Melissa is a Gold Lane Marksman who turns one well-placed puppet into pressure across an entire fight. Eyes on You! links nearby enemies to Muddles, Falling! keeps the link alive while multiplying her attack speed, and Go Away! creates space against melee divers. She wins when she controls distance and keeps firing; she loses when the dash is spent carelessly or the protection field is cast after an assassin is already on top of her.

Melissa hero overview and attribute bars.
Melissa is a Gold Lane Marksman with a high Offense bar, moderate control, and a kit built around ranged Basic Attacks. Her damage becomes much safer when another ally controls the first contact.
Choose Melissa when enemy Fighters and Assassins must enter from the front. Go Away! can deny their movement, and a linked frontline can carry transferred damage toward nearby targets.
Xavier and Nana can pressure from outside the field or force her to move before the main engage. Melissa also dislikes drafts where no teammate can protect her during Inspire.
Reach the on-hit core, keep Muddles between Melissa and the target line, and save Falling! for link control or survival. Her best fight is a long front-to-back exchange with uninterrupted attacks.

Melissa deals 125% damage to Minions, Creeps, and Summoned Units.
Decision rule: Use the bonus to clear a wave faster and punish summoned units without changing your target plan. The training clip shows a controlled in-game attack sequence because this passive has no built-in Skill Demonstration. Do not chase a summon so far that Melissa loses a safe Gold Lane position.


Melissa slides forward and gains 50% Attack Speed at level 1 for 3 seconds. Its displayed cooldown is 5.0 seconds and Mana cost is 30.
Decision rule: Dash after Eyes on You! to keep linked enemies inside Muddles' range, dodge a key projectile, or shift the protection field. Use the Attack Speed window immediately. Do not spend the dash only for damage when the enemy diver still has a gap closer.


Muddles deals 175 (+50% Total Physical Attack) Physical Damage on the first hit, links nearby enemies for up to 6 seconds, and applies a 60% slow that decays over 1.5 seconds.
Decision rule: Open lane trades with Muddles, then attack Muddles or a linked target to transfer pressure. Move with Falling! when the link is about to break. Do not walk through the enemy wave merely to keep one low-value link alive.


Melissa gains a 300 (+200% Extra Physical Attack) shield, knocks enemies back, and deals 500 (+100% Total Magic Power) Magic Damage on activation. The 4-second field repels new entries and can interrupt movement skills.
Decision rule: Cast before a melee diver lands, not after Melissa has already lost her firing position. Reposition the field once with Falling! and keep attacking through the safety window. Do not assume it stops Control-Immune movement or long-range damage.

