Stats for mythic rank, last 7 days — third-party aggregation, not an official Moonton figure.
Written by EllieAnth — playing MLBB since 2017 (9+ years), peak rank Mythical Immortal, 1126 stars.
A breakdown of the 10 matchups that decide Clint games — why each one leans the way it does, what it costs you in lane, and how to play it.
Overview
What decides Clint's matchups
Clint controls Gold Lane trades by triggering Double Shot after casting his abilities, out-ranging opponents with penetrating basic attacks from safe distances. WEAVING Quick Draw or a stored charge from Grenade Bombardment ensures constant passive uptime, allowing him to burst enemies while clearing waves simultaneously. Trapping Recoil serves as his primary defensive leverage, offering a crucial immobilize and backward jump to punish aggressive gap-closers. However, Clint's low durability leaves him vulnerable whenever Trapping Recoil misses or is on cooldown, giving dive-heavy enemies a clear window to collapse on him.
Hard counters 1
These heroes have a structural edge over you: their kit directly shuts down the tools you rely on. Winning the lane outright is rarely the plan — the goal is to limit mistakes, give up as little tempo as possible, and look for value somewhere else on the map.
Saber completely shuts down Clint due to the unavoidable execution of Triple Sweep, which airborne-locks Clint for 1.2 seconds while rapidly shredding his Physical Defense via Enemy's Bane. Clint relies on Trapping Recoil to create distance and root incoming aggressors, but Triple Sweep is a targeted lock-on that suppresses Clint's mobility entirely. Because Clint has low durability, taking Orbiting Swords extra damage alongside the initial strike forces Clint to dump all HP before he can weave Double Shot enhanced attacks or retaliate with Quick Draw.
Lane impact
Once Saber reaches level four in the jungle, Clint loses all freedom to aggressively harass his laning opponent with Quick Draw and Double Shot. Stepping past the midway point of Gold Lane leaves Clint vulnerable to Saber closing distance with Charge before suppressing him under Triple Sweep. Clint is forced to conserve Trapping Recoil purely as an escape, giving up lane priority and minion wave control. Consequently, Clint remains pinned to his turret, granting Saber free rotations toward the Turtle and nearby jungle objectives.
How to play it
Clint must play passively whenever Saber is missing from the map, holding Trapping Recoil strictly as a counter-dash rather than using it for trade extensions. Use Grenade Bombardment's long range to safely secure minion last-hits without stepping into Charge distance. If Saber initiates with Orbiting Swords, back off instantly; never attempt to trigger Double Shot passives while isolated. If forced into a fight after surviving Triple Sweep, immediately root Saber with Trapping Recoil, drop Quick Draw to maximize burst, and fall back toward team cover.
Skill matchups 1
Close matchups decided by execution on both sides. The player who reads cooldowns better, spaces more cleanly and picks the right moment to commit takes the lane — neither kit wins on paper.
This matchup centers on trade length and spacing precision. Clint relies on instant burst by pairing Quick Draw or Grenade Bombardment with his passive Double Shot to poke from supreme range. Melissa counters extended trades using Eyes on You! to link Clint with Muddles while gaining attack speed from Falling!. Clint easily wins short burst exchanges if he fires Double Shot and retreats, but if he lingers within Muddles link distance, Melissa's ramping basic attacks quickly overwrite his burst output. Furthermore, Go Away! does not block Clint's ranged projectiles.
Lane impact
During early laning, minion wave control dictates who dominates. Melissa utilizes Doll Buster to execute minions faster, forcing Clint to respond or lose lane priority. If Melissa aggressively throws Eyes on You!, Clint must immediately check her positioning: casting Trapping Recoil backward both breaks the link tether and roots an overextending Melissa. Failing to dodge Muddles forces Clint off the wave, giving Melissa free pressure against turrets and Turtle rotation control. Conversely, landing clean Grenade Bombardment charges allows Clint to keep Melissa too low to engage safely.
How to play it
Prioritize short, non-committal poke trades. The moment Melissa casts Eyes on You!, step out of the tether boundary immediately rather than trying to out-shoot her inside Muddles range. Use Grenade Bombardment to secure last hits and prime Double Shot for long-range snipes when Melissa tries to slide forward with Falling!. Save Trapping Recoil specifically as your disengage response to her aggressive dashes; hitting her with the net refunds its cooldown and halts her pursuit. If forced under turret, clear waves with Quick Draw and wait for ganks.
