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Apollo vs Calico

Apollo's team wins 50.5% Calico's team wins 49.5%, across 22,005 games

Written for the Apollo player. Playing Calico? See Calico vs Apollo →

Apollo has the edge

Apollo usually wins 48.7% of games. Against Calico that is 1.8% higher, over 22,005 games.

  • Whole match 50.5% +1.8% vs usual 22,005 games
  • Sharing a lane 50.2% +1.5% vs usual 7,230 games
  • Oracle and above 50.4% −1.2% vs usual 641 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Apollo's usual win rate at that rank.

The fight at a glance

If you're Apollo

Has the edge
Return to Shadows 115s Cooldown Calico instantly vanishes into shadow, becoming untargetable and gaining movement speed, damaging enemies around her as she goes. Damage 150 base spirit damage per hit (deadlock.one), applied on both entry and… Mobility Bonus move speed during the untargetable phase, which she uses to reposition… Defensive Full untargetability for the duration — it can be used purely to survive a… 1 -20s cooldown (from a 115s base) 2 +75 damage and +20% bonus move speed 5 +450 heal amount and +1s cooldown refund

Wait out Return to Shadows 115s cooldown

ThenForce her to burn it defensively (feign a collapse, show a Stun) and the next 95-115 seconds she is a fragile no-CC hero you can walk at.

Watch out
Return to Shadows lets her enter a fight untargetable, land the exit detonation on your backline, and leave before you can select her as a target.
Your edge
Apollo has more crowd control than Calico.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Calico's Return to Shadows.

If you're Calico

Riposte 22s Cooldown Apollo readies a deflection. Crowd Control A 1.5s immobilize and parry disable on the counter-dash target, not a stun… Damage No direct damage listed; Mobility A targeted dash to an enemy hero after a successful deflection — a… 1 -8s cooldown (from a 22s base) 2 melee resist reduction increased to -30%, and +0.7s immobilize and parry disable 5 +1.6s immobilize and parry disable

Wait out Riposte 22s cooldown

ThenWith Riposte down he is a low-durability duellist with a 49 DPS gun.

Watch out
Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff.
Your edge
Calico has more healing than Apollo, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's Disengaging Sigil Disengaging Sigil 12s Cooldown Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds .

The full plan for Apollo, phase by phase, is below. Calico's side in full →

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what Return to Shadows looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Calico's engage range.

Do

  • She is fragile — she has no CC of her own to defend a bad trade and very little effective health
  • The 12-round clip empties almost instantly and the 2.60s reload is a large punish window in a duel
  • The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance

Avoid

  • Gloom Bombs Gloom Bombs 14s Cooldown Calico lobs a handful of bombs that scatter and blow up after a short fuse, dealing spirit damage in the area they land. Damage 45 base spirit damage per bomb (deadlock.one); Defensive Can be thrown behind her while retreating to deter a chase through a choke. 1 -3s cooldown (from a 14s base) 2 -6% melee resist on targets hit and +6s duration 5 +3 grenades clears the wave and chips the enemy laner from a safe distance on a short 14s cooldown
  • Leaping Slash Leaping Slash 9m Range13s Cooldown Calico lunges forward and then sweeps everything around her with a melee slash. Damage 10 impact damage plus 40 heal scaling per Spirit Power at base… Mobility A committed forward dash — good for closing, mediocre for escaping since it… Defensive Heals on hero hit (+25 at Tier 1), giving her a reason to stay in a fight… 1 +25 heal amount 2 +200 bonus gold on kill and +3s bounty duration 5 +10 damage, +50% cooldown refund and +90 impact damage plus the spreadshot's 79 DPS makes any enemy who walks too far forward a real kill threat

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Flawless Advance Flawless Advance 8s Duration26s Cooldown Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Damage 25 base hold damage, 40 at maximum hold, 65 on a perfect release… Mobility Directional lunges usable in any direction; Defensive Tier 2 grants 60% bullet resistance during the lunges, which makes it a… 1 hero hits restore 35 health (1.3 spirit scaling) 2 -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges 5 +65 damage with improved spirit scaling, plus increased lunge speed and distance T2 (roughly 4-6k souls): -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire

Avoid

  • Taking an even fight against Calico on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Return to Shadows. Do not spend a burst combo or a single-target ultimate while she is phased — she is untargetable, not merely hidden, and everything you throw is wasted
  • Hold Hard CC for her — she has zero crowd control and only 1-tier durability, so a single Stun, Root or Knockup that lands outside her ultimate window usually kills her

Avoid

Calico’s abilities

  • Simultaneously her burst combo and her escape. It is the ability that lets her dive a backline, take the kill, and leave without ever being a valid target during the dangerous part.

