Apollo vs Mina
Apollo's team wins 53.6% Mina's team wins 46.4%, across 49,517 games
Written for the Apollo player. Playing Mina? See Mina vs Apollo →
Apollo has a big edge
Apollo usually wins 48.7% of games. Against Mina that is 4.9% higher, over 49,517 games.
- Whole match 53.6% +4.9% vs usual 49,517 games
- Sharing a lane 54.0% +5.3% vs usual 16,700 games
- Oracle and above 55.5% +3.9% vs usual 985 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 edgeWait out Sanguine Retreat 32s cooldown
ThenForce it with a cheap ability and hold your combo.
- Watch out
- Love Bites turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops.
- Your edge
- Apollo has more burst damage than Mina.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Mina's
Sanguine Retreat.
If you're Mina
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
- Mina has more reach than Apollo, so you can trade from range.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's
Disengaging Sigil
Disengaging Sigil 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. Mina's side in full →
What should I do right now?
Do
- Plan for
Slowing Hex
Slowing Hex +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
Sanguine Retreat looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Mina's engage range.
Do
- 660 base health is low; a single landed hard-CC plus follow-up removes her outright.
- Her pistol's falloff starts at 20m and ends at 46m — a long-range laner can out-range her.
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
Avoid
Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats.
Sanguine Retreat means she can contest an orb or a soul she has no business contesting and blink out untargetable before the answer arrives.
Do
- Their first real spike is
Love Bites unlocked first (laning 0-10min) — respect it from that point, not before. - Your spike is
Flawless Advance
Flawless Advance 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 Mina on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Nox Nostra
Nox Nostra Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat, multiplied by the number of accumulated bats. Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 +1.9 damage. 2 -45s cooldown. 5 on hit, deal an additional 0.5% of current health as damage. . Do not group inside its reach at the start of a fight; bats seek, so distance rather than dodging is what works. - Buy Spirit Resist, not Bullet Resist. Her pistol does only 7.3 per bullet;
Love Bites and
Rake
Rake A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. are spirit, and cutting spirit removes most of her damage.
Avoid
- Spending your own escape before
Sanguine Retreat is on cooldown.
Mina’s abilities
-
Nox Nostra Ultimate Once this lands the fight is usually already decided — Silence on every bat hit.
- Do not group inside its reach at the start of a fight; bats seek, so distance rather than dodging is what works.
- Nox Nostra is her ultimate, so
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount cannot purge its Silence: cast
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before the bats reach you (it keeps the Silence off), or carry
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health to shorten it — the Silence, not the 4.6-per-bat damage, is the ability. - Deny
Love Bites procs during laning and mid-game; a Mina who never got to chip you has a visibly smaller swarm.
-
Sanguine Retreat Ability 2 A blink, a dodge, a gap-closer and a disengage on one button, and the untargetable state eats whatever was about to hit her.
- Its cooldown (32s base) is the whole matchup. Force it early with a cheap threat, then commit your real burst in the window it is down.
- 9m base range is short. Spreading your team so there is no safe landing spot within 9m of her means she blinks out of one threat and into another.
- The untargetable state does not stop ground-persistent zones — McGinnis'
Heavy Barrage
Heavy Barrage McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. , Pocket's
Affliction
Affliction An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second. T3 adds +13 DPS with spirit scaling. Defensive None directly, though the T3 heal prevention is effectively defensive… 1 -35s cooldown. 2 +3s duration, +4m radius. 5 prevents all healing on affected enemies, +13 DPS with spirit scaling. and similar keep ticking when she lands.
-
Love Bites Ability 3 No control at base; the upgrade is what changes that — T1 adds a 30% slow for 3s when the bite procs.
- Spirit Resist items cut most of her output — her raw Bullet Damage is only 7.3, so almost all of her damage is spirit.
- Denying her bullets on your body in lane denies both the damage and her
Nox Nostra stacks; her ultimate is built out of your laning mistakes. - The per-target cooldown means she cannot re-proc on you immediately — after a bite lands you have a real window to trade back before the next one.
-
Rake Ability 1 Her finisher and her lane sustain in one button. Because it scales on missing health it is the reason a Mina who has already chipped you can convert from 'annoying' to 'dead' faster than the health bar implies.
- It requires her to be at close range on a 16s cooldown. Once Rake is spent, she has no way to finish you and must disengage.
- Anti-heal removes the heal-per-kill, which is the only thing letting her stay forward after a trade.
- Because it scales on missing health, topping up between trades (a
Restorative Locket
Restorative Locket +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore , a return to base) resets her damage curve to base.
- 1
Sanguine Retreat Sanguine Retreat, unambiguously. Everything else in her kit is tolerable; this is the button that makes her hard to kill. Force it with a cheap ability and hold your combo.
- 2
Rake Rake second — it is her finisher on a 16s cooldown, and it requires close range. Once spent she cannot convert your low health bar.
- 3
Love Bites Do not bother baiting Love Bites; it is effectively always available. Instead deny it by breaking line of sight so it never builds.
