How to play Warden
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Warden wins 45.5% overall
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The Warden build
Each tier lists the items Warden players win with most often, out of 122,942 Warden games. Win % is how often Warden 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 Warden 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 Warden players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Bullet Resist Shredder - Win %
- 47.8% +1.4
- Popularity
- 26%
- Games
- 32,124
- Bought at
- ~17 min
-
Fleetfoot - Win %
- 46.9% +0.5
- Popularity
- 62%
- Games
- 76,627
- Bought at
- ~17 min
-
Spirit Lifesteal - Win %
- 48.5% +2.2
- Popularity
- 42%
- Games
- 51,761
- Bought at
- ~23 min
-
Improved Spirit - Win %
- 49.7% +3.3
- Popularity
- 21%
- Games
- 25,905
- Bought at
- ~24 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Warden 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 %
- 57.4% +6.9
- Popularity
- 4.1%
- Games
- 5,041
- Bought at
- ~39 min
- Tier
- 4
-
Colossus - Win %
- 54.9% +4.4
- Popularity
- 3.3%
- Games
- 4,099
- Bought at
- ~36 min
- Tier
- 4
-
Witchmail - Win %
- 54.0% +3.4
- Popularity
- 5.9%
- Games
- 7,241
- Bought at
- ~37 min
- Tier
- 4
-
Crippling Headshot - Win %
- 52.8% +2.2
- Popularity
- 5.0%
- Games
- 6,199
- Bought at
- ~36 min
- Tier
- 4
-
Spellslinger - Win %
- 52.7% +2.1
- Popularity
- 16%
- Games
- 19,514
- Bought at
- ~33 min
- Tier
- 4
-
Diviner's Kevlar - Win %
- 52.6% +2.0
- Popularity
- 3.0%
- Games
- 3,694
- Bought at
- ~33 min
- Tier
- 4
Popular, but behind the rest of their tier
-
Mercurial Magnum - Win %
- 47.5% -3.0
- Popularity
- 78%
- Games
- 95,952
- Bought at
- ~23 min
- Tier
- 4
-
Extra Stamina - Win %
- 44.3% -1.6
- Popularity
- 16%
- Games
- 19,267
- Bought at
- ~10 min
- Tier
- 1
-
Mystic Expansion - Win %
- 44.3% -1.5
- Popularity
- 18%
- Games
- 21,487
- Bought at
- ~11 min
- Tier
- 1
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Warden 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 Warden, 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 Warden 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 Warden plays
Strengths
- The best anti-mobility ability in this group:
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised forces a 20m-in-2.8s escape check and silences you through it at T3 - Strongest anti-carry basic ability:
Alchemical Flask
Alchemical Flask Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -50%) 5 -7s cooldown (12s base) and +2m radius; strips up to 50% weapon damage and 30% fire rate for 7 seconds -
Last Stand
Last Stand After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +40.5 DPS and -30s cooldown (180s base) 5 +4s duration and Unstoppable plus +30% resists while channelling is durability, Area Damage and sustain in one, with 75% hero Lifesteal and 50-80% resists - 805 HP plus a barrier makes him genuinely hard to burst down during his engage
In lane
-
Alchemical Flask
Alchemical Flask Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -50%) 5 -7s cooldown (12s base) and +2m radius; 's -25% to -50% weapon damage for 7s wins nearly every early weapon trade outright - 805 base health plus a 125+
Willpower
Willpower Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +15% move speed (T1 adds +20%, so up to +35%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling barrier means he survives commits that kill most ranged laners -
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised plus Flask is a real 1v1 kill threat as soon as both are unlocked, with no ganker needed
Power spikes
-
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised unlock — A conditional 1.75s Root on a 34s cooldown is his first real kill threat -
Last Stand
Last Stand After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +40.5 DPS and -30s cooldown (180s base) 5 +4s duration and Unstoppable plus +30% resists while channelling unlock — Plus
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised becomes a guaranteed kill combo on any target that fails the escape check -
Alchemical Flask
Alchemical Flask Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -50%) 5 -7s cooldown (12s base) and +2m radius; T2 (-50% weapon damage) — He becomes a hard counter to bullet carries, halving their output for 7 seconds at a time -
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised T3 +
Last Stand
Last Stand After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +40.5 DPS and -30s cooldown (180s base) 5 +4s duration and Unstoppable plus +30% resists while channelling T3 — The Silence on the escape check plus
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer while channelling removes both normal counterplays at once — this is his peak
Weak points to cover
- Slowest base movement in this group (6.3 m/s); everything depends on
Willpower
Willpower Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +15% move speed (T1 adds +20%, so up to +35%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling being available -
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised is a check, not a guaranteed Root — a mobile hero with stamina banked simply walks out of it - Nerfed in the 09-16-2026 patch across three lines: Flask projectile range and speed -30%, Bullet Damage per boon 0.28 to 0.25, and
Willpower
Willpower Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +15% move speed (T1 adds +20%, so up to +35%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling T3 scaling and debuff resistance both cut
Next
Warden’s hardest matchups
- vs Rat King -7.3 pts
- vs Paige -7.0 pts
- vs Graves -6.1 pts
Best teammates
-
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) 54.7% duo win -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 53.1% duo win -
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) 53.7% duo win