Haze vs Paige
Haze's team wins 47.4% Paige's team wins 52.6%, across 65,579 games
Written for the Haze player. Playing Paige? See Paige vs Haze →
Paige has a big edge
Haze usually wins 53.6% of games. Against Paige that is 6.2% lower, over 65,579 games.
- Whole match 47.4% −6.2% vs usual 65,579 games
- Sharing a lane 47.0% −6.6% vs usual 19,484 games
- Oracle and above 48.4% −3.3% vs usual 2,998 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
Wait out Captivating Read 30s cooldown
WhyIt is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.
- Watch out
- Captivating Read detonates in a choke and immobilizes you in place, and at Tier 3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
- Your edge
- Haze is more mobile than Paige, 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 Paige's
Bookwyrm
Bookwyrm Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. .
If you're Paige
Has the edgeWait 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 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
- Paige has more reach than Haze, so you can trade from range.
- Buy
Ethereal Shift
Ethereal Shift +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. Paige'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
Captivating Read looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Paige's engage range.
Do
- urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects.
- 680-730 HP with no self-shield means she dies to a single focused burst.
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost
Avoid
- 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.
Bookwyrm clears the wave and denies the approach lane at the same time.
Do
- Their first real spike is
Plot Armor
Plot Armor Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. +
Captivating Read early (laning 0-10min) — respect it from that point, not before. - Your spike is ult unlock:
Bullet Dance
Bullet Dance 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 Paige on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Rallying Charge
Rallying Charge Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. . It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely. - Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her.
Avoid
- Spending your own escape before
Captivating Read is on cooldown.
Paige’s abilities
-
Rallying Charge Ultimate A global swing button. It can heal a team fighting on the far side of the map, finish a retreating group, or turn a lost objective fight at range — the distance-amplification means the biggest payoff comes from casting it from as far away as possible.
- It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
- Stand behind hard cover — the wave travels along the ground and geometry breaks it.
- Anti-heal on her allies blunts half the ability's value even if the damage lands.
-
Captivating Read Ability 3 The other half of Paige's control: a slow on entry, then an immobilize (Root) when the zone detonates.
- The detonation is delayed and the zone is visible. Leave the marked area before the timer expires — this is fully avoidable with attention.
- Blink, teleport and dash effects used before the detonation get you out; used after the immobilize they do not.
- Bait it by walking a durable hero through a choke first, then move your carry through once the 30s cooldown is running.
-
Bookwyrm Ability 1 Wave clear and space denial. The lingering trail is the real ability — it makes a corridor or a lane approach cost health to walk through, which is how she shapes where a fight happens.
- The trail is a fixed strip on the ground — walk around it rather than through it, since the DPS is only dangerous if you commit to crossing.
- The dragon flies a straight line from its spawn point; once you see where it materialises you know the whole path.
- It has no CC, so pushing through it at full health is often correct if the alternative is giving her time to set up
Captivating Read.
-
Plot Armor Ability 2 Her core support action. It is a save and a damage amp simultaneously, so shielding the right teammate at the right moment both prevents a death and wins the trade.
- Burn through it rather than waiting it out — the damage buff lasts only while the barrier holds, so breaking it fast removes both effects at once.
- Barrier-piercing and spirit-damage sources bypass or chew through it faster than sustained bullet fire.
- Force her to spend it defensively on a poked teammate before the fight; the 28s cooldown means she rarely has it twice in one engagement.
- 1
Captivating Read Captivating Read first. It is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.
- 2
Plot Armor Plot Armor second — force her to spend it on a poked teammate before the engage, so her carry fights the real teamfight without the barrier or the damage buff.
- 3
Bookwyrm Bookwyrm charges third: make her burn them on wave clear so she has no trail to fence the fight with.
