How to play Vyper
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Vyper wins 48.0% overall
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The Vyper build
Each tier lists the items Vyper players win with most often, out of 171,430 Vyper games. Win % is how often Vyper wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Vyper games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Vyper players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Vyper players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Frenzy - Win %
- 61.5% +6.7
- Popularity
- 2.0%
- Games
- 3,426
- Bought at
- ~37 min
- Tier
- 4
-
Blood Tribute - Win %
- 54.0% +5.0
- Popularity
- 1.1%
- Games
- 1,906
- Bought at
- ~29 min
- Tier
- 3
-
Hunter's Aura - Win %
- 53.9% +4.9
- Popularity
- 1.0%
- Games
- 1,758
- Bought at
- ~25 min
- Tier
- 3
-
Crippling Headshot - Win %
- 57.9% +3.1
- Popularity
- 9.0%
- Games
- 15,471
- Bought at
- ~35 min
- Tier
- 4
-
Spiritual Overflow - Win %
- 57.5% +2.8
- Popularity
- 26%
- Games
- 44,789
- Bought at
- ~32 min
- Tier
- 4
-
Veil Walker - Win %
- 51.5% +2.5
- Popularity
- 1.1%
- Games
- 1,803
- Bought at
- ~21 min
- Tier
- 3
Popular, but behind the rest of their tier
-
Capacitor - Win %
- 51.1% -3.6
- Popularity
- 17%
- Games
- 28,928
- Bought at
- ~30 min
- Tier
- 4
-
Mercurial Magnum - Win %
- 51.9% -2.8
- Popularity
- 71%
- Games
- 120,974
- Bought at
- ~25 min
- Tier
- 4
-
Opening Rounds - Win %
- 46.5% -2.5
- Popularity
- 23%
- Games
- 39,313
- Bought at
- ~10 min
- Tier
- 2
-
Intensifying Magazine - Win %
- 47.1% -1.9
- Popularity
- 31%
- Games
- 53,438
- Bought at
- ~12 min
- Tier
- 2
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Vyper players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Vyper, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Vyper players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Vyper plays
Strengths
- Exceptional close-range sustained DPS, with effectively infinite ammo while sliding
- Best-in-group slide mobility: uphill slides, long slides and sharp slide turning from
Slither
Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); - Native anti-heal and a missing-health execute in the same ability (
Lethal Venom
Lethal Venom Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom ) -
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits at T3 is a mass hard disable on a hero who otherwise has none
In lane
- Four base stamina plus
Slither
Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); gives her more dodge and reposition resource than most laners, so she wins movement-based trades - The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime
-
Screwjab Dagger
Screwjab Dagger Throws a dagger for spirit damage and a movement slow. Crowd Control -28% move slow on first hit, -12% more per stack, lasting 10s Damage 50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling)… Defensive The slow is her only way to break a chase 1 +1 charge 2 on hit, -8% bullet resist and an additional -6% bullet resist per stack 5 +2 max stacks, -2s charge delay, and on hit refund 55% of the charge cooldown stacks slow the enemy laner enough to convert a losing trade into a kill with a partner
Power spikes
-
Screwjab Dagger
Screwjab Dagger Throws a dagger for spirit damage and a movement slow. Crowd Control -28% move slow on first hit, -12% more per stack, lasting 10s Damage 50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling)… Defensive The slow is her only way to break a chase 1 +1 charge 2 on hit, -8% bullet resist and an additional -6% bullet resist per stack 5 +2 max stacks, -2s charge delay, and on hit refund 55% of the charge cooldown T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow -
Lethal Venom
Lethal Venom Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable -
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits unlock — Gives her a 2.2s single-target removal she otherwise completely lacks - Late 35min+ —
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits T3 (mass petrify, 3.2s) plus
Lethal Venom
Lethal Venom Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom T3 (bullets apply venom) makes her a full teamfight threat rather than a flanker
Weak points to cover
- Essentially no defensive kit: 780 HP and a 180 barrier at
Slither
Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); T3 is the entire package - Everything meaningful happens inside 10-33m, so she is helpless against long-range poke
- Petrify blocks damage, so a badly placed Bola actively protects the enemy from her own team
Next
Vyper’s hardest matchups
- vs Graves -7.8 pts
- vs Rat King -7.8 pts
- vs Paige -7.1 pts
Best teammates
-
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 56.7% duo win -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 55.5% duo win -
Lash
Lash Best-in-class vertical engage: no other hero converts altitude into damage and pickups the way he does. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) 52.1% duo win