Eyes on You!
Basic Attack
Falling!
Go Away!Link first, use Basic Attacks while multiple targets remain tied to Muddles, shift with Falling!, and cast Go Away! before a melee counter-engage.
Do not: chase beyond Muddles range when enemy control or jungle pressure is missing from the map.
Eyes on You!
Basic Attack
Falling!
Basic AttackLink the lane target, attack through Muddles, then use Falling! to preserve range and deliver the next Basic Attack without overstepping.
Do not: chase beyond Muddles range when enemy control or jungle pressure is missing from the map.
Take Eyes on You! at level 1, secure the wave with Doll Buster, and poke only when the enemy cannot walk directly onto Melissa. Keep Falling! available for the first jungle visit or for a link that wins the trade.
Move with the roamer and fight through narrow objective entrances. Muddles can link several opponents while Go Away! blocks the shortest melee path. Farm the side lane only when the next objective timer leaves a safe return route.
Stand one dash behind the frontline and wait for the first engage. Activate Inspire after a reliable link, not while searching for one. Use the field early enough that the diver must stop, detour, or spend Control Immunity.
A link has little value if terrain or crowd control prevents follow-up Basic Attacks. Place it when Melissa can hit safely for several seconds.
Falling! is damage and survival. Spending it for a small speed boost leaves Melissa exposed to the next dive.
The field is best as a denial tool. Cast before the enemy crosses the boundary instead of treating it as a rescue after burst has landed.
Attack Muddles when it transfers damage to a better linked target, but hit the hero directly when that creates stronger focus or avoids wasting attacks.
The observed builds split between on-hit, critical, execute, and defensive endings. Change the last slots for enemy HP, armor, range, and burst.
Use Swift for more Attack Speed, Weapon Master to amplify equipment Attack, and Quantum Charge for movement and sustain after Basic Attacks. This route supports long Gold Lane trades and front-to-back team fights. Do not choose it if a specific control problem requires a different core talent.
Weakness Finder adds movement and Attack Speed reduction to repeated Basic Attacks. Use it when slowing a diver or opposing carry creates a safer firing window. Do not expect it to replace positioning against instant burst.
Inspire is the normal damage choice for lane pressure and team-fight uptime. Activate it only after a target is linked or committed. Do not spend it into disengage, immunity, or a broken Muddles link.
Flicker adds an emergency reposition against backline dives. Aegis can absorb burst, while Purify answers decisive crowd control. Choose one for a clear draft problem; do not give up Inspire merely because the lane feels uncomfortable.
This in-game build sample was observed on August 6, 2026. Corrosion Scythe appeared in all five rows. Malefic Gun also appeared in all five, while Demon Hunter Sword, Golden Staff, and Rose Gold Meteor appeared in four. The sample included one critical build and three Sky Piercer or defensive variations.
| Rank | Player shown | WR / matches / power | Six-item order | Snapshot | When to copy | When not to copy |
|---|---|---|---|---|---|---|
| 1 | llëwéllyn | 80% / 459 / 11805 | Corrosion Scythe → Demon Hunter Sword → Golden Staff → Rapid Boots → Malefic Gun → Rose Gold Meteor | ![]() | Copy the on-hit core when Melissa can attack a frontline for several seconds. | Change the last slot when burst, crowd control, or armor demands an immediate counter item. |
| 2 | PRIME KEII? | 68% / 646 / 11369 | Corrosion Scythe → Windtalker → Haas' Claws → Berserker's Fury → Malefic Gun → Blade of Despair | ![]() | Copy the critical route when short, high-value Basic Attack windows decide the fight. | Change the last slot when burst, crowd control, or armor demands an immediate counter item. |
| 3 | Sophia | 75% / 570 / 11214 | Corrosion Scythe → Demon Hunter Sword → Golden Staff → Sky Piercer → Malefic Gun → Rose Gold Meteor | ![]() | Copy the on-hit core when Melissa can attack a frontline for several seconds. | Change the last slot when burst, crowd control, or armor demands an immediate counter item. |
| 4 | Sahreas | 70% / 404 / 11073 | Corrosion Scythe → Demon Hunter Sword → Golden Staff → Sky Piercer → Rose Gold Meteor → Malefic Gun | ![]() | Copy the on-hit core when Melissa can attack a frontline for several seconds. | Change the last slot when burst, crowd control, or armor demands an immediate counter item. |
| 5 | Milize love's ... | 66% / 587 / 11063 | Corrosion Scythe → Demon Hunter Sword → Golden Staff → Malefic Gun → Rose Gold Meteor → Wind of Nature | ![]() | Copy the on-hit core when Melissa can attack a frontline for several seconds. | Change the last slot when burst, crowd control, or armor demands an immediate counter item. |
Five ranked build snapshots in displayed order.
| Item | Why it appears | Buy when | Do not buy when | Ranks |
|---|---|---|---|---|
Corrosion Scythe | Attack Speed, movement pressure, and repeated slows support long Muddles links. | Melissa can keep attacking one or more linked targets | burst windows are too short for stacks | 1, 2, 3, 4, 5 |
Demon Hunter Sword | Current-HP damage and Attack Speed punish high-HP frontliners. | tanks must be hit before the backline opens | the enemy team is extremely fragile | 1, 3, 4, 5 |
