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Haze vs Holliday

Haze's team wins 55.1% Holliday's team wins 44.9%, across 46,409 games

Written for the Haze player. Playing Holliday? See Holliday vs Haze →

Haze has the edge

Haze usually wins 53.6% of games. Against Holliday that is 1.5% higher, over 46,409 games.

  • Whole match 55.1% +1.5% vs usual 46,409 games
  • Sharing a lane 55.0% +1.4% vs usual 15,333 games
  • Oracle and above 49.3% −2.4% vs usual 2,396 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 Haze's usual win rate at that rank.

The fight at a glance

If you're Haze

Has the edge
Bounce Pad 22s Duration41s Cooldown Drops a pad that launches any hero who touches it high into the air. Crowd Control tier 3 adds about +0.7s stun to the landing stomp Damage about 60 stomp damage on landing (deadlock.one) Mobility very large vertical launch for Holliday and all allies who step on it 1 about -10s cooldown 2 she and allies gain roughly +4 m/s movement speed for 4 seconds on landing 5 about +0.7s stun on the landing stomp

Wait out Bounce Pad 41s cooldown

ThenForce her to place it defensively, then commit while it is on cooldown.

Watch out
Powder Keg 28s Cooldown Throws a barrel that detonates after a short delay for spirit damage, applies a burn, and launches anyone caught in the blast into the air. Crowd Control knockup on detonation — hard CC that removes the target's ability to strafe Damage about 80 spirit at base plus burn damage over time; Mobility self-launch: detonating it under her own feet is her primary traversal tool 1 -10s cooldown 2 +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and… Powder Keg Knockup into a Crackshot Crackshot 20s Cooldown Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots headshot is her kill combo.
Your edge
Haze has more healing than Holliday, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Holliday's Spirit Lasso Spirit Lasso 20m Range2.3s Duration130s Cooldown Throws a lasso that deals spirit damage, pulls the target toward her, and stuns them. Crowd Control pull (displacement) plus stun (hard CC) Damage about 80 spirit at base (deadlock.one) Mobility she can relocate while lassoing, dragging the victim with her 1 +80 damage 2 -40s cooldown .

If you're Holliday

Smoke Bomb 8s Duration33s Cooldown Vanishes from sight and gains bonus sprint speed. Mobility significant sprint speed bonus while active; Defensive an escape — at tier 3 it also purges non-ultimate debuffs and grants 50%… 1 grants 2 ability charges 2 removes non-ultimate debuffs on cast and grants 50% bullet lifesteal for 5 seconds

Wait out Smoke Bomb 33s cooldown

ThenShow a fake target, make her cloak to reposition, then collapse.

Watch out
Haze can throw Sleep Dagger Sleep Dagger 30s Cooldown Throws a dagger that damages the target and puts them to sleep. Crowd Control sleep (hard CC); target wakes roughly 0.1s after taking damage. Tier 2 adds… Damage about 65 at base spirit power (deadlock.one) Defensive sleeping a chaser is her cleanest disengage, and it works from inside Smoke… 1 reduces the target's bullet resist by 10% for 6 seconds on wake-up 2 +1 second sleep duration and applies 15 Fixation stacks 5 about -17s cooldown, plus 40% movement and dash speed slow for 3 seconds after waking while invisible from Smoke Bomb, so you may not see her before you fall asleep.
Your edge
Holliday has more reach than Haze, so you can trade from range.
Buy
Ethereal Shift Ethereal Shift 6,400 souls · Tier 4 · Tech · InstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power Buy it against the channelled ultimates from Haze.

The full plan for Haze, phase by phase, is below. Holliday's side in full →

What should I do right now?

Do

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

Avoid

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

Do

  • 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive
  • No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it
  • Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost

Avoid

  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
  • Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Bullet Dance Bullet Dance 3.5s Duration165s Cooldown Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown turns her from a single-pick threat into a fight-winning channel

Avoid

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

Do

  • Watch for Spirit Lasso. Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team
  • Hold Unstoppable for Spirit Lasso — it is a targeted Stun-and-pull and Unstoppable simply negates it

Avoid

  • Spending your own escape before Bounce Pad is on cooldown.

Holliday’s abilities

  • Spirit Lasso Ultimate

    The one cooldown worth tracking on its own timer: pull (displacement) plus Stun (Hard CC).

    • Unstoppable pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team
    • It is a single-target targeted throw — keep a wall or corner between you and her sightline when her ult is up
    • Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power makes you untargetable through the pull window
  • Powder Keg Ability 1

    Holliday gets on top of you and then keeps you there — Knockup on detonation, Hard CC that removes the target's ability to strafe.

    • Shoot the barrel to detonate it early on your own terms, before you are in the blast radius
    • The delay is generous — simply walk out of the marked area rather than trading through it
    • If you get knocked up, do not panic-dash on landing; she is waiting for the predictable landing spot for her Crackshot headshot
  • Bounce Pad Ability 2

    Nothing to respect until the upgrade lands, and then tier 3 adds about +0.7s Stun to the landing stomp.

    • The pad is a visible placed object with a long lifetime — route around it rather than through it
    • 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 hits her out of the launch arc; she is fully committed and cannot change direction mid-flight
    • The stomp only triggers once per person per pad, so absorbing it with a durable body neutralizes the AoE for the rest of the fight
  • Crackshot Ability 3

    This will not kill you on its own — it makes sure you cannot leave while the rest of Holliday's kit does. A fading movement speed penalty.

