Holliday vs Paradox
Holliday's team wins 50.5% Paradox's team wins 49.5%, across 31,643 games
Written for the Holliday player. Playing Paradox? See Paradox vs Holliday →
Holliday has the edge
Holliday usually wins 48.0% of games. Against Paradox that is 2.5% higher, over 31,643 games.
- Whole match 50.5% +2.5% vs usual 31,643 games
- Sharing a lane 50.6% +2.6% vs usual 14,322 games
- Oracle and above 53.2% +2.0% vs usual 1,832 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
Has the edgeWait out Time Wall 25s cooldown
WhyIt is her anti-dive and her projectile shield; force it with a feint and then commit, because with it down she has no way to stop a gap-close.
- Watch out
- Paradoxical Swap yanks you out of your team and drops you alone next to hers, for 150 spirit-scaling damage, from up to 13m further away at Tier 2 than you expect.
- Your edge
- Holliday is more mobile than Paradox, so you choose when to fight.
- Buy
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Buy it against Paradox's
Time Wall.
If you're Paradox
Wait out Bounce Pad 41s cooldown
ThenForce her to place it defensively, then commit while it is on cooldown.
- Watch out
- Powder Keg Knockup into a
Crackshot
Crackshot 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
- Paradox has more sustained damage than Holliday, so longer fights favour you.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Holliday's
Spirit Lasso
Spirit Lasso 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. Paradox's side in full →
What should I do right now?
Do
- Plan for
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier — know which tier it sits in so you are not improvising at the shop. - Know what
Time Wall looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Paradox's engage range.
Do
- No self-healing at all — she has no way to recover from a losing trade except leaving lane.
- 730 HP with no defensive layer until
Paradoxical Swap T1's barrier, so a committed dive kills her.
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
Avoid
- A 40-round burst-fire clip gives her good lane staying power without frequent reloads.
Pulse Grenade
Pulse Grenade A grenade that sticks where it lands and then pulses repeatedly. Crowd Control Time slow on each pulse — a movement slow that compounds while you remain… Damage 35 base pulse damage. T2 adds +20 pulse damage with increased spirit… Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 -12s cooldown. 2 +20 pulse damage with increased spirit scaling. 5 +4% damage amp, +1.6s duration. denies the trooper wave and the orb contest simultaneously, and the stacking amp punishes anyone who stands in it to farm.
Do
- Their first real spike is
Paradoxical Swap unlock — 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 Paradox on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Paradoxical Swap. It is a travelling projectile, not an instant target lock — sidestep it or break line of sight and a 95s ultimate is gone. - Dodge the swap projectile. It travels and can be sidestepped or blocked by line of sight; a dodged
Paradoxical Swap costs her 95 seconds.
Avoid
- Spending your own escape before
Time Wall is on cooldown.
Paradox’s abilities
-
Paradoxical Swap Ultimate Paradox's fight-ender: the displacement itself is the control effect — there is no Stun attached at base.
- It is a travelling projectile, not an instant target lock — sidestep it or break line of sight and a 95s ultimate is gone.
- After the swap SHE is standing where you were, usually alone next to your team. Turn and kill her rather than panicking about your new position.
- Do not stand in her
Pulse Grenade's likely landing zone; the swap is only lethal because of what she swapped you into.
-
Kinetic Carbine
Kinetic Carbine Paradox winds up a round of condensed time energy that deals spirit damage and freezes whoever it hits in place. Crowd Control A time-stop on the target — functionally a stun. Damage Damage scales with weapon damage investment rather than being a flat spirit… Mobility +25% move speed while charging, and charging while airborne slows her fall. 1 -12s cooldown, increased speed scaling. 2 +2s charge hold duration, +55% damage scaling. Ability 3 The other half of Paradox's control: a time-stop on the target — functionally a Stun.
- It is a charged skillshot with a visible wind-up and an audible cue. Break line of sight during the charge and she either loses the shot or fires it uncharged for 10% damage after the 09-16-2026 nerf.
- Strafe unpredictably while she is charging; the projectile has travel time and she must lead you.
- Force her to fire early by threatening her — a charged carbine she cannot safely hold is a wasted 28s cooldown.
-
Pulse Grenade Ability 1 The tool that keeps you inside everything else Paradox throws — time slow on each pulse, a movement slow that compounds while you remain inside.
- Leave immediately on the first pulse. Both the radius and the damage amp grow, so the cost of staying is non-linear — the third second is far worse than the first.
- The grenade is stationary and clearly visible on the ground; do not path through the area she has already seeded.
- If she has it down and you are outside it, that is the moment to engage her directly — it is her main zoning tool on a 32s cooldown.
-
Time Wall Ability 2 A second source of hard control: brief slow plus a Silence on contact (2.3s Silence at T2).
- Walk around it rather than through it — the Silence and slow only apply on contact, and its width is finite even at T1.
- Melee range and close-quarters pressure ignore the projectile-blocking entirely; a shotgun hero standing on her side of the wall is unaffected.
- Do not fire into it. Every bullet stopped is free value for her; hold fire and reposition to an angle the wall does not cover.
- 1
Time Wall Time Wall first. It is her anti-dive and her projectile shield; force it with a feint and then commit, because with it down she has no way to stop a gap-close.
