# Build Lab

> Counter builds and item experiments for Mobile Legends. The tool is interactive, so this page only describes how it reads items and what its suggestions are based on.

## Counter build

- Enter any of: your hero, up to five enemy heroes, and the items each enemy has built. Without items, an enemy is read from its usual ranked build.
- Each item's stat line and passive are read into what it threatens with (physical or magic damage, healing, shields, crits, attack speed, tankiness, defense, crowd control, burst) and what it answers.
- Counter rules pair the two: anti-heal against healing and shields, physical or magic defense against that damage, crit damage reduction against crits, attack-speed reduction against basic attackers, %HP and true damage against tanks, penetration against stacked defense, crowd-control reduction against control, and survival effects against burst.
- Suggestions keep to your hero's damage type, favour defensive answers for tanks, fighters and supports and damage answers for carries, and add a small bonus for items your hero's ranked builds win with.
- Talents: your hero's usual talent in each tier, unless another talent of the tier answers the enemy clearly better.

## Experiment

- Pick up to six items and one talent per tier; the page sums their stats, names what the build brings and which enemy items punish it, and flags missing physical or magic defense.
- Synergy is the lift of each pair of items: how much more often they are built together than chance, in ranked and pro builds.
- Warnings: a unique passive bought twice, two pairs of boots, the wrong damage type for the hero, an unfinished item.

## Data

- Trained weekly from the Rone Arena API: each hero's popular ranked builds in every lane it plays, and 327 pro games from the Indonesian and Philippine leagues (final builds, Philippine purchase times, winners).
- The counter rules' weights are hand-set: refitting them on pro games did not predict results better in cross-validation.
- Pro results mostly follow play, not item choices: the number of finished items alone (a result of winning) calls 74% of held-out games, and the counter rules add 0.0003 to its log loss. The rules are explanations of what each item answers, not a win predictor.
- Last trained: 2026-10-24T11:08Z (UTC).

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HTML version: https://arena-academy.rone.dev/tools/build-lab  
All pages: https://arena-academy.rone.dev/llms.txt  
Unofficial, community-maintained; not affiliated with Moonton. Game data comes from the Rone Arena API.