    • Strafe unpredictably and keep your head behind cover — a Crackshot that misses the head is just a 19.7 damage pistol shot
    • It is on a cooldown, so after eating one headshot the next several seconds are her weakest window — push in then
    • Fight her in close quarters where she cannot line up a head; her fire rate of about 2.1 per second punishes her badly in a brawl
  1. 1 Bounce Pad

    Bounce Pad first — it is her escape, her rotation and (at tier 3) her engage. Force her to place it defensively, then commit while it is on cooldown

  2. 2 Powder Keg

    Powder Keg second: make her spend it on the wave or on a durable frontliner, because without the Knockup her Crackshot combo is just a slow pistol shot

  3. 3 Spirit Lasso

    Spirit Lasso is best baited by a target holding Unstoppable or Ethereal Shift — the ult goes on full cooldown for zero value

The matchup in detail

  • Zero sustain and low durability — she cannot absorb a committed dive Strong evidence
  • Damage is entirely aim-gated; a Holliday who is not hitting heads contributes very little Strong evidence
  • Every one of her tools is telegraphed — a visible barrel, a visible pad, a targeted lasso Strong evidence
  • Powder Keg Knockup into a Crackshot headshot is her kill combo — while airborne you cannot strafe and the headshot is effectively guaranteed Strong evidence
  • Spirit Lasso pulls you out of your team and stuns you, and with a Bounce Pad she drags you even further before the Stun ends Strong evidence
  • Crackshot ignores damage falloff, so distance does not actually protect you from her burst the way it does against other gun heroes Strong evidence
  • Bounce Pad tier 3 delivers her whole team onto your backline from above with a landing Stun on arrival Strong evidence
  • Stacked overlapping barrels in a tight interior create a burn zone that punishes holding a chokepoint at all Strong evidence
  • Hold Unstoppable for Spirit Lasso — it is a targeted Stun-and-pull and Unstoppable simply negates it Strong evidence
  • Shoot Powder Keg barrels to detonate them early, before you are inside the blast, and deny the Knockup that sets up Crackshot Strong evidence
  • Buy Knockdown for her Bounce Pad launch arcs and for her keg self-launches — she is fully committed in the air with no direction control Strong evidence
  • Brawl her inside 10m: her roughly 2.1 shots per second and 10-round magazine lose badly to any SMG hero in close quarters Strong evidence
  • Break her sightline immediately after she lands a Crackshot headshot — the bonus is on cooldown and she is a weak pistol hero for those seconds Strong evidence
  • Stay grouped so that a lasso pull delivers you into your allies rather than into hers Strong evidence
  • Spirit Lasso 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 3,200 souls Tier 3ArmorPassive +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 few seconds after any Crackshot headshot lands, while the bonus is on its own cooldown Strong evidence
  • Her reload — 2.75 seconds with only 10 rounds is a long, frequent dead window Strong evidence
  • Mid-air on Bounce Pad or a keg self-launch: she has no directional control and Knockdown ends the flight Strong evidence
  • Immediately after Spirit Lasso resolves — the pulled target is now standing next to a low-durability hero with her ult spent Strong evidence
  • Any close-quarters brawl she is forced into Strong evidence
  • Your trades against Holliday changed on 09-16-2026: dashes and light melees no longer pause gun cycle time. Your damage output and your repositioning are no longer competing for the same seconds, which is the single biggest gain for a long-cycle weapon in this patch. Practically, that means you can now dodge the opening of their burst and keep your cycle running, so the correct trade against a burst hero is no longer stand-and-shoot — it is move-and-shoot, and it costs you nothing to do it. Documented
  • Holliday's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
  • Being stunned by Holliday now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • You get value from moving around the map and Holliday does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable 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 Holliday or on the Guardian, not by the breakables you pick up on the way. Documented
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
  • Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer Strong evidence
  • 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive Strong evidence
  • No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it Strong evidence
  • Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost Strong evidence
  • Holliday 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
  • Spirit Lasso unlock — Gives her a guaranteed pick and the ability to remove one enemy from a fight entirely Strong evidence
  • Bounce Pad tier 3 — The roughly +0.7s landing Stun turns her mobility tool into a genuine engage Strong evidence
  • Crackshot tier 2 — About +49.5 damage plus a bullet-resist shred makes each headshot a real burst window Strong evidence
  • Mid 20-35min — Keg-launch plus Bounce Pad plus lasso is the window where her kidnap plays dictate objective fights Strong evidence
  • Bullet Dance unlock — Turns her from a single-pick threat into a fight-winning channel Strong evidence
  • Smoke Bomb tier 2 — Two charges means she can approach AND escape in the same fight, which is when her pick pressure becomes constant Strong evidence
  • Holliday brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
  • Holliday 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
  • Fight Holliday 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
  • Being knocked up against Holliday is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Strategic
  • Holliday fights from the air, which is exactly what Knockdown 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
  • Against Holliday's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the Knockdown item's Stun. Documented
  • Slowing Hex (spirit T2) — Holliday's Spirit Lasso 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
  • 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: Holliday's Bounce Pad. 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) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Holliday's Bounce Pad. Documented
  • Players buy Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount for Holliday and then discover it does nothing about Spirit Lasso. Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Holliday's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either Unstoppable pre-cast or the discipline not to be there. Documented
  • Your instinct is to jump on Holliday's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence

Next

Haze’s other hard matchups

Every Haze matchup →

All of Holliday

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

How to counter Holliday →

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Sources and method for this page

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

Data-supported Measured: you win 55.1% of these, which is 1.5% above your overall win rate (46,409 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Holliday's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Haze's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →