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Holliday vs Lash

Holliday's team wins 46.5% Lash's team wins 53.5%, across 38,544 games

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

Lash has the edge

Holliday usually wins 48.0% of games. Against Lash that is 1.5% lower, over 38,544 games.

  • Whole match 46.5% −1.5% vs usual 38,544 games
  • Sharing a lane 46.7% −1.3% vs usual 14,452 games
  • Oracle and above 49.0% −2.2% vs usual 2,398 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 Holliday's usual win rate at that rank.

The fight at a glance

If you're Holliday

Grapple 30m Range35s Cooldown Lash hurls his whip at a point or target and yanks himself through the air toward it. Damage No direct damage. T2 grants +7 weapon damage for 6s. Mobility Long-range aerial pull that also resets air jumps and dashes, letting him… Defensive Indirectly — grappling away over a rooftop is often his only exit. 1 -17s cooldown. 2 +20m cast range and +7 weapon damage for 6s. 5 +1 charge, +4m jump velocity, and on cast grants +1 stamina and 60% air control.

Wait out Grapple 35s cooldown

WhyIt is the reset that makes every other ability safe; bait it with a fake overextend, then commit once he is on the ground with it down.

Watch out
Lash arrives from above with no ground approach to react to: Grapple onto a roof, then Ground Strike Ground Strike 18s Cooldown Lash slams the ground in front of him for damage. Crowd Control None at base. T2 adds a knockup plus a 40% movement slow for 3s, which is… Damage 60 base stomp damage plus 5.5 damage per meter of fall height, with the… Mobility Airborne cast is a fast downward dive; 1 -10s cooldown. 2 knockup plus 40% slow for 3s on hit. 5 +120% damage per meter with improved spirit scaling. down for 60 + 5.5 per meter of fall, which routinely deletes a support before their team can turn.
Your edge
Holliday has more reach than Lash, so you can trade from range.
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 Buy it against Lash's Grapple.

If you're Lash

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
Lash 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 .

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

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 Grapple looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • The 09-16-2026 falloff nerf (to roughly 16m-48m) makes his gun genuinely bad at safe-lane range, so a mid-range laner can just out-shoot him.
  • His slot-1 and slot-3 both require him to be in a cone at close range; a laner who holds distance and uses cover gives him nothing.
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast

Avoid

  • Flog Flog 20m Range26s Cooldown A whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health. Crowd Control None at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate… Damage 65 base (deadlock.one). Defensive The heal is his only self-sustain; 1 28% movement slow for 3s. 2 30% fire rate reduction on hit, -16s cooldown. 5 +80 damage, wider angle (+25), +15% heal. lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 09-16-2026 nerf to 40% heal conversion.
  • Grapple gives him a lane exit and re-entry; he can dive an orb, take it, and grapple out.

Do

  • Their first real spike is Grapple T2 / first Mystic Burst Mystic Burst 800 souls Tier 1TechPassive +14s Cooldown +40 Damage +14s Charge-Up Time (roughly 3k souls) — respect it from that point, not before.
  • Your spike is ult unlock: Spirit Lasso gives her a guaranteed pick and the ability to remove one enemy from a fight entirely

Avoid

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

Do

  • Watch for Death Slam Death Slam 20m Range170s Cooldown Lash locks whips onto enemies he is looking at, channels briefly, then hoists everyone connected into the air and drives them into the ground, stunning them and dealing impact damage. Crowd Control Lift plus a stun on landing, with a slow applied after. Damage 105 impact damage, thrown up to 14m (deadlock.one). Mobility Can relocate the grabbed enemies up to 14m — that displacement is often the… 1 -35s cooldown. 2 +6m cast range and a 1.2s stun on enemies inside the radius. . Spread out. Death Slam only pays for itself when it grabs two or more — walking as a spread line through mid makes it a single-target 105-damage ult.
  • Buy anti-heal (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing / Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing ) before his first big spirit item; Flog's 40% conversion is the load-bearing part of every dive he makes.

Avoid

  • Spending your own escape before Grapple is on cooldown.

