Haze vs Vyper
Haze's team wins 56.3% Vyper's team wins 43.7%, across 33,062 games
Written for the Haze player. Playing Vyper? See Vyper vs Haze →
Haze has the edge
Haze usually wins 53.6% of games. Against Vyper that is 2.7% higher, over 33,062 games.
- Whole match 56.3% +2.7% vs usual 33,062 games
- Sharing a lane 56.0% +2.4% vs usual 10,822 games
- Oracle and above 48.1% −3.6% vs usual 1,490 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 edgeWait out Petrifying Bola 115s cooldown
Then115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective.
- Watch out
- Screwjab Dagger stacks strip up to -64% of your movement speed and, at Tier 2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you.
- Your edge
- Haze has more healing than Vyper, so you recover between fights and they do not.
- Buy
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against the backline assassination from Vyper.
If you're Vyper
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 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
- Vyper is more mobile than Haze, so you choose when to fight.
- 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. Vyper's side in full →
What should I do right now?
Do
- Plan for
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward — know which tier it sits in so you are not improvising at the shop. - Know what
Petrifying Bola looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Vyper's engage range.
Do
- 780 HP with no heal, no barrier until
Slither
Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); T3, and no damage reduction anywhere
Lethal Venom
Lethal Venom Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom is only 10m at base, so she has to actually be in the enemy's face to use her best damage tool
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost
Avoid
- Four base stamina plus
Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades - The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime
Do
- Their first real spike is
Screwjab Dagger T2 — 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 Vyper on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Petrifying Bola. It is a thrown projectile with visible travel — sidestep the direct hit and you take only 50 damage and a 1.5s slow instead of 180 and a 2.2-3.2s petrify - Root or immobilise her — Warden's
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Venator's
Hex-Lined Snap Trap
Hex-Lined Snap Trap Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. Crowd Control 1.25s immobilize (T2 pushes it to 2.25s) Damage 80 spirit (about 2.2x spirit scaling); Defensive Acts as a tripwire behind Venator so flankers cannot reach him unpunished 1 -11s cooldown (28s base) 2 +1s immobilize duration 5 +1 charge and +30% damage dealt to revealed targets and Vindicta's
Stake
Stake Throws a stake that embeds where it lands. Crowd Control Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a… Damage 40 spirit base, scaling with Spirit Power; Mobility none for Vindicta 1 +45 damage 2 -22s cooldown (40s base down to 18s) 5 +0.75s tether duration and +2m capture radius all stop a slide dead, which removes both her mobility and her infinite-ammo uptime simultaneously
Avoid
- Spending your own escape before
Petrifying Bola is on cooldown.
Vyper’s abilities
-
Petrifying Bola Ultimate Once this lands the fight is usually already decided — 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); -40% movement slow for 1.5s in the area.
- It is a thrown projectile with visible travel — sidestep the direct hit and you take only 50 damage and a 1.5s slow instead of 180 and a 2.2-3.2s petrify
- Spread out so a direct hit can only land on one person; pre-T3 the area component is a slow, not a disable
- If you are petrified you take no damage, so the correct use is to treat it as a forced defensive window — have your team disengage or reposition during it rather than trying to fight
-
Screwjab Dagger Ability 1 Not lockdown, but it makes disengaging cost more than it should: -28% move slow on first hit, -12% more per stack, lasting 10s.
- Break line of sight for 10s and every stack falls off, resetting her whole combo
- The dagger is a travelling projectile — strafing and using cover during her approach denies the stacks she needs
- Buy Bullet Resist deeper than she can shred (
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Bullet Armor) so the T2 resist reduction does not open you up to The Rattler
-
Slither Ability 3 It is her movement identity. Combined with her gun not consuming ammo while sliding, Slither lets her circle a target at speed, never reload, and enter and exit fights from angles that other heroes cannot take.
