Laville — Patch 1.62 Verdict
[Default: B]
Laville — Marksman Guide
Laville is the Thai server's top burst marksman in the dragon lane. He does not whittle enemies down. He opens a one-second window and dumps his entire damage budget into it. That identity runs through two things: the Lucky Star passive, which rewards patient auto-attack sequencing with a rapid-fire triple-shot proc, and the W (Mighty Shield), which converts any incoming burst into a near-death immunity trigger while launching him into striking range. That combination of offense and reactive survivability is why he sits at A tier this patch. In a meta full of dive assassins like Nakroth and Murad, having a built-in "you almost killed me, but now you're slowed, guaranteed-critted, and dead" counterplay loop is genuinely broken in the right hands.
What separates Laville from a generic crit marksman is that his R (Double Trouble) is a real teamfight tool. A max-range stun running up to 3.5 seconds changes how your team drafts around you. Q (Light Chaser) pumps single-target burst while simultaneously shredding nearby peel targets, so a support standing next to the carry takes bleed damage for free.
Pick up Laville if you already understand basic kiting mechanics and want a marksman with a genuine "I outplayed you" moment baked into every skirmish. He is not the hero for players who stand still and right-click.
Strengths
- +The Lucky Star passive triple-shot combined with Light Chaser creates one of the highest single-rotation damage outputs of any marksman on the roster, capable of deleting a squishy carry before they can react.
- +Mighty Shield's immortality-on-hit frame gives Laville a built-in anti-burst mechanic that punishes diving assassins who commit their full combo, a rare and genuinely powerful survival tool for a marksman.
- +Double Trouble's maximum-range stun of up to 3.5 seconds provides teamfight CC that most marksmen cannot offer, making Laville a first-pick-worthy draft piece around coordinated wombo combos.
- +The W movement speed burst gives enough repositioning threat that Laville can play aggressively in lane without a peel-heavy support, which frees up draft slots for more impact elsewhere on the map.
Weaknesses
- −Laville's entire damage model is front-loaded into a single burst window, if an enemy dodges or cleanses through the Lucky Star proc and guaranteed crit, he has almost nothing left until the passive resets.
- −Double Trouble requires significant distance to reach its meaningful stun durations, making it unreliable in chaotic close-range brawls where enemies are already on top of him.
- −He has no hard escape tool beyond the W movement burst, which is also his primary damage setup, forcing extremely uncomfortable decisions between dealing damage and surviving.
- −Light Chaser's 50% penalty on secondary targets means his wave-clear speed is noticeably below that of other dragon-lane marksmen, leaving him vulnerable to objective pressure if he's not ahead.
Abilities
PLucky Star
Every 3 auto attacks trigger 3 attacks in 1 shot. Each time Laville attacks, her attack speed increases.
1Light Chaser
Buff self to hit 3 targets. This skill synergizes with Lucky Star. Non-primary targets take 50% damage.
2Mighty Shield
Gain 60% movement speed, decaying over 1.5 seconds. Auto attacks slow enemies, and the next attack is guaranteed to crit for 100%. Laville gains armor for 1.5 seconds. If damaged while shielded, Laville becomes briefly invulnerable.
RDouble Trouble
Fire a light projectile in a chosen direction, dealing physical area damage and stunning targets for 0.5 - 3.5 seconds based on distance hit.
How to Use Laville's Kit
Every third auto-attack triggers a burst of three rapid shots and resets Laville's attack-speed ramp, so the entire game revolves around maintaining that rhythm, never waste the proc on a minion when an enemy is in range. Against a tanky frontline the triple-shot fires three individual on-hit events, which means lifesteal, Ifrit's Claw stacks, and slow from W all proc three times in roughly one animation frame. The most common mistake at Diamond rank is panic-dashing with W before the third auto lands, losing the passive proc entirely and gutting your burst window.
Light Chaser should almost never be cast in isolation, activate it just before your Lucky Star passive is ready so the three-target cleave fires simultaneously with the triple-shot proc, creating enormous area pressure. The 50% damage penalty on non-primary targets still adds up to meaningful chip when you're positioned correctly in a 2v2, so aim your body toward the squishier off-target when possible. A frequent error is using Q defensively mid-chase when your passive counter is at two; you're throwing away the highest-damage moment of the rotation.
Mighty Shield has two completely different uses that most players never fully combine: the proactive use (60% movement burst to close a gap or escape, followed by a guaranteed crit) and the reactive use (baiting a skill into the 1.5-second shield to trigger the brief immortality frame, then counter-attacking). The immortality trigger only fires when you absorb damage while the shield is active, so against telegraphed abilities like Nakroth's E or Murad's combo you should hold W until the moment of impact rather than burning it for the speed boost. Pair the guaranteed-crit follow-up auto with an active Lucky Star proc for the highest single-exchange damage this hero can output.