Favorable 7
Your kit has the edge here. These are the matchups where you should look to build a lead early and convert it, rather than playing for scaling.
Clint's fundamental advantage over Balmond stems from his ability to completely deny Balmond's engage range. Whenever Balmond attempts to close the gap with Soul Lock, Clint can immediately disengage and root him using Trapping Recoil. This completely neutralizes Balmond's primary damage threat, Cyclone Sweep, before he can stack its ramping damage. Furthermore, Clint constantly triggers Double Shot from safe distance using Grenade Bombardment, forcing Balmond to burn his HP pool and rely desperately on minion last-hits to activate Bloodthirst just to survive in lane.
Lane impact
In the Gold Lane, Balmond is completely unable to walk up to the minion wave without taking severe chip damage from Quick Draw and long-range Double Shot passives. This allows Clint to freeze the minion wave on his side or crash it at will. Because Balmond cannot freely sustain through Bloodthirst under constant harassment, he is forced into passive defense under his turret. Clint generates early priority, freeing him to rotate first toward contestable side-lane skirmishes or secure control around the Turtle objective without forfeiting minion gold.
How to play it
Hold Trapping Recoil specifically for the moment Balmond lunges forward with Soul Lock. Never spend your escape recklessly for wave clearance. Once he gets rooted mid-dash, step back slightly and weave Grenade Bombardment charges between Double Shot enhanced basic attacks to chip him down safely. If he enters low health range, stay wary of his Lethal Counter execution burst, keeping distance so he cannot land it. If Balmond abandons the lane to roam, immediately push the turret using passive procs to penalize his rotation.
Clint holds a structural advantage because his long-range Double Shot passive repeatedly punishes Miya before she can build Moon Blessing stacks. Miya relies on close-range trading with Moon Arrow, but Clint breaks her rhythm using Quick Draw burst and spacing from Trapping Recoil. Even if Miya uses Hidden Moonlight to cleanse the immobilize from Trapping Recoil, she trades her highest-cooldown survival tool against a low-cooldown utility skill. Without her ultimate available, Miya cannot safely close the distance against Clint's continuous Grenade Bombardment poke.
Lane impact
During the early Gold Lane phase, Clint dictates trade tempo by weaving Double Shot penetrations through the minion wave to chip Miya's health pool from safety. Miya cannot contest wave control without stepping into range of Quick Draw, forcing her to rely on Arrow of Eclipse for distant last hits. Because Miya spends her health rapidly under this persistent pressure, she loses lane priority completely. Clint turns this advantage into early gold dominance, securing full wave control and rotating to assist nearby contests at the Turtle without opposition.
How to play it
Abuse the extended range of Double Shot after casting Grenade Bombardment to chip Miya down outside her basic attack reach. Hold Trapping Recoil as a defensive tool rather than an offensive opener so you can create instant distance if Miya uses Hidden Moonlight to ambush you with full Moon Blessing stacks. Once Miya expends her ultimate defensively to survive your poke, immediately commit your remaining Grenade Bombardment charges and Quick Draw to execute her before she can activate Moon Arrow and turn the duel around.
Clint dominates this pairing because his superior attack range and instant burst nullify Karrie's short-range playstyle. Karrie relies on close proximity to stack Lightwheel Mark using Phantom Step and Speedy Lightwheel, but Clint outranges her completely. Whenever Karrie attempts to dash forward with Phantom Step, Clint can answer immediately with Trapping Recoil to immobilize her mid-stride while stepping back safely. This allows him to follow up with a high-damage Double Shot and Quick Draw volley before Karrie can get into range to land her own attacks.
Lane impact
During the laning phase, Clint controls the wave effortlessly by weaving Double Shot passive procs from safety. Karrie is forced to spend HP every time she steps up to last-hit minions, as Clint can space himself out of Spinning Lightwheel range while chipping her down with Grenade Bombardment. Karrie cannot find extended trading windows because Clint denies long trades with Trapping Recoil. As a result, Karrie is constrained under her turret, allowing Clint to freeze waves, secure side lane objective pressure, or freely rotate to assist with Turtle fights.
