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Holliday vs Shiv

Holliday's team wins 53.6% Shiv's team wins 46.4%, across 29,980 games

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

Holliday has a big edge

Holliday usually wins 48.0% of games. Against Shiv that is 5.6% higher, over 29,980 games.

  • Whole match 53.6% +5.6% vs usual 29,980 games
  • Sharing a lane 53.2% +5.2% vs usual 8,281 games
  • Oracle and above 54.1% +2.9% vs usual 1,603 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 edge
Slice and Dice 16s Cooldown Shiv dashes forward, cutting everything along the line he travels. Damage 75 impact damage base, 12m range, 16s cooldown; Mobility A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool… Defensive Usable to escape, but only along the direction he is already facing, so it… 1 1 AP: -6s cooldown (16s to 10s) 2 2 AP: -4% spirit resistance on hit (stacking) and +2m range 5 5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage

Wait out Slice and Dice 16s cooldown

WhyIt is his engage and his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds.

Watch out
Killing Blow 12m Range145s Cooldown Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; Damage Instant kill below 18% of the target's health (23% at 2 AP); Mobility The leap itself is a 12m-18m targeted gap-close, separate from Slice and… Defensive none directly, though the 5 AP reset on kill effectively removes the risk of… 1 1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m) 2 2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%… 5 5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away.
Your edge
Holliday has more crowd control than Shiv.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +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 Shiv.

If you're Shiv

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
Shiv 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. Shiv's side in full →

What should I do right now?

Do

  • Plan for Divine Barrier Divine Barrier 6,400 souls Tier 4ArmorPress +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 Slice and Dice looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast

Avoid

  • Serrated Knives Serrated Knives 16s Cooldown Shiv throws a knife that damages and bleeds the target. Crowd Control Applies a movement slow with the bleed; Damage 32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff; 1 1 AP: +2s debuff duration 2 2 AP: +2 charges (four knives available for a full stack dump) 5 5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range
  • Bloodletting Bloodletting 25s Cooldown A portion of the damage Shiv takes is not applied immediately; Damage No damage dealt. Defers 30% of incoming damage over 6s; activating clears… Defensive His entire defensive layer — effectively an on-demand partial heal for… 1 1 AP: -15s cooldown (25s to roughly 10s) 2 2 AP: +40% of deferred damage cleared on activation 5 5 AP: +15% of incoming damage deferred means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back

Do

  • Their first real spike is ult 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 Shiv on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Serrated Knives. Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit

Avoid

Shiv’s abilities

  • Serrated Knives Ability 1

    The tool that keeps you inside everything else Shiv throws — applies a movement slow with the bleed; at full Rage the slow on bleeding targets is 35% (mobalytics 2026).

    • Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
    • Break line of sight to deny stack refreshes; the debuff falls off in 5s (7s at 1 AP) once he cannot re-hit you
    • Because he has no native anti-heal, a single healer or a Restorative/Extra Regen Extra Regen 800 souls Tier 1ArmorPassive +2.5 Health Regen +1.5 Out of Combat Regen purchase fully negates bleed chip between fights
  • Slice and Dice Ability 2

    His gap-closer, his escape (forward only) and his damage amplifier. Hitting heroes with it is how he keeps it up in extended fights.

    • It is a straight fixed-length line — step perpendicular to his facing, not backwards, and the dash overshoots you
    • Time your own displacement or Stun for the dash frames; a Stun landing as he commits leaves him inside your team with no second mobility tool
    • Deny the 5 AP cooldown refund by not clustering: each hero he clips through returns 2s to the dash
  • Killing Blow Ultimate

    An anti-carry tool: it converts any low-health enemy into a guaranteed kill from 12m away, and at 5 AP it resets on a successful execute so he can chain through a team.

    • Track the threshold, not your health bar: above roughly 18% (23% at 2 AP) he only deals 200 damage, so the panic point is much lower than it feels
    • A single burst heal that pushes you back over the threshold wastes his 145s ultimate entirely
    • Never be the lowest-health hero standing within 18m of a Shiv with ult up; he leaps to the target, so distance is a real defence
  • Bloodletting Ability 3

    This is what lets Shiv survive the initial burst of a dive he loses. It turns a spike of incoming damage into a bar he can partly delete, which is why he can commit into a fight that should kill him.