- Fight her on flat or enclosed ground — Slither's uphill sliding and long slides are worth far less where there is no slope and no room to build speed
- Root and immobilise effects (Warden's
Binding Word, Venator's
Hex-Lined Snap Trap, Vindicta's
Stake) stop a slide dead and remove both her mobility and her infinite-ammo state - The T3 barrier is only 180 for 4s on an 8s internal cooldown; burst through it rather than chipping at it
- 1
Petrifying Bola Petrifying Bola first — 115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective
- 2
Lethal Venom Lethal Venom second: it is her execute and her anti-heal in one, and at base 28s (16s at T2) making her spend it on a frontliner buys your carry a full rotation of safety
- 3
Screwjab Dagger Screwjab Dagger third: charges regenerate quickly and T3 refunds 55% on hit, so do not spend resources baiting it — break line of sight to drop the stacks instead
The matchup in detail
- Essentially no defensive kit: 780 HP and a 180 barrier at
Slither T3 is the entire package Strong evidence - Everything meaningful happens inside 10-33m, so she is helpless against long-range poke Strong evidence
- Petrify blocks damage, so a badly placed Bola actively protects the enemy from her own team Strong evidence
- You both win by jumping on someone, which means the loser is whoever jumps first. An entry spends mobility, and a hero who has spent their mobility is the ideal target for a hero who has not — so the fight between you is decided before contact, by who can wait longer. The way out of the stalemate is to force it with someone else's engage and arrive second onto a target they have already committed to. Strategic
-
Screwjab Dagger stacks strip up to -64% of your movement speed and, at T2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you Strong evidence -
Lethal Venom detonates after a 3s delay for up to 140-172 damage scaled on your missing health, and at T2 it cuts your healing by 40% — the moment you try to disengage and heal is exactly when it lands Strong evidence -
Lethal Venom ignores Petrify's damage block, so relying on Petrify immunity to survive it does not work Strong evidence -
Petrifying Bola directly hits for 180-230 and petrifies you for 2.2-3.2 seconds; at T3 it petrifies everyone in a 12m radius Strong evidence - Her gun does not consume ammo while sliding, so with
Slither she can circle-strafe a target at 94 burst DPS with no reload window to punish Strong evidence
- Root or immobilise her — Warden's
Binding Word, Venator's
Hex-Lined Snap Trap and Vindicta's
Stake all stop a slide dead, which removes both her mobility and her infinite-ammo uptime simultaneously Strong evidence - Break line of sight for 10 seconds to drop all
Screwjab Dagger stacks and reset her damage setup entirely Strong evidence - Fight her beyond 33m where The Rattler falls off and
Lethal Venom's 10m cast range is irrelevant — Vindicta from
Flight
Flight Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; and Venator's bolts beat her outright at range Strong evidence - Burst through the
Slither T3 barrier (180 for 4s, 8s internal cooldown) rather than chipping at it, and focus her the moment it is on cooldown Strong evidence - Sidestep the Bola projectile; a near-miss is 50 damage and a slow instead of 180-230 and a 3-second disable Strong evidence
-
Metal Skin is the right shape of answer to Vyper's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their
Toxic Bullets
Toxic Bullets -40% Incoming Healing bleed,
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented - Vyper 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
- The 3s
Lethal Venom buildup: she has committed the cooldown, and if you break line of sight and reposition she gets the damage but no follow-up Strong evidence - The 8s internal cooldown between
Slither T3 barrier procs — in that window she is a 780 HP hero with nothing Strong evidence - Any moment she is not sliding: her SMG consumes ammo normally and she has to reload, which is her only DPS gap Strong evidence
- After a whiffed
Petrifying Bola she has no Hard CC for 95-115 seconds Strong evidence - Her entry — she is a flank carry with no engage tool, so catching her on the approach before she reaches slide speed removes her whole plan Strong evidence
- Your trades against Vyper 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
- Your damage depends on landing headshots and Vyper moves too much to make that reliable in the open. Fight in corridors and doorways where their movement has fewer axes, and resist taking the shot at maximum range where their mobility is worth most. Strategic
- When Vyper puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Strong evidence
- Four base stamina plus
Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades Strong evidence - The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime Strong evidence
- 780 HP with no heal, no barrier until
Slither T3, and no damage reduction anywhere Strong evidence -
Lethal Venom is only 10m at base, so she has to actually be in the enemy's face to use her best damage tool Strong evidence
-
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost Strong evidence
- Vyper 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
-
Screwjab Dagger T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow Strong evidence -
Lethal Venom T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable Strong evidence -
Petrifying Bola unlock — Gives her a 2.2s single-target removal she otherwise completely lacks Strong evidence - Late 35min+ —
Petrifying Bola T3 (mass petrify, 3.2s) plus
Lethal Venom T3 (bullets apply venom) makes her a full teamfight threat rather than a flanker 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
- Stacking a second damage-reduction debuff onto Vyper is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing against their carry is a common and invisible waste. Documented
- Vyper 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
-
Divine Barrier (vitality T4) — This lineup gets its backline assassination from Vyper. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Documented -
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 (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from Vyper. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Buy when dodging telegraphed abilities and disengaging is how you survive. That matters here because of the zoning and area denial from Vyper. Strong evidence
- If you learned to play this matchup before 09-16-2026 you probably dash away from Vyper and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Documented
Next
Haze’s other hard matchups
- vs Graves −6.3%
- vs Paige −6.2%
- vs Deadman Danny −5.3%
- vs Seven −4.9%
All of Vyper
Who beats Vyper, the items that shut Vyper down, and every ability.
Facing more than Vyper?
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 Vyper's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 56.3% of these, which is 2.7% above your overall win rate (33,062 matches). The kit-based model agrees.
Vyper's kit and counterplay were compiled from 6 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%.