The matchup in detail
- Low durability at 660 HP with no barrier, no damage reduction and no armour ability. Strong evidence
- Weak raw gun (7.3 per bullet, ~29 DPS); strip the spirit and there is almost nothing left, so Spirit Resist cuts most of her damage. Strong evidence
- Her whole safety profile is one cooldown; a baited
Sanguine Retreat is often a dead Mina. Strong evidence - Read this matchup as one where the early deficit sticks. Mina is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
-
Love Bites turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops. Strong evidence -
Rake scales with your missing health (6% and +7% more at T3), so the last third of your health bar disappears far faster than the first two thirds did. Strong evidence -
Sanguine Retreat makes her untargetable mid-flight with a recast, so your burst combo lands on empty air and your cooldowns are gone while hers are not. Strong evidence -
Nox Nostra silences everything it touches with a swarm that has been growing all game off
Love Bites procs; your interrupt, your escape and your ultimate all stop working at once. Strong evidence - With T1
Sanguine Retreat she gains +25% fire rate and 8 free bullets on cast, so the blink that dodged your ability is also the start of her damage window. Strong evidence - Mina can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
- Buy Spirit Resist, not Bullet Resist. Her pistol does only 7.3 per bullet;
Love Bites and
Rake are spirit, and cutting spirit removes most of her damage. Strong evidence - Bait
Sanguine Retreat with a low-cost threat, then commit real burst in its 32s cooldown window. At 660 HP she dies to almost any full combo when it is down. Strong evidence - Use persistent ground zones rather than instant burst: McGinnis'
Heavy Barrage, Pocket's
Affliction, Paradox's
Pulse Grenade
Pulse Grenade A grenade that sticks where it lands and then pulses repeatedly. Crowd Control Time slow on each pulse — a movement slow that compounds while you remain… Damage 35 base pulse damage. T2 adds +20 pulse damage with increased spirit… Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 -12s cooldown. 2 +20 pulse damage with increased spirit scaling. 5 +4% damage amp, +1.6s duration. and similar keep damaging after she reforms, and untargetability does not remove them. Strong evidence - Answer
Nox Nostra's Silence with
Unstoppable cast before the bats reach you, or
Debuff Reducer to shorten it (a dispel cannot purge an ultimate's Silence); without one the Silence, not the damage, is what loses you the fight. Strong evidence - Deny her
Love Bites procs in lane. Every proc she lands on a hero permanently grows her ultimate, so playing behind cover in the first 10 minutes shrinks her late game. Strong evidence - Stack immobilize and Root effects over stuns where possible — she is dodging burst, not duration; an immobilize that outlasts her recast window strands her. Strong evidence
- Against Mina 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 +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +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 - Mina leaves fights on stamina, not on a single button, which is why slows underperform here and
Arctic Blast
Arctic Blast +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 moment she reforms at the end of
Sanguine Retreat — untargetability ends and she is a 660 HP target standing in a place you can pre-aim. Strong evidence -
Sanguine Retreat on cooldown (32s base). This is the only stretch where she is a normal-durability hero, and it is when every kill on her happens. Strong evidence - Immediately after
Rake is used — 16s base cooldown, and she has no other close-range finisher. Strong evidence - After a
Love Bites proc lands on you specifically: the per-target cooldown means she cannot re-proc on you right away, so that is your trade-back window. Strong evidence - The 150s
Nox Nostra cooldown after she uses it — her only contribution to a grouped fight is gone for over two minutes. Strong evidence - Your bullets are slow and Mina 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
- Mina builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. Strong evidence
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Mina specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Mina's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
- Mina is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing if they out-sustain you,
Debuff Reducer if they out-lock you,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
-
Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats. Strong evidence -
Sanguine Retreat means she can contest an orb or a soul she has no business contesting and blink out untargetable before the answer arrives. Strong evidence - 660 base health is low; a single landed hard-CC plus follow-up removes her outright. Strong evidence
- Her pistol's falloff starts at 20m and ends at 46m — a long-range laner can out-range her. 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
- Mina 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
-
Love Bites unlocked first (laning 0-10min) —
Love Bites with double
Rake gives her spirit chip and a missing-health finisher right away. Strong evidence -
Love Bites T2 (mid game) — +3 spirit per bullet and +45 bite damage substantially raise
Love Bites' output. Strong evidence -
Sanguine Retreat T3 — The extra recast plus +4m range lets her chain two untargetable hops with more reach. Strong evidence - Late 35min+ with a large accumulated bat count —
Nox Nostra's permanent stacking turns it from a minor Silence into a fight-deciding mass shutdown. 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 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
- Fight Mina under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- Mina fights from the air, which is exactly what
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented - Your escape is a big part of why you survive fights, and Mina can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
-
Slowing Hex (spirit T2) — Mina's
Sanguine Retreat 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 +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) — Mina's
Sanguine Retreat 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 -
Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Mina's
Sanguine Retreat. Documented
- The usual error against Mina is treating
Nox Nostra as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic
Next
Apollo’s other hard matchups
Facing more than Mina?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Mina's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 53.6% of these, which is 4.9% above your overall win rate (49,517 matches). The kit-based model agrees.
Mina's kit and counterplay were compiled from 6 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%.