    • Do not spend a burst combo or a single-target ultimate while she is phased — she is untargetable, not merely hidden, and everything you throw is wasted
    • Predict the reappearance point instead of chasing the disappearance point; she gets bonus move speed but only about 3 seconds of travel
    • Pre-place area denial (Dynamo's Singularity Singularity 250s Cooldown Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health , McGinnis turrets, Mo & Krill's burrow) on the likely exit rather than trying to react to it
  • Leaping Slash Ability 2

    Her gap-closer, her in-fight sustain and her combo damage. The Tier 3 cooldown refund is what lets her chain it as a mobility tool rather than a once-per-fight commitment.

    • It is a fixed-direction dash with no tracking — sidestepping breaks it and denies her the heal entirely
    • Deny the hero hit and she gets no health back; the heal only triggers on heroes, not troopers
    • Once she has dashed in, she is at close range with no CC of her own — that is the moment to Stun her
  • Ava Ava 30s Cooldown Calico dissolves into shadow and takes the form of Ava, gaining movement speed that builds the longer she stays in the form and disappearing from the enemy minimap. Mobility Ramping bonus move speed (up to +45% more at Tier 2) and concealment from… Defensive Escape only through raw speed; 1 +15s buff duration 2 +45% maximum bonus move speed and +15 health regeneration 5 +20% outgoing damage, +8s damage amp duration and +10s build duration Ability 3

    Pure map mobility and information denial. It is how she reaches a fight, leaves a lost one, or rotates to an unwarded camp without showing up on the map — it is not a combat ability.

    • Land a single hero shot on her in Ava form — it resets the speed ramp and puts the form on cooldown, which is usually enough to catch her
    • Ward the jungle routes rather than watching the minimap; minimap concealment is the whole point of the ability and vision defeats it
    • If you catch her mid-Ava, she cannot shoot or cast back until she drops the form — collapse immediately
  • Gloom Bombs Ability 1

    Her wave clear, her camp clear and her opening chip damage. The diminishing-returns rule on overlapping bombs means she has to spread them across a group rather than stacking them on one target.

    • The bombs have a visible scatter and a fuse delay — simply walking out of the cluster before detonation avoids nearly all of it
    • The 65% overlap reduction means bunching up is actually less punishing than it looks; the real cost is the free wave clear she gets
    • Contest her Haunt camps Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute ; her farming lead is largely built on Gloom Bombs clearing camps instantly
  1. 1 Return to Shadows

    Return to Shadows above all — it is simultaneously her dive and her escape. Force her to burn it defensively (feign a collapse, show a Stun) and the next 95-115 seconds she is a fragile no-CC hero you can walk at

  2. 2 Leaping Slash

    Leaping Slash second, because it is both her gap-close and her in-fight heal; sidestep it and she gets neither

  3. 3 Ava

    Ava third — landing any hero shot resets it, and a Calico who has to rotate on foot is trackable again