Lash’s abilities

  • Death Slam Ultimate

    Once this lands the fight is usually already decided — lift plus a Stun on landing, with a slow applied after.

    • Spread out. Death Slam only pays for itself when it grabs two or more — walking as a spread line through mid makes it a single-target 105-damage ult.
    • Stun, Silence, or displace Lash during the channel and the ultimate is wasted entirely; hold one interrupt specifically for this.
    • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer -style or Stun-immunity timings used as the whips attach ignore the pickup.
  • Ground Strike Ability 1

    Nothing to respect until the upgrade lands, and then T2 adds a Knockup plus a 40% movement slow for 3s, which is what turns it from damage into a pickup tool.

    • Watch the skyline. A Lash gaining altitude is charging this ability; step under a ceiling or into a doorway so he cannot get a clean vertical line.
    • The dive is a fixed downward path with no steering — sidestep or dash laterally the moment he commits and the slam lands on empty floor.
    • Standing on a walkway with hard cover above you caps his fall distance and guts the per-meter damage.
  • Flog Ability 3

    The control here is bought rather than baseline — T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate reduction.

    • Do not stand in the cone in front of him — Flog is frontal, so strafing behind or past him denies both the damage and the heal.
    • Buy anti-heal early. With the 09-16-2026 nerf to 40% conversion, a single Healbane makes his dive math stop working.
    • Fight him away from trooper waves; he cannot top up off creeps mid-duel.
  • Grapple Ability 2

    The engine of the whole hero. It is his engage, his chase, his escape, and his altitude generator for Ground Strike, all on one button.

    • Grapple is the cooldown to track, not Death Slam. Once it is spent (and before T3 gives him a second charge) he is a 780-ish HP bruiser with no exit.
    • Fight him in tight interiors and tunnels where there is no grapple anchor above the fight.
    • Curse, Silence or a Knockdown-style effect applied mid-air strands him with no reset and drops him into your team.
  1. 1 Grapple

    Grapple first. It is the reset that makes every other ability safe; bait it with a fake overextend, then commit once he is on the ground with it down.

  2. 2 Ground Strike

    Ground Strike second — once the airborne dive is spent he has no way to reopen distance downward and must walk at you into your gun.

  3. 3 Flog

    Flog third. Force him to use it as damage on a trooper wave or a tank rather than as heal on a kill; his sustain clock is long.