    • Do not disengage when Shiv 'survives' your burst — the deferred pool is still ticking into him, and continued pressure kills him where backing off gives him a free reset
    • Force him to use the active early in a fight; on the base 25s cooldown he cannot clear a second burst
    • Burst damage is worse against him than sustained damage. A single spike gets deferred and cleared; steady DPS outpaces both the deferral window and the clear
  1. 1 Slice and Dice

    Slice and Dice first. It is his engage AND his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds

  2. 2 Bloodletting

    Then Bloodletting's active. Force it with a burst from a durable body early in the fight — on the 25s base cooldown he cannot clear a second spike

  3. 3 Serrated Knives

    Bait Serrated Knives charges in lane: both charges on a 16s cooldown with 2s between means an empty charge bar is a real trade window

The matchup in detail

  • No native healing reduction and no native healing — enemy sustain both undoes his damage and denies his execute Strong evidence
  • Poor teamfighter: everything in his kit is single-target and his shotgun falls off past 20m Strong evidence
  • One directional mobility ability means Hard CC on the dash or on the leap ends his fight Strong evidence
  • You fight at mid range and Shiv 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
  • Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away — no positioning, wall or escape ability saves you once you are under the line Strong evidence
  • Stacked Serrated Knives plus the full-Rage current-HP impact damage will walk your health bar down to that threshold from outside shotgun range, without him ever committing Strong evidence
  • Slice and Dice at 2 AP shreds your Spirit Resist per hit, so the follow-up bleed and any Spirit Damage from his team lands amplified Strong evidence
  • Bloodletting means your opening burst does not actually register — you spend your cooldowns, he clears 40% of the queued damage, and then executes you Strong evidence
  • At 5 AP his ultimate resets on a kill, so a single low-health teammate dying inside your group starts a chain that can take three heroes in one fight Strong evidence
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit Strong evidence
  • Keep a burst heal for the execute window specifically: any heal that lifts a target above the 18-23% threshold wastes his 145s ultimate Strong evidence
  • Keep fighting after he 'survives' your burst — Bloodletting defers the damage, it does not remove it, and disengaging is exactly what lets him clear it Strong evidence
  • Outrange the shotgun: his weapon falls off from 20m to 41m and his only closer is a 12m line dash on a 16s (10s at 1 AP) cooldown Strong evidence
  • Cleanse Serrated Knives once he has 3-4 stacks up, not on the first knife; one cleanse removes the whole stacked bleed Strong evidence
  • Do not let a single low-health hero stand alone within 18m of him with ult available — grouping denies the pick and denies the 5 AP reset chain Strong evidence
  • Killing Blow 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
  • Immediately after Slice and Dice is spent — he has zero mobility for 16s (10s at 1 AP) and 830 HP with 0% base resists Strong evidence
  • Right after Bloodletting's active is used: the 25s base cooldown means the next burst hits him at full rate with a partially loaded deferred pool Strong evidence
  • While Killing Blow is on cooldown (145s base) he has no execute and no second gap-closer — this is the window to force objectives Strong evidence
  • During the 2.8s shotgun reload, which is long for a weapon he must be inside 20m to use Strong evidence
  • Rage meter empty: without full Rage his knives lose the current-HP impact, his dash loses the echo, and his deferral drops from 44% back to 30% — check the meter before engaging him Strong evidence
  • Parry is your best tool against Shiv'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 Shiv. 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 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 Shiv'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
  • Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range Strong evidence
  • Bloodletting means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back Strong evidence
  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage Strong evidence
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane Strong evidence
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Shiv — 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 Shiv 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
  • Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities Strong evidence
  • 1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight Strong evidence
  • 2 AP into Killing Blow — Threshold rises from 18% to 23% and full-Rage damage jumps, widening the window where a fight is already lost for the target Strong evidence
  • 5 AP into Killing Blow (late 35min+) — Cooldown reset on elimination plus a 12s recast — one successful pick becomes a chain of executes through a whole team 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
  • You have peel and Shiv 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
  • Divine Barrier (vitality T4) — This lineup gets its backline assassination from Shiv. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Documented
  • Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. That matters here because of the backline assassination from Shiv. 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) — Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. That matters here because of the backline assassination from Shiv. Documented
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Shiv 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 Shiv

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

How to counter Shiv →

Facing more than Shiv?

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 Shiv's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 53.6% of these, which is 5.6% above your overall win rate (29,980 matches). The kit-based model agrees.

Shiv'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 →