Double Trouble's stun duration scaling with distance, 0.5 seconds point-blank up to 3.5 seconds at maximum range, means you should almost never fire it at a melee target in your face; that's 0.5 seconds of CC for a global cooldown, which is a terrible trade. Instead, use it as an initiation tool at extreme range to lock down a fleeing carry or a target your team is already collapsing on, where the full 3.5-second stun effectively kills them before it even expires. In teamfights, delay R until after the enemy support has burned their cleanse or displacement ability so the stun isn't immediately negated.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Light Chaser | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Mighty Shield | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RDouble Trouble | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Abyssal Dragon Lane
1
2
3
4
5
6Core Combos
Standard Burst
Build two auto-attacks in lane, activate Q for cleave, trigger the Lucky Star triple-shot, then immediately W for the movement repositioning and guaranteed-crit follow-up, the entire sequence fires in under two seconds and is Laville's bread-and-butter all-in during laning phase.
Anti-Dive Counter
Hold W until the assassin commits their gap-closer into you, absorb the hit with the shield to trigger immortality, then counter-fire the triple-shot proc into them while they're committed and can't escape, this is the sequence that makes Laville genuinely punishing for Nakroth or Murad players.
Long-Range Teamfight
Open from maximum range with R to land the full 3.5-second stun on a priority target, walk in under Q's cleave buff, proc Lucky Star into the stunned target, then W forward for the crit finisher, use this when your team is collapsing so the stun duration doesn't go to waste.
Sprint Escape / Reset
When caught in an unexpected collapse, W immediately for the movement burst and fire R backwards to stun the closest pursuer, buying enough distance to reset the passive counter and re-engage on your own terms.
Gameplan
Laville's first real spike is the moment he completes Claves Sancti. The crit rate synergizes with W's guaranteed-crit auto and makes skirmishes punishing for anyone who steps up. He becomes most dangerous at two items (Claves Sancti plus Ifrit's Claw), where the on-hit stacking from the triple-shot proc starts melting tanks as well as carries. Mid-game dragon lane skirmishes around the 8-12 minute mark are his sweet spot; force 2v2 fights here relentlessly. His late-game power is real but contingent on positioning. If he reaches the four-item mark safely, he is a legitimate teamfight carry. One death that delays Muramasa, though, and he falls behind fast.
Early Game
Levels 1–6- →Focus entirely on passive management in the first four levels — track your auto-attack count out loud if needed and avoid wasting the Lucky Star proc on minions when the enemy laner is within range.
- →Use W offensively in the level-3 skirmish to bait the enemy support's CC ability into your shield, trigger the immortality frame, and immediately swing the trade — most supports at this rank will not expect the counter-attack.
- →Shove the wave fast before each Dragon rotation using Q's cleave to maintain lane priority, even though the clear is slower than ideal; losing Dragon due to a frozen lane erases your mid-game spike.
Mid Game
Post Broken Spear- →Rotate to Dragon fights at 8–10 minutes with Claves Sancti completed — this is your first real power spike and 2v2 skirmishes around objective spawns are where you establish the gold lead that funds Ifrit's Claw.
- →Use Double Trouble from outside vision in mid-game ambushes rather than as a reactive tool; a 3-second stun on an enemy jungler walking through river is a free kill that your team should be drafting around.
- →Maintain W charges by not panic-burning the ability for minor movement — save it specifically for the immortality bait or the guaranteed-crit follow-up, as using it purely for repositioning wastes half its value.
Late Game
Teamfight phase- →Position at the absolute maximum range of Double Trouble at the start of every Baron or Dark Slayer contest and fire R onto the enemy carry before anyone can react — 3.5 seconds of stun on their damage dealer effectively wins the teamfight before it starts.
- →With Muramasa completed, your armor-penetration means you can shift priority to the enemy frontline if their carry is too well-protected; the Ifrit's Claw plus triple-shot interaction makes tanks surprisingly easy to burst.
- →Never walk into the Baron pit — stay at the entrance and use your range advantage; one mis-positioned step ends games at this stage since you have no true escape tool once W is on cooldown.
Matchups
Do not first-pick Laville blindly. If the enemy has access to Murad or Butterfly, you are handing them a free counter-pick that punishes the exact defensive window you rely on. Use Laville as a second or third pick after confirming the enemy has no reliable isolation dive. In the bad matchups, Sprint is non-negotiable. Flicker does not give you enough distance against Murad's void pull. When laning against a poke-heavy setup, hold W specifically for the immortality frame rather than aggressive repositioning. Trading efficiently matters more than trading first. Draft Baldum or Grakk whenever possible; both convert Laville from a reactive duelist into a proactive kill-threat bot-lane.
Laville gets countered by
MuradMurad's ultimate pulls Laville into an isolated dimension with no terrain or allied peel, completely negating the reactive Mighty Shield since the W can be burned during the pull animation, leaving Laville with nothing inside the void.