The matchup in detail

  • Nearly all of his threat is in cooldowns; with Grapple and Death Slam down he is an average-statline bruiser. Strong evidence
  • Extremely interruptible — Death Slam's channel and his mid-air grapple state are both punishable windows. Strong evidence
  • Post-09-16-2026 his gun falls off hard past ~16m, so he loses any fight he cannot physically reach. Strong evidence
  • You fight at mid range and Lash has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Strategic
  • Lash arrives from above with no ground approach to react to: Grapple onto a roof, then Ground Strike down for 60 + 5.5 per meter of fall, which routinely deletes a support before their team can turn. Strong evidence
  • Ground Strike at T2 knocks you up and slows you 40% for 3s, meaning the opening hit takes your dash away and locks you in place for the rest of his combo. Strong evidence
  • Death Slam grabs your whole grouped team, lifts, stuns and slams them up to 14m into a position his team already has covered. Strong evidence
  • Flog heals him for 40% of the damage dealt across a frontal cone, so a 2v1 in his favour often still leaves him near full. Strong evidence
  • Grapple's jump and dash reset means disengaging on foot does not work — he re-closes faster than you can leave. Strong evidence
  • Your mobility is a real advantage here, and Lash's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Buy anti-heal (Healbane / Toxic Bullets) before his first big spirit item; Flog's 40% conversion is the load-bearing part of every dive he makes. Strong evidence
  • Hold one interrupt — Bebop hook, a Stun, Mo & Krill Sand Blast Sand Blast 25m Range2.5s Duration40s Cooldown A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon. Crowd Control Disarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction… Damage 35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s… Defensive Disarming the biggest gun in the fight is a defensive cooldown in practice. 1 +45 damage, +5m range. 2 24% slow and 26% dash distance reduction. 5 +1.5s duration, -25s cooldown. Disarm, any knockdown — exclusively for the Death Slam channel. Interrupting it costs him a 170s ultimate (135s at T2) for nothing. Strong evidence
  • Take fights indoors, in tunnels, and under walkways. Ground Strike damage is fall distance; a ceiling caps it, and Grapple with no overhead anchor is just a short dash. Strong evidence
  • Spread to 8-10m apart when pushing. Death Slam grabbing one target instead of three limits it to a single-target hit. Strong evidence
  • Punish his falloff: post-09-16-2026 his rifle drops off from roughly 16m, so a mid-range hero who holds 20m+ and uses cover simply wins the damage trade. Strong evidence
  • Curse, Silence or Root him mid-air. He has no answer to being denied Grapple while airborne and lands inside your team. Strong evidence
  • Against Lash the item that changes the matchup is Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their 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 all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • The Death Slam channel between whip attachment and the slam: he is stationary, visible, and any Hard CC cancels it outright. Strong evidence
  • Immediately after Ground Strike lands — he is grounded, in your face, and his dive is on cooldown. Strong evidence
  • Mid-Grapple flight: he is on a fixed arc with no steering and is a free target for guns and skillshots alike. Strong evidence
  • The first several seconds after Grapple's cooldown starts, before T3 gives him a second charge — that is his only true no-escape window. Strong evidence
  • Any moment he is more than ~16m from you post-patch; his gun no longer threatens at that range and he must reveal the dive to do anything. Strong evidence
  • Parry is your best tool against Lash's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
  • Your headshots already carry the trade, so the shred rider is where the value compounds against a target like Lash. Weakening Headshot Weakening Headshot 1,600 souls Tier 2WeaponPassive -12% Bullet Resist +12s Debuff Duration +60 Bonus Health applies −12% Bullet Resist as of 09-16-2026, down from −13% — and because shred is subtracted from their total resist after all their resist sources multiply together, that 12% is worth more against a stacked target than a flat damage item would be. Land the first headshot to set it up, then the rest of your team's bullets benefit too. Documented
  • Your damage depends on landing headshots and Lash 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
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Lash's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
  • Flog lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 09-16-2026 nerf to 40% heal conversion. Strong evidence
  • Grapple gives him a lane exit and re-entry; he can dive an orb, take it, and grapple out. Strong evidence
  • The 09-16-2026 falloff nerf (to roughly 16m-48m) makes his gun genuinely bad at safe-lane range, so a mid-range laner can just out-shoot him. Strong evidence
  • His slot-1 and slot-3 both require him to be in a cone at close range; a laner who holds distance and uses cover gives him nothing. Strong evidence
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Lash 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
  • Lash 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
  • Grapple T2 / first Mystic Burst (roughly 3k souls) — Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own. Strong evidence
  • Ground Strike T2 — Knockup plus 40% slow turns his damage ability into a pickup, so a Lash dive stops being avoidable by simply walking away. Strong evidence
  • Death Slam unlock — Any grouped enemy formation becomes a punishable mistake; his teamfight contribution roughly doubles. Strong evidence
  • Grapple T3 (late) — The second charge means he can dive and still hold an exit, which removes the main reason to punish his engages. Strong evidence
  • 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
  • Death Slam is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence
  • You have peel and Lash is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
  • Your habit of taking the fight vertical to reset spacing against Lash 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
  • Lash 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 Lash 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 Lash 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
  • Lash heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Lash 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
  • 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: Lash's Grapple. Documented
  • Slowing Hex (spirit T2) — Lash's Death Slam 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
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Lash's Death Slam is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Lash 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

Holliday’s other hard matchups

Every Holliday matchup →

All of Lash

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

How to counter Lash →

Facing more than Lash?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

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

Data-supported Measured: you win 46.5% of these, which is 1.5% below your overall win rate (38,544 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Lash's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Holliday'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 →