The matchup in detail
- Zero mobility and zero escape abilities. Strong evidence
-
Captivating Read has a visible telegraph and a delay, so an attentive opponent simply walks out of it. Strong evidence - Her control is all pre-placed; she is poor at reacting to something already happening. Strong evidence
-
Captivating Read detonates in a choke and immobilizes you in place, and at T3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder. Strong evidence -
Plot Armor gives her carry a 125+ barrier AND +25% weapon damage with +14% fire rate simultaneously, so the duel you thought you were winning flips on one button press. Strong evidence -
Bookwyrm's burning trail (30+ DPS) denies the corridor you wanted to retreat through, so you take the long route into her team's guns. Strong evidence -
Rallying Charge reaches you anywhere on the map, and it hits hardest when she casts from furthest away — she does not need to be in the fight to swing it. Strong evidence - Her Chapter's End rifle hits for about 32 per shot, which is real chip damage on top of everything else she is doing. Strong evidence
- Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her. Strong evidence
- Watch the ground for
Captivating Read's marked zone and leave before the delayed detonation. It is fully avoidable with attention. Strong evidence - Focus the barriered target and burn
Plot Armor down rather than switching off — the weapon damage buff only lasts while the barrier holds. Strong evidence - Bait
Captivating Read with a durable hero walking through a choke first, then move your carry through during the 30s cooldown. Strong evidence - Do not fight in chokepoints.
Bookwyrm's trail plus
Captivating Read together make a narrow corridor lethal; open ground neutralises both. Strong evidence - Step laterally out of the
Rallying Charge line or stand behind hard cover — it is a directional wave, not a targeted AoE. Strong evidence - Paige contributes through abilities, which makes a hard Silence worth more against them than any amount of resist.
Focus Lens
Focus Lens +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence - Paige adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- Any moment she is caught out of position — with no dash, no blink and no movement ability at all, being reached is fatal for her. Strong evidence
-
Captivating Read's 30s cooldown after it detonates; she has nothing else that stops a gap-closer. Strong evidence - Her 2.5s rifle reload on a 2 shots/sec projectile weapon, which is a long dead window at close range. Strong evidence
- The delay between
Captivating Read being placed and detonating — that is the window to move your whole team through the choke, not after. Strong evidence -
Plot Armor's 28s cooldown: engage on the teammate she most wants to protect right after she has spent it elsewhere. Strong evidence - Being stunned by Paige 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 Paige 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 Paige or on the Guardian, not by the breakables you pick up on the way. Documented
- 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist. Strong evidence
-
Bookwyrm clears the wave and denies the approach lane at the same time. Strong evidence - urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects. Strong evidence
- 680-730 HP with no self-shield means she dies to a single focused burst. Strong evidence
-
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost Strong evidence
- The first Unstable Rift lands around 11:00 and then every 7 minutes, and Paige beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
-
Plot Armor +
Captivating Read early (laning 0-10min) —
Plot Armor protects her lane partner while
Captivating Read controls the choke from the first levels. Strong evidence -
Mystic Expansion
Mystic Expansion +20% Ability Range +20% Radius into
Greater Expansion
Greater Expansion +30% Ability Range +30% Radius +10% Spirit Resist Builds from Mystic Expansion (mid game) — The extra radius makes
Captivating Read and
Bookwyrm harder to walk out of. Strong evidence -
Plot Armor T3 — Barriering 3 allies at once converts her from a single-target support into a team-wide damage amplifier. Strong evidence -
Rallying Charge T2/T3 (late) — -45s cooldown plus +160 damage and a 0.5s Stun makes the ultimate a repeatable global swing rather than a one-off. 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
- Fights against Paige recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
- Riding a zipline in Paige'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
- Paige 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
- You deal Bullet Damage, so
Toxic Bullets
Toxic Bullets -40% Incoming Healing is your anti-heal route against Paige —
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence -
Majestic Leap (vitality T3) — Paige's
Bookwyrm — 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) — Paige's
Captivating Read — 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) — Paige's
Captivating Read 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
- Your instinct is to jump on Paige'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
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence - The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Paige. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Haze’s other hard matchups
- vs Graves −6.3%
- vs Deadman Danny −5.3%
- vs Seven −4.9%
- vs Victor −4.4%
All of Paige
Who beats Paige, the items that shut Paige down, and every ability.
Facing more than Paige?
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 Paige's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 47.4% of these, which is 6.2% below your overall win rate (65,579 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.
Paige's kit and counterplay were compiled from 7 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%.