guide.
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