- 2
Kinetic Carbine Kinetic Carbine second — make her release an uncharged shot for the reduced 10% minimum, which both wastes the damage and puts the time-stop on a 28s cooldown.
- 3
Pulse Grenade Pulse Grenade third: make her use it as wave clear or as a panic self-peel rather than as the pre-placed damage zone the swap combo needs.
The matchup in detail
- The 09-16-2026 patch cut
Kinetic Carbine's minimum damage multiplier from 25% to 10%, punishing anything but a fully-held charge. Strong evidence - Zero sustain and low durability; she loses any fight she cannot control from range. Strong evidence
-
Paradoxical Swap puts her where the enemy was — a mistimed swap is a suicide button. Strong evidence
-
Paradoxical Swap yanks you out of your team and drops you alone next to hers, for 150 spirit-scaling damage, from up to 13m further away at T2 than you expect. Strong evidence - The standard pattern is a pre-placed
Pulse Grenade and then a swap into it — you arrive already inside expanding pulses that stack a damage amp against you. Strong evidence -
Kinetic Carbine is a full time-stop on hit, so a landed charged shot means every one of her teammates gets a free window on you. Strong evidence -
Time Wall deletes your projectiles and silences you for 2.3s on contact at T2, so channelled ultimates and casts simply do not happen through it. Strong evidence - At
Paradoxical Swap T3 she swaps everyone within 7m of the target and adds 10% max health damage — grouping up becomes a liability against her. Strong evidence - Paradox can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
- Your mobility is a real advantage here, and Paradox'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
- Dodge the swap projectile. It travels and can be sidestepped or blocked by line of sight; a dodged
Paradoxical Swap costs her 95 seconds. Strong evidence - If you do get swapped, immediately turn and fight HER rather than trying to run — she is now isolated next to your team with 730 HP and, at most, a 200 barrier from T1. Strong evidence
- Break line of sight while she is charging
Kinetic Carbine. Post-09-16-2026 an uncharged shot only does 10% minimum damage, so forcing an early release nearly nullifies it. Strong evidence - Walk around
Time Wall rather than shooting into it, and close to melee/shotgun range where projectile-blocking does nothing. Strong evidence - Leave
Pulse Grenade on the first pulse — the radius expands and the damage amp stacks, so each additional second inside costs disproportionately more. Strong evidence - Spread out once she has her ultimate at T3; the 7m group swap is only devastating against a clustered team. Strong evidence
-
Paradoxical Swap 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 +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 - Paradox 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
- Immediately after
Paradoxical Swap, when she is standing alone in the position your team was covering, with only a T1 barrier between her and death. Strong evidence - The
Kinetic Carbine charge window — she is committed to an aim line, moving predictably, and cannot use her gun. Strong evidence -
Time Wall on cooldown before T3 grants extra charges; she has no other tool to stop a projectile or a dive. Strong evidence - Any moment she is inside gap-close range with no
Pulse Grenade down — she has no sustain, no escape ability and 730 HP. Strong evidence - The full 95s
Paradoxical Swap cooldown before T2 reduces it; she is a poke-and-zone hero with no pick potential for that entire period. Strong evidence - Parry is your best tool against Paradox'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
- When Paradox 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
- 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 Paradox'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
- A 40-round burst-fire clip gives her good lane staying power without frequent reloads. Strong evidence
-
Pulse Grenade denies the trooper wave and the orb contest simultaneously, and the stacking amp punishes anyone who stands in it to farm. Strong evidence - No self-healing at all — she has no way to recover from a losing trade except leaving lane. Strong evidence
- 730 HP with no defensive layer until
Paradoxical Swap T1's barrier, so a committed dive kills her. Strong evidence
-
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast 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. Paradox 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
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Paradox — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Paradox if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
-
Paradoxical Swap unlock — She gains
Paradoxical Swap, a displacement that can create a pick out of nothing. Strong evidence -
Time Wall T2 (mid game) — 2.3s Silence plus +35% friendly weapon damage make the wall an offensive and control tool as well as a defensive one. Strong evidence -
Paradoxical Swap T2 — -30s cooldown and +13m cast range let her swap from safety and use the ultimate more often. Strong evidence -
Paradoxical Swap T3 (late 40min+) — The 7m group swap plus +10% max health damage converts her ultimate into a full teamfight dislocation. 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
- Paradox 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
- Your habit of taking the fight vertical to reset spacing against Paradox 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
- Paradox 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
- Paradox 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
- Against Paradox'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
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius item's Stun. Documented - Your escape is a big part of why you survive fights, and Paradox can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
-
Indomitable (vitality T4) — Paradox's
Time Wall is what you are buying against here. Buy when enemy CC lands faster than you can react — it is the automatic, no-timing-required anti-lockdown item. Documented -
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health (vitality T2) — Paradox creates that through Paradox's
Time Wall. The standard early buy when the enemy team chains crowd control; it is also the component for
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer . Documented -
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount (vitality T3) — Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. What you are answering here: Paradox's
Time Wall. Documented
- Players buy
Dispel Magic for Paradox and then discover it does nothing about
Paradoxical Swap.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Paradox'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
Next
Holliday’s other hard matchups
All of Paradox
Who beats Paradox, the items that shut Paradox down, and every ability.
Facing more than Paradox?
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 Paradox's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 50.5% of these, which is 2.5% above your overall win rate (31,643 matches). The kit-based model agrees.
Paradox'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%.