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Baba portrait Sinclair portrait

Baba vs Sinclair

Low threat

Written for the Baba player. Playing Sinclair? See Sinclair vs Baba →

Baba is favoured. Baba wins 56.6% of 22,782 games against Sinclair (+4.7 points vs Baba’s usual 51.9%).

How to win as Baba

  1. RuleDo not commit before Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) is gone. Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (14s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage
  2. Watch out Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it
  3. Your edgeYou recover between fights and they do not (Baba Baba New hero Released 6 October Released 6 October. A spirit controller: Threadsap steals enemy Spirit and powers up her bullets, her bench grows legs for speed and a knockback kick, Baba’s Brew cycles between a barrier, a silence and a burn, and Feed The Birds hexes everyone in her cone into pigeons. 1/3 against Sinclair 0/3).
  4. Buy Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — Sinclair creates that through Sinclair's Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky.
The numbers: lane, whole match and Oracle and above
GamesBaba winsvs Baba's usualSample
Whole match 56.6% +4.7 pts (51.9% overall) 22,782 games
Sharing a lane 56.3% +4.4 pts (51.9% overall) 7,298 games
Oracle and above 56.2% +5.5 pts (50.7% at Oracle+) 1,583 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. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 56.6% of these, which is 4.7 points above your overall win rate (22,782 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

What should I do right now?

Do

  • Plan for Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop.
  • Know what Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 730 max health with no healing whatsoever in the kit
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
  • Threadsap Threadsap 35m Range26s Cooldown Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early

Avoid

  • 16.5 damage per bullet with falloff not starting until 20m still gives him one of the longest comfortable poke ranges in this group
  • Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane

Do

  • Their first real spike is 1 AP into Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) — respect it from that point, not before.
  • Your spike is ult unlock: Feed The Birds Feed The Birds 18m Range150s Cooldown Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex lets her slow and hex a whole team that walks into her cone

Avoid

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

Do

  • Watch for Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step . It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit

Avoid

  • Spending your own escape before Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) is on cooldown.

Sinclair’s abilities

  • Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step Ultimate

    Sinclair's fight-ender: whatever CC the copied ultimate provides.

    • It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
    • Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
    • The copy lasts only 9s: if you force a disengage immediately after he copies, the window expires with nothing spent
  • Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Ability 1

    Nothing to respect until the upgrade lands, and then the 1 AP upgrade applies -25% fire rate for 5s.

    • Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
    • Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
    • Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
  • Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) Ability 3

    The other half of Sinclair's control: a hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP).

    • If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
    • Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
    • Spread out: the 6m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
  • Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage Ability 2

    It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.

    • Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
    • Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
    • Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
  1. 1 Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October)

    Rabbit Hex first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (14s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage

  2. 2 Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage

    Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window

  3. 3 Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage

    Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful

The matchup in detail

  • 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape Strong evidence
  • Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns Strong evidence
  • Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) does not interrupt in-progress abilities, so it fails against exactly the channelled ultimates you most want to stop Strong evidence
  • Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it Strong evidence
  • Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) catches everyone in a 6m radius (8m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe Strong evidence
  • Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach Strong evidence
  • Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds Strong evidence
  • He fights at 60m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both Strong evidence
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit Strong evidence
  • Delay your dodge on Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow Strong evidence
  • If you are hexed mid-ability, finish the ability. Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification Strong evidence
  • Find the Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast Strong evidence
  • Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step on the full 85s instead of about 51s Strong evidence
  • Close inside 15m whenever possible: Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage scales with travel distance and his weapon falloff starts at 20m, so short range strips both Strong evidence
  • Sinclair does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
  • After both Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame Strong evidence
  • During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable) Strong evidence
  • Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back Strong evidence
  • Immediately after a Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade Strong evidence
  • The 9 seconds after Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step is cast and not used — the copy expires and he is left on the shorter (about 51s) cooldown with nothing gained Strong evidence
  • Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through Strong evidence
  • You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
  • Sinclair's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. Strong evidence
  • 16.5 damage per bullet with falloff not starting until 20m still gives him one of the longest comfortable poke ranges in this group Strong evidence
  • Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane Strong evidence
  • 730 max health with no healing whatsoever in the kit Strong evidence
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests Strong evidence
  • Threadsap Threadsap 35m Range26s Cooldown Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early Strategic
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Sinclair — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Sinclair if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
  • 1 AP into Rabbit Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) — -12s cooldown (26s to 14s) makes the hard disable available in nearly every skirmish instead of once per fight Strong evidence
  • 2 AP into Vexing Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure Strong evidence
  • Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step unlock, plus a fed enemy ultimate — Copies with inherited upgrade points, so the spike is really the enemy's ultimate spike Strong evidence
  • 2 AP into Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage — +7s duration (5s to 12s) makes the swap a reliably banked escape rather than a burst-window tool Strong evidence
  • Feed The Birds Feed The Birds 18m Range150s Cooldown Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex unlock — Lets her slow and hex a whole team that walks into her cone Strategic
  • Threadsap Threadsap 35m Range26s Cooldown Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m T1 — +8 more Spirit Damage on every bullet while she holds stolen Spirit doubles the payoff of a hit Strategic
  • Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Sinclair. Uncertain
  • Your habit of taking the fight vertical to reset spacing against Sinclair 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
  • Riding a zipline in Sinclair's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • With no self-sustain of your own, Sinclair's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
  • Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius (spirit T3) — Sinclair creates that through Sinclair's Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Documented
  • 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 (vitality T4) — Sinclair creates that through Sinclair's Spectral Assistant Spectral Assistant 2s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Documented
  • High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +60% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on projectile-weapon heroes fighting mobile or long-range opponents. Relevant here because of Sinclair. Strong evidence
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Sinclair it does nothing. Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets, Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Sinclair is a spirit threat, so it is the last two you are choosing between. Documented

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Sinclair's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Sinclair's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Baba'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%.

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