ButterflyButterfly's blink-reset combo is fast enough to proc Laville's shield and survive the immortality window, then continue the assassination after the brief invulnerability expires, her burst cycles faster than Laville's cooldowns allow him to recover.
NakrothWhile Laville can counter a single Nakroth dive with a well-timed W, Nakroth's multiple dashes and CC chain can exhaust both the shield and W cooldown before the immortality frame even triggers, leaving Laville fully exposed.
AnnetteAnnette's continuous knockback ultimate prevents Laville from maintaining auto-attack sequences entirely, breaking his passive counter rhythm and making the Lucky Star proc impossible to execute during teamfights.
Laville synergizes with
BaldumBaldum's ultimate launches an enemy directly toward Laville's ideal burst range, setting up the full Lucky Star triple-shot proc plus guaranteed crit into a target who can't reposition, one of the cleanest 2v2 combos in the dragon lane.
GrakkGrakk's hook pulls a target to point-blank range in front of Laville and the tether prevents escape, giving Laville the stationary target he needs to walk up, build passive stacks, and complete the full burst rotation without chasing.
LaurielLauriel's airborne ultimate stacks perfectly with Double Trouble's stun, firing R into Lauriel's ult zone creates a CC chain that no single cleanse can answer and effectively removes a target from the entire teamfight.
ArumArum's passive damage aura and movement-speed reduction keep enemies close enough for Laville to land maximum passive stacks without chasing, and her taunt forces enemies to walk into Laville's crit range voluntarily.
Pro Tips
- →Track your passive counter visually at all times and deliberately delay Q activation by a half-second so the triple-shot proc and the three-target cleave fire in the same damage frame, this is the single mechanical habit that separates high-rank Laville players from average ones.
- →The Mighty Shield immortality frame has a very short window, so in practice you should pre-aim your next auto-attack target before the damage hits so the counter-attack fires with zero delay the moment invulnerability ends.
- →Double Trouble's projectile travel speed is slow enough that firing it at a retreating enemy walking away from you is more reliable than firing it at someone moving perpendicular, lead slightly ahead of their pathing rather than aiming at their current position.
- →In ranked games above Diamond, experienced enemies will intentionally hold their gap-closer until after your W animation starts (since the speed burst is visible), so mix in occasional W-for-repositioning-only activations that don't commit to a fight, conditioning them to misread the animation before the fight where you actually need the immortality bait.
Laville is the right pick for dragon-lane players who want a marksman with a decisive mechanical identity rather than a safe, passive-scaling carry. Learn the Lucky Star rhythm and treat Mighty Shield as an offensive bait instead of a panic button, and he pays off in ranked at a level few A-tier marksmen match. His Double Trouble CC and burst-trade dominance make him genuinely draft-relevant at Diamond and above, not just a pub-stomp pick. The single most important thing to master is the Q-into-passive-proc timing. Until that fires as one clean action, you are playing a significantly weaker version of this hero. Main Laville if you enjoy high-risk two-second kill windows and want to understand exactly why the Thai server ranks him so highly.
Laville — Frequently Asked Questions
Is Laville good in the current ROV patch?+
Yes. Laville sits at A tier on the Thai server this patch, with a strong but not dominant pick rate in Diamond-and-above ranked play. The current meta's prevalence of dive assassins like Nakroth and Murad creates frequent opportunities for Mighty Shield's immortality counter to swing skirmishes, and Double Trouble CC makes him draft-valuable in a way that pure auto-attack marksmen are not. He is not S tier largely because his wave-clear deficit and front-loaded damage model make him easier to play around in coordinated high-rank drafts.
What is the best build for Laville?+
War Boots into Claves Sancti into Ifrit's Claw into Bow of Slaughter into Muramasa into Blade of Eternity is the established Thai-server standard. Do not deviate from it significantly. Claves Sancti into Ifrit's Claw is the sequence that unlocks his two-item power spike. Muramasa's armor penetration is mandatory once the enemy frontline starts itemizing armor in response to your damage. Blade of Eternity provides the defensive safety net that covers for his lack of a true escape, giving you a second life when W is on cooldown.
How do you counter Laville?+
The most reliable counters are isolation divers. Murad in particular pulls Laville away from allied peel and cycles through burst faster than Mighty Shield can reset. Butterfly achieves a similar result by surviving the immortality window and continuing the kill sequence afterward. At the draft level, any composition that can exhaust Laville's W cooldown before committing the real damage (forcing him to burn the shield on a decoy engage) will find him extremely killable for the rest of that cooldown window.
Is Laville hard to play / good for beginners?+
Laville is rated Medium difficulty. His basic mechanics are approachable, but his ceiling is genuinely high. A beginner can press W reactively and land Double Trouble on slow targets without much practice. The hard part is passive management: knowing exactly when Lucky Star is about to proc and building your entire rotation around that single moment. Players new to marksmen should learn the passive rhythm in normal games before taking him into ranked, because mismanaging the triple-shot window in a real skirmish effectively means fighting with zero burst damage.
