
Melissa is best treated as a Gold Lane Marksman pick built around Finisher, Damage. Recent match stats show 51.06% / 0.70% / 1.02% for win, pick, and ban context, so read the hero as a draft-dependent tool, not an automatic answer in every lobby. The clean plan is to follow the skill priority, commit only when Falling! can actually connect, and respect hard matchups such as Xavier, Nana. Skin collection comes after the gameplay decision: check the active shop or event first, then top up only when the skin you want actually needs Diamonds.
Pick Melissa when your team needs a marksman hero who can turn a clean opener into a repeatable fight plan. Main skill priority: Start with Falling! at Level 1, max Falling! first, then level Eyes on You! as the backup skill. Upgrade Go Away! whenever it is available. The best use case is against Sun, Zilong, while the biggest risk is drafting into Xavier, Nana without vision, cooldown tracking, or ally follow-up.
| Field | Detail |
|---|---|
| Role | Marksman |
| Specialty | Finisher, Damage |
| Recommended lane | Gold Lane |
| Damage type | Mixed |
| Basic attack type | Ranged |
| Skill resource | Mana |
| Difficulty | 50 |
| Release date | 22 February 2022 |
| Price | 32,000 Battle Points or 599 Diamonds |
| Win / pick / ban snapshot | 51.06% / 0.70% / 1.02% |
| Identity hook | A girl with cursed needles who runs a tailor shop and solves problems for clients. |
Read Melissa through real skill jobs: Doll Buster sets the baseline, Falling! and Eyes on You! decide most trades, and Go Away! is the major commit or conversion window. The details below explain when each button should be used, not just what it does.
| Icon | Skill | CD / Cost | Tags | What it means in play |
|---|---|---|---|---|
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Doll Buster | Passive | Buff | Doll Buster is the passive rule behind Melissa's trading pattern; understand it before judging the active combo. |
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Falling! | CD: 5 Mana Cost: 30 | Mobility, Buff | Falling! changes Melissa's durability or damage window. Time it before the trade becomes dangerous, not after the fight is already lost. |
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Eyes on You! | CD: 9 Mana Cost: 90 | Debuff, AOE | Eyes on You! helps keep enemies inside Melissa's threat area, which makes follow-up control and damage easier. |
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Go Away! | CD: 50 Mana Cost: 120 | Summon, Buff | Go Away! is a control tool. Use it after the target is committed, then let allies or the next skill convert the control window. |
The practical pattern is simple: check which skill starts the fight, which skill protects the recovery window, and which skill should be saved for the target that matters.
Start with Falling! at Level 1, max Falling! first, then level Eyes on You! as the backup skill. Upgrade Go Away! whenever it is available.
Falling! is the priority because it defines Melissa's normal Gold Lane rhythm. Eyes on You! is the backup because its Debuff, AOE value covers the moments when the first trade, rotation, or objective entrance does not go cleanly.
| Combo type | Icon sequence | Skill sequence | How to use it |
|---|---|---|---|
| Teamfight Combos | Eyes on You! -> Basic Attack -> Falling! -> Go Away! | Use Eyes on You! -> Basic Attack -> Falling! -> Go Away! after the enemy commits to a fight, then reset if the first control window misses. | |
| Laning Combos | Eyes on You! -> Basic Attack -> Falling! -> Basic Attack | Use Eyes on You! -> Basic Attack -> Falling! -> Basic Attack when the target has already spent mobility or is forced to contest an objective entrance. |
The key is not to press the sequence mechanically. Start the combo only when the target cannot easily walk away, blink out, or punish the recovery window. If the first part misses, reset and use the next wave, bush, or objective entrance instead of spending every cooldown.
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Melissa's setup. |
| Clean sequence | Eyes on You! -> Basic Attack -> Falling! -> Go Away! |
| Why it works | Use Eyes on You! -> Basic Attack -> Falling! -> Go Away! after the enemy commits to a fight, then reset if the first control window misses. |
| Conversion window | After Eyes on You! connects, keep the target inside ally damage or objective pressure before committing Go Away!. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Melissa's setup. |
| Clean sequence | Eyes on You! -> Basic Attack -> Falling! -> Basic Attack |
| Why it works | Use Eyes on You! -> Basic Attack -> Falling! -> Basic Attack when the target has already spent mobility or is forced to contest an objective entrance. |
| Conversion window | After Eyes on You! connects, keep the target inside ally damage or objective pressure before committing Basic Attack. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Phase | What to focus on | Common mistake |
|---|---|---|
| Early game | Secure farm, avoid risky trades before the first item spike, and track enemy roam movement. | Standing forward without the escape route planned. |
| Mid game | Rotate after pushing waves and join fights from a safe angle behind frontline control. | Entering river first instead of following vision. |
| Late game | Hit the nearest safe target and preserve the damage window for Lord or base fights. | Chasing a low-health enemy through fog. |
| Objectives | Arrive with lane priority and keep enough distance to keep attacking through the fight. | Stopping basic attacks to over-position for a kill. |
Use these matchups as a draft check before locking Melissa. The important signal is not only the hero name, but whether the enemy can break Falling! timing, deny Go Away!, or punish the recovery window.
| Matchup type | Hero icons | Why it matters | Draft cue |
|---|---|---|---|
| Good targets | Fighters like Sun and Zilong that can't get past her Ultimate. | Pick Melissa when your team can force these targets through Falling! range, protect the first commit, or keep them from resetting before Go Away! matters. | |
| Hard matchups | Long range Mages such as Xavier and Nana. | Play slower: track their control, burst, or mobility cooldowns before spending Falling! and Go Away! in the same window. |
Melissa is strongest when the fight starts on your terms: vision is set, the target has already used an escape, and Eyes on You! is still available if the first trade goes wrong.