How to play it
To maximize this advantage, Clint must hold Trapping Recoil specifically for Karrie's aggression rather than throwing it carelessly for minion clears. Track the moment Karrie activates Speedy Lightwheel; instead of panicking, wait for her Phantom Step animation, cast Trapping Recoil to freeze her in place, and buffer Quick Draw alongside a piercing Double Shot. If Karrie respects your range and plays defensively under tower, refrain from overextending into Spinning Lightwheel slows. Use Grenade Bombardment charges to constantly chip her health bar until she is forced to recall.
Clint holds a structural advantage because Master of Camouflage does not protect Lesley from non-targeted area damage or straight-line skillshots. Whenever Lesley attempts to set up her Lethal Shot true damage burst using Master of Camouflage, Clint can preemptively break her stealth with Quick Draw or a long-range Grenade Bombardment. Furthermore, Clint's passive Double Shot grants enhanced attack range that matches Lethal Shot's reach while delivering immediate physical burst, forcing Lesley to waste Tactical Grenade defensively rather than aggressively trading HP.
Lane impact
During the laning phase, Clint controls the wave rhythm by weaving Double Shot through minions to hit Lesley safely behind her line. If Lesley attempts to step up and poke, Clint can instantly answer with Trapping Recoil to immobilize her, immediately interrupting her movement and setting up a full Quick Draw salvo. Lesley is constantly forced to expend her energy reserves on Master of Camouflage just to evade Clint's poke, yielding Gold Lane bush control and conceding early priority, which allows Clint to rotate first toward Turtle fights.
How to play it
As Clint, respect Lesley's initial Lethal Shot range when Double Shot is not active, but actively track the visual distortion of Master of Camouflage. The moment she moves into range, fire Grenade Bombardment directly into her path to strip her movement speed and stealth, then immediately follow with an enhanced Double Shot basic attack. Save Trapping Recoil for when she attempts to disengage with Tactical Grenade or close distance. If Lesley backs off behind her tower, freeze the lane and force her to face Quick Draw every time she approaches.
Clint's Double Shot grants a massive range advantage over Hanabi, letting him shred the shield from Ninjutsu: Equinox without stepping into her attack range. Although Ninjutsu: Equinox blocks the immobilize from Trapping Recoil while active, Clint's high physical burst via Quick Draw and Grenade Bombardment quickly depletes the shield barrier altogether. Hanabi is forced to spend her defensive shield cooldown early just to survive Clint's long-range poke, stripping away her crowd control immunity and leaving her immobile body exposed to follow-up trades.
Lane impact
Positioning directly behind minion waves exposes Clint to heavy bounce damage from Ninjutsu: Petal Barrage, particularly when marked by Ninjutsu: Soul Scroll. Clint must maintain offset angles, clearing waves sideways with Quick Draw while poking Hanabi directly using Double Shot. Forcing Hanabi low with successive Grenade Bombardment blasts strips her wave control and pushes her under turret. This creates guaranteed rotation windows for Clint to join river skirmishes around the Turtle while Hanabi is trapped clearing bounced waves under pressure.
How to play it
Hold Trapping Recoil whenever Hanabi activates Ninjutsu: Equinox, as the root will be negated by her control immunity shield. Instead, strip her shield from maximum range using Grenade Bombardment paired with Double Shot enhanced attacks. The moment her shield collapses, immediately cast Trapping Recoil to lock her down while stepping backward to avoid Forbidden Jutsu: Higanbana. Close the distance to unload Quick Draw directly into her, capitalizing on her total lack of mobility skills to secure the lane kill.
Clint holds a structural advantage in early trades because Trapping Recoil cleanly exploits Layla's complete lack of innate mobility. Whenever Layla attempts to trade with Malefic Bomb, missing her skill shot leaves her entirely defenseless against Clint closing the gap. Trapping Recoil immobilizes her on hit, enabling Clint to chain Quick Draw and trigger Double Shot passive procs without taking full return damage from Malefic Gun. Layla is forced to spend her HP pool early, unable to contest Clint's skill-based burst before gaining range from Destruction Rush.
Lane impact
From the first wave in the Gold Lane, Clint can zone Layla off minion last-hits by casting a skill to prime Double Shot, matching her unbuffed range. Layla must constantly play defensively behind minions to avoid Trapping Recoil, as landing it lets Clint walk up with a full Quick Draw fan. This constant threat forces Layla under her turret, ceding total wave control. Clint turns this lane priority into easy plate gold and early rotations to contest the Turtle, while Layla stays locked down clearing waves.