Golden Staff | It converts critical chance and accelerates repeated on-hit effects. | using a dedicated on-hit core | building the separate critical route | 1, 3, 4, 5 |
Rapid Boots | High Movement Speed and slow reduction improve spacing. | slows are the main threat to firing distance | hard control or burst requires other boots | 1 |
Malefic Gun | Physical penetration and extra attack range help Melissa keep shooting from safety. | armor and spacing both matter | a survival item is urgently required | 1, 2, 3, 4, 5 |
Rose Gold Meteor | Attack and a magic-damage shield protect a late damage cycle. | enemy magic burst threatens Melissa | the danger is mainly Physical Damage | 1, 3, 4, 5 |
Windtalker | Attack Speed, movement, and a periodic multi-target hit support the critical route. | rotations and wave tempo matter | committing to Golden Staff on-hit conversion | 2 |
Haas' Claws | Lifesteal and critical support keep a critical build active. | Melissa can sustain through Basic Attacks | anti-heal and burst deny recovery | 2 |
Berserker's Fury | Critical chance and damage create a sharper Basic Attack spike. | the critical build has enough safe uptime | frontline HP makes on-hit damage better | 2 |
Blade of Despair | Large Physical Attack rewards attacks into low-HP targets. | another item already solves range and survival | the match needs defense or percentage damage | 2 |
Sky Piercer | Adaptive Attack, movement, and an execute threshold reward a snowball. | Melissa is ahead and can preserve stacks | deaths or extended tank fights are likely | 3, 4 |
Wind of Nature | Physical Attack, Attack Speed, lifesteal, and active immunity answer Physical burst. | a Physical Assassin can reach Melissa | the decisive damage is magical or control-based | 5 |
Tigreal and Minotaur can hold enemies inside Muddles range and start the fight before Melissa spends Falling!. Follow their control rather than standing beside them before the engage.
Xavier and Nana can force movement without entering the protection field. Use terrain, do not channel every fight through one lane, and save mobility for the spell that would remove Melissa from the attack window.
Sun and Zilong must cross Go Away! to stay on Melissa. Cast early, keep firing, and move the field with Falling! only when their second approach threatens the boundary.
Melissa can pressure summons and linked targets, but Lolita can deny projectile value and Barats can survive long enough to disrupt her position. Watch the actual defensive cooldown instead of assuming every link is a winning trade.
| HP | 2320 | HP Regen | 6.6 | Physical ATK | 123 |
|---|---|---|---|---|---|
| Physical DEF | 17 | Attack Speed | 0.94 | Attack Speed Ratio | 100% |
| Mana | 500 | Mana Regen | 4 | Magic DEF | 15 |
| Magic Power | 0 | Movement SPD | 240 | Role | Marksman |
Level-one stats without equipment, Emblem, skin, or match modifiers.
Five exact Melissa Shop cards were accepted. Diamond prices appear only where Purchase was visible. StarLight, collaboration, SPARKLE, and Collector labels describe the observed Shop state rather than permanent direct-sale availability.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Twinge Weaver | — | 269 Diamonds; Purchase shown |
![]() | Nobara Kugisaki | Jujutsu Kaisen | Limited-time Event |
![]() | Nightwalker | Star | 11/2023 StarLight Member |
![]() | SPARKLE Melissa | SPARKLE | Limited-time Event |
![]() | Umbra Bloom | Collector | Limited-time Event |
Melissa grew up in a small Lumina City tailor shop with her mother, learning both needlework and independence while living under difficult family circumstances. Her cursed needle and dolls became tools for protecting herself and solving dangerous requests. She later rebuilt the idea of her mother's shop in Melissa's Tailor, where clients can bring problems that require more than ordinary stitching.
Start from Corrosion Scythe, then use Demon Hunter Sword and Golden Staff for the common on-hit core. Add Malefic Gun for range and penetration, Rose Gold Meteor for magic protection, or Wind of Nature against Physical burst.
Marksman Emblem with Swift, Weapon Master, and Quantum Charge is the default. Weakness Finder is a control-oriented alternative when repeated slowing matters more than lane sustain and movement.
Inspire is the default damage spell. Flicker is safer against backline dives, Aegis can absorb burst, and Purify is reserved for decisive crowd control that would otherwise end the attack window.
Take Eyes on You! at level 1, prioritize Falling! with Eyes on You! as the backup upgrade, and level Go Away! whenever it is available.
Long-range pressure such as Xavier and Nana can force Melissa away without crossing Go Away!. Projectile denial and durable disruption also reduce the value of a straightforward front-to-back attack plan.
Throw Muddles where it can link the intended hero and nearby targets, then attack Muddles or a linked target according to which line transfers damage safely. Use Falling! to keep the link active instead of walking into danger.
Melissa rewards controlled aggression. Link the target before spending Inspire, treat Falling! as both damage and insurance, and cast Go Away! while the diver is still outside. Her observed builds agree on Corrosion Scythe and Malefic Gun but leave room for on-hit, critical, execute, and defensive endings. For nearby Gold Lane choices, compare the Karrie guide, Lesley guide, and Clint guide.
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