Against Xavier, Nana, do not open blind from river or bush without backup. Let a teammate test the control cooldown first, then enter after the punish tool is gone.
| Question before locking | What to check |
|---|---|
| Can the enemy stop the first commit? | If yes, hold Falling! until the key interrupt or burst spell is visible. |
| Can Melissa reach the target safely? | If the target outranges Melissa, wait for wave pressure, flank vision, or allied crowd control. |
| Can your team follow up? | If allies cannot follow the engage, play for wave, objective entrance, or counter-engage instead of forcing a solo pick. |
Melissa works best with teammates who either start the first control window, protect the reset, or keep targets inside Falling! and Go Away! timing.
| Best teammates | Hero icons | Teamfight reason | Draft cue |
|---|---|---|---|
| Tigreal, Minotaur | Tanks that can chain CC such as Tigreal and Minotaur, allowing her to keep enemies linked. | Pair Melissa with these allies when your lineup needs a cleaner opener, safer follow-up, or a way to keep enemies inside the combo path. |
| Team need | Why it helps Melissa |
|---|---|
| Reliable first control | Gives Melissa time to land Falling! without starting the fight alone. |
| Peel or front line | Protects Melissa after the first commit, especially when Eyes on You! is on cooldown. |
| Objective setup | Turns the hero from a random skirmish pick into a clear Turtle, Lord, or turret-pressure tool. |
Build for stable damage uptime and safe positioning. The kit leans on AOE, Buff, Debuff, Mobility, Summon, so items should help you keep attacking through Lord fights rather than overcommitting for one risky kill.
| Build question | Recommended direction | Why it matters |
|---|---|---|
| Core build direction | Prioritize damage uptime, attack scaling, and enough safety to keep hitting through Lord or Turtle fights. | This keeps Falling! useful instead of turning the guide into a fixed item list that breaks when the patch shifts. |
| When ahead | Lean into the stats that make Go Away! or the main damage window easier to convert. | An ahead Melissa should close fights quickly, then reset before counters can punish. |
| When behind | Add safer positioning, durability, or cooldown value before chasing greedier damage. | If Melissa dies before Falling! and Eyes on You! are used, the build is not doing its job. |
| Into Xavier, Nana | Build and play around survival, vision, and delayed entry. | The hard matchup usually wins by breaking the first commit, so do not spend every resource before their punish tool is gone. |
Use the embedded Hero Spotlight below when you want to check timing visually after reading the combo and matchup sections. Watch the skill and combo moments first, then use the build and matchup notes to confirm how the written plan fits real movement.
| Time | Chapter | Why it matters |
|---|---|---|
| 0:05 | HERO SKILLS | Use this section to check range, delay, and hit-confirm details. |
| 0:49 | COMBO TIPS | Use this section to compare the written sequence with real timing. |
| 1:32 | SKILL TIPS | Use this section to check range, delay, and hit-confirm details. |
| 2:08 | BUILDS | Use this section to verify setup choices after you understand the kit. |
| 2:27 | BATTLE SPELLS | Use this section to verify setup choices after you understand the kit. |
| 2:47 | RELATIONS | Use this section to review counters and teammate fit. |
| 3:06 | BEST WITH | Use this section to review counters and teammate fit. |
| 3:16 | TACTICS | Use this section as a quick visual check before playing. |
Melissa guides can age quickly when skill timing, item value, or matchup pressure changes. Use the combo, counter, and teammate sections above as the current play plan, then test the timing in game before copying an older build habit.
Use these skins as collection checks, not as proof that every skin is currently sold in the shop. Starlight and event skins can rotate, so confirm the active in-game shop or event page before topping up.
| Skin preview | Skin | Availability note |
|---|---|---|
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Nightwalker | Starlight Member, 2023-11 |
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Nobara Kugisaki | Obtained via the MLBB X Jujutsu Kaisen event |
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SPARKLE Melissa | Limited-time event |
Not every listed skin is a direct Diamond purchase. If the note says Starlight, event, collaboration, or check in game, treat it as an availability warning first and a top-up decision second.
Check the current in-game shop or event page first. If you need Diamonds after confirming availability, use ManaBuy's MLBB top-up page.
A girl with cursed needles who runs a tailor shop and solves problems for clients.
Melissa can still be useful in the right draft, but the current snapshot (51.06% win / 0.70% pick / 1.02% ban) means you should treat this as a matchup pick, not an automatic lock. Pick Melissa when your team can support the Finisher, Damage game plan.
Use Gold Lane as the default lane unless your draft has a clear flex plan. The lane choice should support Falling! timing, safe farming, and the hero's main fight role as a Marksman.
The safest build direction is damage uptime, attack scaling, and enough safety to keep hitting through Lord or Turtle fights. Use the video build chapter as a visual check, then adjust for enemy burst, range, control, or front-line pressure.
Start with Falling! at Level 1, max Falling! first, then level Eyes on You! as the backup skill. Upgrade Go Away! whenever it is available. This keeps the guide tied to real skill names instead of generic Skill 1 or Skill 2 labels.
For teamfights, use Eyes on You! -> Basic Attack -> Falling! -> Go Away!. For lane trades, use Eyes on You! -> Basic Attack -> Falling! -> Basic Attack. Stop if the opener misses or the target escapes before follow-up connects.
The hardest listed matchups are Xavier, Nana. Play slower into those picks, track cooldowns, and do not spend Falling! and Go Away! before the punish tool is gone.
Tigreal, Minotaur work well because they make the first engage safer and keep targets inside the combo window. Melissa also likes drafts where another hero can start vision or control before the commit.
Check the active in-game shop, Starlight, event, or collaboration notes first. Skin availability can rotate, so top up only after confirming that the skin you want currently needs Diamonds.
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