The matchup in detail

  • Zero crowd control in the entire kit — she cannot lock anyone down or peel for an ally Strong evidence
  • Very low durability; she dies instantly to any Hard CC chain that catches her Strong evidence
  • Poor teamfight presence — her damage is single-target-flavoured and she has nothing to contribute to a grouped brawl Strong evidence
  • You fight at mid range and Calico has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Strategic
  • Return to Shadows lets her enter a fight untargetable, land the exit detonation on your backline, and leave before you can select her as a target — a lone support or sniper is simply dead Strong evidence
  • Ava keeps her off the minimap while she rotates, so the first warning you get is usually Gloom Bombs landing at your feet Strong evidence
  • Gloom Bombs plus Leaping Slash plus a full 79 DPS spreadshot magazine is a burst sequence that kills anyone under about 1 durability at point-blank range Strong evidence
  • Once Gloom Bombs hits T3 she clears camps instantly, so she out-farms you in the quiet parts of the game even if she never wins a fight Strong evidence
  • Ava T3's +20% outgoing damage means a Calico who transformed just before the fight is doing amplified burst from the first shot Strong evidence
  • Calico can take you from healthy to dead inside one combo, so health-bar management is not a useful frame in this matchup — being visible at all inside their range is the risk. Assume any moment you are in their line of sight at full health is a moment they can kill you. Strong evidence
  • Hold Hard CC for her — she has zero crowd control and only 1-tier durability, so a single Stun, Root or Knockup that lands outside her ultimate window usually kills her Strong evidence
  • Do not waste burst or a single-target ultimate during Return to Shadows; she is untargetable, so wait out the ~3s and pre-aim the exit point instead Strong evidence
  • Place area-denial on her likely reappearance point — Dynamo's Singularity, Mo & Krill's burrow, McGinnis turrets — rather than trying to react to the exit Strong evidence
  • Shoot her once while she is in Ava form; hero damage resets the ramping speed bonus and locks the form out, which strands her mid-rotation Strong evidence
  • Ward her jungle routes; minimap concealment is Ava's entire value and direct vision defeats it completely Strong evidence
  • Punish her 2.60s reload — her 12-round spreadshot clip empties in under half a second, and she has no CC to protect herself while reloading Strong evidence
  • Against Calico the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • Calico leaves fights on stamina, not on a single button, which is why slows underperform here and Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front over-performs: it freezes stamina regeneration, so they cannot dash out of the sequence rather than merely dashing out slower. Layer it with the fact that wall jumping already costs them 25% stamina regeneration for 5 seconds — if you can force a wall-jump exit first, the freeze lands on someone already short of charges. Strong evidence
  • The instant Return to Shadows ends — she reappears as a targetable, low-durability hero with no CC and her escape on a 95-115s cooldown Strong evidence
  • Mid-reload: 12 rounds empty in roughly a quarter second and the 2.60s reload leaves her with nothing but a melee swing Strong evidence
  • While she is in Ava form she cannot shoot or cast at all — catching her here is close to a free kill Strong evidence
  • Immediately after a whiffed Leaping Slash: she is at close range with no dash, no CC and no heal Strong evidence
  • Any fight where she is forced to stand and trade in a grouped brawl — she has no teamfight tools and her damage profile wants an isolated target Strong evidence
  • Parry is your best tool against Calico's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
  • Your bullets are slow and Calico is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your bullet speed costs you. Strategic
  • Gloom Bombs clears the wave and chips the enemy laner from a safe distance on a short 14s cooldown Strong evidence
  • Leaping Slash plus the spreadshot's 79 DPS makes any enemy who walks too far forward a real kill threat Strong evidence
  • She is fragile — she has no CC of her own to defend a bad trade and very little effective health Strong evidence
  • The 12-round clip empties almost instantly and the 2.60s reload is a large punish window in a duel Strong evidence
  • The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance Strong evidence
  • If you are behind and planning to fight Calico on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
  • Calico will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • Return to Shadows unlock — Gives her a dive-and-leave button and turns her from a farmer into a genuine pick threat Strong evidence
  • Gloom Bombs T3 (+3 grenades) — Camp and wave clear becomes near-instant, which is the foundation of her farming and split-push lead Strong evidence
  • Leaping Slash T3 — The +50% cooldown refund makes the dash repeatable, effectively giving her a second mobility charge in fights Strong evidence
  • Ava T3 (late 30min+) — +20% outgoing damage on transformation turns every rotation into a pre-buffed burst window Strong evidence
  • Flawless Advance T2 (roughly 4-6k souls) — -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire Strong evidence
  • Itani Lo Sahn Itani Lo Sahn 145s Cooldown Apollo winds up a wide, long-reaching slash. Crowd Control Stasis-style lockdown — the target cannot take action and is stuck in slow… Damage 200 delayed damage base (deadlock.one); Mobility Tier 1 adds +8m dash range to the slash; 1 +8m dash range 2 -35s cooldown (from a 145s base) 5 adds maximum-health damage and increases the bonus against half-health enemies by 50% unlock — Gives him an anti-heal execute he otherwise completely lacks Strong evidence
  • You have peel and Calico is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
  • Calico heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Against Calico's burst, a reactive mitigation active beats flat health. Flat health raises the number they have to hit; a barrier or damage-reduction active on a short cooldown breaks the combo itself, which is what actually saves you. Strong evidence
  • Do not assume Calico shrugs off your anti-heal by going immune. Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented
  • Slowing Hex (spirit T2) — Calico's Return to Shadows is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Calico's Return to Shadows is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit (vitality T2) — Buy on supports to save a focused ally from a burst window; it is the path to Divine Barrier Divine Barrier 6,400 souls Tier 4ArmorPress +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 . Aimed at Calico's Return to Shadows in this lineup. Documented
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Calico and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Documented
  • The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Calico it is not: they do not need you low, they need you in range once. With no self-sustain you also have no way to convert a survived trade into anything — you just stand there at 40% until the combo comes back. Your first 1,600 should be the item that breaks the combo, not the one that wins the poke war. Strategic

Next

Apollo’s other hard matchups

Every Apollo matchup →

All of Calico

Who beats Calico, the items that shut Calico down, and every ability.

How to counter Calico →

Facing more than Calico?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Calico's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 50.5% of these, which is 1.8% above your overall win rate (22,005 matches). The kit-based model agrees.

Calico's kit and counterplay were compiled from 9 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Apollo's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →