Celeste vs Venator
Celeste's team wins 51.4% Venator's team wins 48.6%, across 69,944 games
Written for the Celeste player. Playing Venator? See Venator vs Celeste →
Celeste has the edge
Celeste usually wins 48.1% of games. Against Venator that is 3.3% higher, over 69,944 games.
- Whole match 51.4% +3.3% vs usual 69,944 games
- Sharing a lane 51.2% +3.1% vs usual 23,144 games
- Oracle and above 53.2% +2.0% vs usual 1,479 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 Celeste's usual win rate at that rank.
The fight at a glance
If you're Celeste
Has the edgeWait out Hex-Lined Snap Trap 28s cooldown
ThenIt is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating.
- Watch out
- Consecrating Grenade applies 30-50% healing reduction before his team commits, so your
Restorative Shot
Restorative Shot +6s Cooldown +100% Proc Chance +50 Healing From Heroes +20 Healing From NPCs / Orbs +6% Weapon Damage ,
Healing Rite
Healing Rite +70s Cooldown +0.2s Cast Delay +20s Regen Duration and Lifesteal all stop mattering for 3.5-4.5 seconds. - Your edge
- Celeste is more mobile than Venator, so you choose when to fight.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Venator's
Hex-Lined Snap Trap.
If you're Venator
Wait out Dazzling Trick 38s cooldown
ThenForce it with a feint from range, let the Silence expire, then dive for real.
- Watch out
- Once
Light Eater
Light Eater Celeste fires a flare of light in a cone ahead of her. Damage 40 flare damage plus 15 per subsequent tagged hit, over an 8s duration… Defensive The spirit lifesteal it enables is her only meaningful in-combat healing. 1 +15% spirit lifesteal 2 -10s cooldown (from a 20s base) and +3m cast range 5 +22 damage and +0.2 spirit scaling tags you, every one of her bullets carries bonus Spirit Damage and heals her. - Your edge
- Neither kit has a clear edge here; this one comes down to who uses their cooldowns better.
- Buy
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against the gap closers and escapes from Celeste.
The full plan for Celeste, phase by phase, is below. Venator's side in full →
What should I do right now?
Do
- Plan for
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop. - Know what
Hex-Lined Snap Trap looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Venator's engage range.
Do
- Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can
- No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer
- Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane
Avoid
Consecrating Grenade denies the enemy laner's
Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid
Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push
Do
- Their first real spike is laning 0-10min — respect it from that point, not before.
- Your spike is
Light Eater T1/T2: The extra spirit Lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes
Avoid
- Taking an even fight against Venator on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
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 . Fight Venator away from walls and railings — in open ground
Gutshot is a 10m nudge with no Stun attached - Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending
Avoid
- Spending your own escape before
Hex-Lined Snap Trap is on cooldown.
Venator’s abilities
-
Gutshot Ability 2 Being moved is the damage here, because of what follows it: knockback on everyone hit; 0.6s Stun on targets driven into a wall (T2 adds +0.4s, so up to 1.0s).
- Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
- Divers with
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (Abrams' Siege, Yamato's
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) walk through the shove and the Stun - Do not back yourself into a corner while pressuring him; the shove has no value if there is nothing behind you
-
Hex-Lined Snap Trap Ability 3 A second source of hard control: 1.25s immobilize (T2 pushes it to 2.25s).
- Push a minion wave, a Seven stormcloud drone, an Ivy ally or any summon down a choke first — the trap springs on the first thing through
- Vary your rotation path; traps cover fixed geometry, so take the zipline or the roof instead of the same Haunt Haunts 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 -camp door twice
- On Graves, shoot the trap: since the 09-29-2026 patch her gun destroys it outright
-
Ira Domini
Ira Domini For a limited window Venator loads three heavy stakes instead of normal bolts. Damage 120 per stake (about 1.5x weapon scaling); Mobility T1 grants +1.2 m/s move speed while active 1 +1.2 m/s move speed while Ira Domini is active 2 -15s cooldown (160s base) and +65 bonus damage 5 all three stakes become blessed Ultimate His kill-confirm. After a Root, a wall Stun or an anti-heal burn he loads up and converts, and the blessed final stake takes a target that thinks it has escaped at low HP.
- Ira Domini is a loud, visible transformation — the moment you see him load stakes, break line of sight for the 15s window instead of trading
- Bullet Resist items (
Enduring Speed
Enduring Speed +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots line,
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Bullet Armor) cut the 120-per-stake body damage, though not the blessed pure-damage portion - At low HP, the 8% execute means a
Restorative Shot or
Colossus
Colossus +37s Cooldown +7s Duration +25% Base Health +15% Weapon Damage +35% Bullet Resist +35% Spirit Resist +24% Move Speed -22% Dash Distance +20% Model Scale +30% Melee Damage Builds from Extra Health that puts you over the threshold is worth more than a damage item
- 1
Hex-Lined Snap Trap Hex-Lined Snap Trap first — it is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating
- 2
Gutshot Gutshot second — it is his self-peel; once it is on a 13-23s cooldown a melee diver can sit on him with impunity
- 3
Consecrating Grenade Consecrating Grenade third — force it out on a frontliner so your support can heal freely for the next 20-25s
The matchup in detail
- Zero sustain, zero barrier and no escape ability — the entire kit is offense and control Strong evidence
- 6.4 m/s base speed makes him the slowest of this group and an easy gank target Strong evidence
-
Gutshot's Stun is conditional on terrain, so his Hard CC evaporates in open-field fights Strong evidence
-
Consecrating Grenade applies 30-50% healing reduction before his team commits, so your
Restorative Shot,
Healing Rite and Lifesteal all stop mattering for 3.5-4.5 seconds Strong evidence -
Hex-Lined Snap Trap sitting invisible-until-triggered on your flank route roots you for 1.25-2.25s and reveals you for 6s Strong evidence -
Gutshot into a wall is a 0.6-1.0s Stun plus 90 damage, and in corridors or around the Patron that is a free chain into his whole kit Strong evidence -
Ira Domini stakes hit for 120 each with a blessed stake adding 95 pure damage and executing anyone under 8% max health — running away at low HP does not work Strong evidence - Since the 09-16-2026 patch his stakes
Ricochet
Ricochet +65% Ricochet Damage +18% Fire Rate and split, so standing in a line behind a focused ally now shares the ultimate damage across your team Strong evidence
- Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending Strong evidence
- Fight him in open ground — away from walls,
Gutshot is only a knockback and he has no Hard CC left Strong evidence - Punish his 6.4 m/s speed: he cannot disengage, so gap-closers (Yamato's
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge , Abrams'
Shoulder Charge
Shoulder Charge Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero , Wraith's
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ) reach him and he cannot leave Strong evidence - Delay big heals until his grenade burn expires rather than healing into 30-50% reduction Strong evidence
- Bullet-resist items blunt his weapon-scaling kit far more than Spirit Resist does, since
Consecrating Grenade,
Gutshot and
Ira Domini all scale off weapon damage Strong evidence
- The moment
Gutshot and both Snap Trap charges are on cooldown, he has no CC and no escape — that is the all-in window Strong evidence - During the 2.8s weapon reload (33-round magazine at nearly 8 shots/sec empties fast) Strong evidence
- The arming delay on a freshly kicked trap: the trap does nothing for that brief period, so pushing through immediately after you watch him kick it is safe Strong evidence
- After all three
Ira Domini stakes are spent, his damage collapses back to a 63.5 DPS bolt gun for the next ~145 seconds Strong evidence - Any moment he is in open ground away from walls: his Hard CC is trap-only and traps must be pre-placed 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 Venator 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
- You get value from moving around the map and Venator does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Venator or on the Guardian, not by the breakables you pick up on the way. Documented
-
Consecrating Grenade denies the enemy laner's
Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid Strong evidence -
Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push Strong evidence - Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can Strong evidence
- No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer Strong evidence
- Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane Strong evidence
- Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Venator cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
- Laning 0-10min —
Consecrating Grenade's 30% healing reduction makes him a strong counter-laner against any regen-based opponent Strong evidence -
Hex-Lined Snap Trap T2 (+1s immobilize) — A 2.25s Root is long enough to chain a full
Gutshot plus weapon burst without help Strong evidence -
Ira Domini unlock — Gives him an execute for the first time, converting his CC chain into confirmed kills Strong evidence - Late 35min+ with
Ricochet — Post 09-16-2026
Ira Domini bounces and splits, turning the ultimate from a single-target execute into a teamfight nuke Strong evidence
-
Light Eater T1/T2 — The extra spirit Lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes Strong evidence -
Radiant Daggers
Radiant Daggers Celeste calls a shaft of light down from above a chosen point. Damage 55 impact damage base (deadlock.one); Defensive Used behind her to deter a chase through a corridor. 1 +2 charges 2 +70 impact damage, -22s cooldown and +5m cast range 5 +5% spirit amp and +9% fire rate per stack T1 (+2 charges) — Multiple charges let her actually cover the ground an enemy must walk through, which is when the delay stops mattering Strong evidence
- 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 Venator. Uncertain
- Your habit of taking the fight vertical to reset spacing against Venator 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
- Venator 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
- Venator wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
-
Majestic Leap (vitality T3) — Venator's
Hex-Lined Snap Trap — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Venator's
Gutshot — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence -
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Venator's
Gutshot is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
- The usual error against Venator is treating
Gutshot 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
Celeste’s other hard matchups
All of Venator
Who beats Venator, the items that shut Venator down, and every ability.
Facing more than Venator?
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 Venator's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 51.4% of these, which is 3.3% above your overall win rate (69,944 matches). The kit-based model agrees.
Venator's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Celeste'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%.