Backline assassination
“Their carry deletes my squishies.”
Start with
Guardian Ward
Guardian Ward +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius — the cheapest answer, at 1,600 souls . 13 more below, by tier.
Items that answer this
14 itemsTier 2 1,600 souls each
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Guardian Ward
Guardian Ward +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Buy on supports to save a focused ally from a burst window; it is the path to
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward . -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Watch out: Silences movement-based abilities AND movement items — it disables Warp Stone, Phantom Strike, Vindicta's Flight, Infernus's Flame Dash and similar
Tier 3 3,200 souls each
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Disarming Hex
Disarming Hex +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist The dedicated answer to a gun carry: it simply turns their weapon off for four seconds during their damage window. Watch out: Affects abilities that modify primary fire, but not weapon-damage abilities that work independently of primary fire -
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Watch out: Gravity effect increased from +50% to +100% on 6 Mar 2026 -
Rescue Beam
Rescue Beam +60s Cooldown +2.5s Channel Duration +20% Heal Amount +0.2s Heal Interval +6% Ability Range +6% Radius Buy on supports to extract a focused teammate out of a dive. -
Shadow Weave
Shadow Weave +37s Cooldown +13s Duration +0.6s Fade Time +5s Ambush Duration +6s Time to Full Ambush +50% Ambush Weapon Damage +25 Ambush Spirit Power +5 Out of Combat Regen Buy on flankers who want to open a fight from an unexpected angle and can stay hidden for the 6s the ambush needs to peak. Watch out: An ability cast to break stealth now gets the ambush bonus on its own damage; before 30 Oct 2026 the bonus arrived only after that ability had gone off
Tier 4 6,400 souls each
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Crushing Fists
Crushing Fists +5s Cooldown +12% Bullet Resist +22% Melee Damage +60% Heavy Melee Distance +25% Bonus Heavy Damage +6 Max Stacks +8s Debuff Duration +0.75s Stun Duration +15% Ammo +2x Heavy Melee Bonus -5% Bullet Resist Buy on melee bruisers who land repeated melee hits on one target. -
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Watch out: Voice lines still refer to the old name Curse -
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Watch out: Removes non-stun debuffs only — stuns are not cleansed -
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power Buy to survive a telegraphed assassination combo or ultimate — you cannot be hurt for four seconds. Watch out: Interrupts your own channelled abilities on activation -
Focus Lens
Focus Lens +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Buy to take one enemy caster out of the fight — it silences them for four and a half seconds. Watch out: Damage dealt to a barrier on the target counts toward the banked damage (fixed 30 Oct 2026) -
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Watch out: Silenced by Slowing Hex, which blocks movement-based items -
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration Buy when an enemy spellcaster is the main damage threat and you can land sustained bullets on them. Watch out: Silence does not apply to a target with Unstoppable active -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Watch out: Applies the full Slowing Hex effect, so it silences enemy movement items such as Warp Stone and Phantom Strike
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
20 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
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Apollo
Apollo Strong in duels, and Riposte punishes heroes who dive him Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing low (1/3) -
Bebop
Bebop Pick potential — a landed Grapple Arm sets up his Sticky Bomb and Exploding Uppercut combo Durability high (2/3) Burst very high (3/3) Mobility low (1/3) Healing low (1/3) -
Billy
Billy Anti-mobility — Chain Gang disables movement abilities outright and Bashdown pulls airborne heroes to the floor Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Calico
Calico Fast farming and map mobility: she turns a quiet map into a soul lead Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3) -
Deadman Danny
Deadman Danny Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Drifter
Drifter A heavy 20.10-damage-per-bullet shotgun, with burst on top from Rend Durability low (1/3) Burst very high (3/3) Mobility high (2/3) Healing low (1/3) -
Haze
Haze Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Lash
Lash Vertical engage: he converts altitude into damage and pickups. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
Mina
Mina Two untargetable hops with recasts make committing to kill her risky. Durability none (0/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Mirage
Mirage Global-teleport split pressure: Traveler means he is rarely out of position on the macro map. Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Mo & Krill
Mo & Krill A layered single-target lockdown package: Sand Blast disarm into Burrow knockup into a multi-second Combo stun. Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Paradox
Paradox Paradoxical Swap exchanges positions with a hit enemy, pulling them out of safety and into her team. Durability low (1/3) Burst high (2/3) Mobility low (1/3) Healing none (0/3) -
Pocket
Pocket Two independent escapes (Flying Cloak teleport and an untargetable satchel) make them hard to kill. Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Shiv
Shiv Killing Blow ignores positioning once the target is low, giving reliable single-target removal Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
The Doorman
The Doorman Hotel Guest does not reduce a hero's output, it removes the hero Durability low (1/3) Burst low (1/3) Mobility low (1/3) Healing none (0/3) -
Vindicta
Vindicta Escape and repositioning via 13-23s of free Flight Durability none (0/3) Burst very high (3/3) Mobility very high (3/3) Healing none (0/3) -
Vyper
Vyper High close-range sustained damage, with effectively infinite ammo while sliding Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Warden
Warden Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3 Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing high (2/3) -
Wraith
Wraith Single-target lockdown: Telekinesis disables for over two seconds and then blocks Stamina and movement abilities afterwards Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Yamato
Yamato 8.2 m/s base movement speed plus a 23-31m grapple gives her strong engagement control Durability high (2/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3)
Get this answered for your actual game
Which of these is worth a slot depends on how many of the six enemies really press this. The tool works that out from the lineup.
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