Apollo vs Wraith
Apollo's team wins 49.5% Wraith's team wins 50.5%, across 40,838 games
Written for the Apollo player. Playing Wraith? See Wraith vs Apollo →
About even
Apollo usually wins 48.7% of games. Against Wraith that is 0.8% higher, over 40,838 games.
- Whole match 49.5% +0.8% vs usual 40,838 games
- Sharing a lane 50.0% +1.3% vs usual 13,547 games
- Oracle and above 48.4% −3.2% vs usual 1,158 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
Wait out Project Mind 50s cooldown
ThenForce her to spend it defensively and, before Tier 3, she has no way into or out of a fight for 50 seconds.
- Watch out
- Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds.
- Your edge
- Apollo has more burst damage than Wraith.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Wraith's
Project Mind.
If you're Wraith
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
- Wraith 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. Wraith'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
Project Mind looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Wraith's engage range.
Do
- 730 max health, so she loses any trade she does not win with her gun
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
Avoid
- The
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. 's 52-round magazine and high fire rate win extended weapon trades against burst laners
Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive
Do
- Their first real spike is
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown) — 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 Wraith on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Telekinesis. It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely - Interrupt her channels:
Project Mind is 1s and
Telekinesis is 1.25s, both interruptible. A Viscous
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Warden
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 , Venator
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or Vyper
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 landed on the channel wastes a 50s or 150s cooldown
Avoid
- Spending your own escape before
Project Mind is on cooldown.
Wraith’s abilities
-
Telekinesis Ultimate The one cooldown worth tracking on its own timer: stunned during the 1.25s channel, then the target is airborne and unable to act for roughly 2.25s.
- It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
- Once lifted you cannot act, but your team can: the counterplay belongs to your allies, who should focus Wraith during the 1.25s channel to break it
- Cast
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before the lift, or carry slow resist or
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health for the slow after the slam (Telekinesis is her ultimate, so
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount cannot purge it), because the movement lockout is what actually kills you, not the 100-200 damage
-
Card Trick Ability 1 Her resource loop and her flexible utility slot. Shooting builds cards; throwing them converts sustained gunfire into burst, healing, resist shred or chase speed depending on what she draws.
- Deny the shooting window and you deny the cards — breaking line of sight before she can land sustained weapon damage starves the entire ability
- The card throw is a visible projectile on a 0.6s cycle; strafing through the throw avoids the Spade burst
- Heart healing was nerfed in the 09-16-2026 patch, so anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing , Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's T1 Crow) now cuts her only self-sustain
-
Project Mind Ability 2 Her entry and her exit, but not both at once. The core Wraith decision is whether Project Mind is being spent to reach a backliner or saved to get out afterwards.
- Interrupt the channel. It is 1s and interruptible, so a Viscous
Puddle Punch, a Warden
Binding Word, a Venator
Gutshot wall Stun or a Vyper
Petrifying Bola at the right moment wastes her whole escape - Track the cooldown. Before T3 it is 50s, so a Wraith who has used Project Mind to enter has no exit for nearly a minute — collapse from multiple angles
- Strip the 300 T2 barrier with a cheap ability first so your real damage lands on health
- Interrupt the channel. It is 1s and interruptible, so a Viscous
- 1
Project Mind Project Mind first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 50 seconds
- 2
Telekinesis Telekinesis second: it is her only Hard CC and on a 105-150s cooldown. Baiting it onto a durable target means your carry is untouchable for the rest of the fight
- 3
Full Auto Full Auto third: make her burn the 5-8s window on a target that breaks line of sight, then all-in her during the 25-45s cooldown
The matchup in detail
- 730 max health with no innate durability outside
Project Mind's T2 barrier Strong evidence -
Project Mind is her entry AND her exit but can only be one at a time before T3's 18s cooldown Strong evidence - Both
Project Mind's 1s channel and
Telekinesis's 1.25s channel are interruptible, so CC-heavy teams shut her down Strong evidence
-
Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you Strong evidence -
Project Mind teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her Strong evidence -
Full Auto with T3 gives her unlimited ammo at +30% fire rate for 8 seconds, which is enough to delete a squishy that cannot break line of sight Strong evidence -
Card Trick Spades add +60 burst on top of her gun, and Diamonds strip your bullet and Spirit Resist so everything she and her team do lands harder Strong evidence - The full chain —
Project Mind in,
Telekinesis your carry,
Full Auto while they cannot use Stamina — is a scripted backline deletion Strong evidence - Your mobility is a real advantage here, and Wraith's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Interrupt her channels:
Project Mind is 1s and
Telekinesis is 1.25s, both interruptible. A Viscous
Puddle Punch, Warden
Binding Word, Venator
Gutshot wall Stun or Vyper
Petrifying Bola landed on the channel wastes a 50s or 150s cooldown Strong evidence - Stay beyond 10m of her and spread out —
Telekinesis is single-target at 10m base range and cannot reach a dispersed formation Strong evidence - Collapse from multiple angles after an aggressive
Project Mind: before T3 that is a 50s cooldown, so she is stranded in your team with no exit Strong evidence - Buy anti-heal; the 09-16-2026 nerf to Heart healing means
Healbane or Venator's
Consecrating Grenade now cuts her self-sustain Strong evidence - Break line of sight for the 5-8s of
Full Auto rather than trading into it; the window expires and the cooldown is 25-45s Strong evidence - Cast
Unstoppable before
Telekinesis lifts you, or carry slow resist or
Debuff Reducer for the slow after the slam;
Dispel Magic cannot purge an ultimate Strong evidence -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale is the right shape of answer to Wraith's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their
Toxic Bullets
Toxic Bullets -40% Incoming Healing bleed,
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented -
Telekinesis is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic
- The 1s
Project Mind channel and the 1.25s
Telekinesis channel: both are interruptible and both are long cooldowns wasted Strong evidence - Any time
Full Auto is active — she is stationary, committed, and has no defensive layer while shooting Strong evidence - The 50s (pre-T3) window after
Project Mind is spent, especially if she used it to enter rather than to leave Strong evidence - After the 300 T2
Project Mind barrier expires (5s), she is a 730 HP hero with nothing Strong evidence - Before she has banked
Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Strong evidence - When Wraith puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. 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 Wraith'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
- The
Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence -
Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive Strong evidence - 730 max health, so she loses any trade she does not win with her gun Strong evidence
-
Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit 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
-
Full Auto T1 (-20s cooldown) — A 25s
Full Auto means she has a damage window every skirmish instead of every other fight Strong evidence -
Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Strong evidence -
Project Mind T2 — The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero Strong evidence - Late 35min+ —
Project Mind T3 (18s cooldown) plus
Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly 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
- You have peel and Wraith 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
- Your habit of taking the fight vertical to reset spacing against Wraith is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
- Wraith decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
-
Slowing Hex (spirit T2) — Wraith's
Project Mind 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) — Wraith's
Project Mind 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 -
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty (spirit T4) — Wraith's
Telekinesis is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
- If you learned to play this matchup before 09-16-2026 you probably dash away from Wraith 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
Next
Apollo’s other hard matchups
All of Wraith
Who beats Wraith, the items that shut Wraith down, and every ability.
Facing more than Wraith?
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 Wraith's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 49.5% of these, which is 0.8% above your overall win rate (40,838 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Wraith's kit and counterplay were compiled from 7 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%.