How to play it
Bait out Layla's Malefic Bomb first to deny her the decaying movement speed and temporary range expansion. The moment her skill misses or expires, aggressive positioning becomes mandatory: fire Trapping Recoil to lock her in place, then alternate Grenade Bombardment and Quick Draw to maximize Double Shot range procs. If the game drags on and her passive range from Destruction Rush lets Malefic Gun out-poke you from afar, stop head-on trades. Shift your win condition to ambushing her from un-sighted bushes where Trapping Recoil guarantees a burst kill.
Clint maintains a structural advantage through superior engagement range and crowd control. While Granger relies on Rondo to angle his continuous Rhapsody channel, Clint neutralizes this push with Trapping Recoil. The 1.2-second immobilize freezes Granger in place while propelling Clint back, breaking Granger's firing trajectory. Because Granger depends on landing Rhapsody hits to reduce Rondo's cooldown, getting rooted ruins his re-positioning and wastes his primary damage burst. Clint then freely punishes Granger with long-range Double Shot passives, forcing Granger to consume crucial HP whenever he attempts to line up his sixth Caprice bullet.
Lane impact
During early Gold Lane trades, Clint easily controls the wave tempo by chaining Quick Draw with Double Shot to pierce both minion lines and Granger simultaneously. Granger struggles to contest because channeling Rhapsody locks him into a linear path, making him an easy target for Grenade Bombardment slows. Granger is forced to burn HP every time he steps forward for a last-hit with Caprice. This persistent poke pressure starves Granger of Gold Lane priority, delaying his gold spikes and forcing his team to surrender early Turtle setup due to missing side-lane rotations.
How to play it
Never open trades with Trapping Recoil; save it specifically to react when Granger uses Rondo or activates Rhapsody. Rooting him mid-channel negates his damage and refunds Trapping Recoil's cooldown by 40%, ensuring you keep distance. Poke Granger relentlessly using single charges of Grenade Bombardment followed immediately by Double Shot basic attacks. If Granger attempts to finish you with Death Sonata from long range, use the backward leap of Trapping Recoil or step behind minion waves to block the high-damage super cannon shots while his mobility is completely exhausted.
Best allies 1
Heroes whose kit compounds with yours. Drafting alongside them turns your individual strengths into a coordinated threat.
Aurora's hard lockup via Frosty Breeze and the massive slowdown from Frigid Glacier convert slippery targets into stationary marks, solving Clint's main inaccuracy problem with Grenade Bombardment and Quick Draw. Once Aurora freezes an enemy, Clint can seamlessly follow up with Trapping Recoil to chain the immobilize, ensuring all five projectiles of Quick Draw hit a single focused target without spreading fan-wide. Furthermore, Clint’s long-range Double Shot passive allows him to safely add massive physical burst from maximum distance while targets remain completely locked down by Aurora’s icy abilities.
Lane impact
When Aurora rotates from Mid Lane toward Clint's Gold Lane, the pair creates an immediate kill zone near the enemy outer turret. Aurora leads rotations by casting Hailstone Blast into bushes or dropping Frigid Glacier to cut off escape routes toward neutral objectives like the Turtle. Once Aurora secures a freeze or heavy slow, Clint advances to secure complete wave control and force the opposing Gold Laner away from gold radius. Their combined long-range artillery makes contested river skirmishes heavily favored, forcing opponents to respect their sudden burst potential.
How to play it
Execution relies entirely on delaying Clint's primary burst until Aurora establishes hard control. Aurora should open with Frosty Breeze or Frigid Glacier to freeze the priority target, giving Clint a clear line of sight. Clint must not fire Trapping Recoil prematurely into minion waves; instead, save it to chain lock the frozen target immediately after Aurora’s freeze expires. Following up with Grenade Bombardment and weaving Double Shot empowered basic attacks between casts guarantees maximum damage output while keeping Clint safely positioned behind Aurora’s defensive threat zone.
Matchup relationships for 3 of these pairings come from the game's own hero data; the rest are selected from the heroes you actually meet in this lane. All written analysis is AI-generated from both heroes' ability kits and reviewed automatically for accuracy — it describes kit interactions, not live win rates.