Ivy vs Drifter
Ivy's team wins 51.6% Drifter's team wins 48.4%, across 46,378 games
Written for the Ivy player. Playing Drifter? See Drifter vs Ivy →
About even
Ivy usually wins 53.0% of games. Against Drifter that is 1.4% lower, over 46,378 games.
- Whole match 51.6% −1.4% vs usual 46,378 games
- Sharing a lane 51.2% −1.8% vs usual 17,162 games
- Oracle and above 51.9% −0.6% vs usual 2,806 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 Ivy's usual win rate at that rank.
The fight at a glance
If you're Ivy
Wait out Stalker's Mark 26s cooldown
ThenForce the projectile to miss or eat it on a tanky body, and he has 16-26s with no way to reach your backline at all.
- Watch out
- Stalker's Mark lands a bleed from range and then, at any point in the next 5-8 seconds, teleports him directly behind you.
- Your edge
- Ivy has more reach than Drifter, so you can trade from range.
- Buy
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy it against Drifter's
Eternal Night
Eternal Night Drifter blankets nearby enemy heroes in darkness, badly restricting what they can see of other units. Crowd Control Vision denial rather than conventional crowd control — affected heroes… Damage No direct damage; it enables Bloodscent's amplification instead. Mobility Tier 1 adds +10 m/s sprint speed. 1 +10 m/s sprint speed 2 -40s cooldown (from a 145s base) 5 +2.75s duration and +1 maximum target .
If you're Drifter
Wait out Stone Form 40s cooldown
ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.
- Watch out
- Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
- Your edge
- Drifter has more burst damage than Ivy.
- Buy
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's
Air Drop.
The full plan for Ivy, phase by phase, is below. Drifter's side in full →
What should I do right now?
Do
- Plan for
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty — know which tier it sits in so you are not improvising at the shop. - Know what
Stalker's Mark looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Drifter's engage range.
Do
- His bullets stop at 27m, so he has to get close before his gun does anything
- No escape whatsoever —
Stalker's Mark teleports him toward the target, not away from it
Entangling Thorns
Entangling Thorns Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time
Avoid
- 20.10 damage per bullet, applied at point-blank range in short trades
Stalker's Mark gives him a kill-confirm from range
Do
- Their first real spike is
Stalker's Mark T2 (roughly 4-6k souls) — respect it from that point, not before. - Your spike is ult unlock:
Air Drop turns every fight into one her team can start from an angle the enemy cannot defend
Avoid
- Taking an even fight against Drifter on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Eternal Night. The 1s cast delay is the window to Stun or Silence him and cancel the ultimate - Move in pairs from the mid-game onward —
Bloodscent
Bloodscent Isolated enemy heroes leave a visible trail as they move and their heartbeat is audible to Drifter from a distance. Damage Amplified damage against isolated heroes; Mobility Tier 1 grants +3 m/s move speed around isolated enemies. Defensive Tier 2 heals 24% of missing health and restores 2 stamina when an isolated… 1 +3 m/s move speed around isolated enemies 2 heal 24% of missing health and restore 2 stamina on isolated hero death 5 +12% amplified damage 's detection and amplification and the whole
Eternal Night payoff all key off you being isolated, and two heroes together shut all of it off
Avoid
- Spending your own escape before
Stalker's Mark is on cooldown.
Drifter’s abilities
-
Eternal Night Ultimate Once this lands the fight is usually already decided — vision denial rather than conventional crowd control, affected heroes cannot see other units properly.
- The 1s cast delay is the window to Stun or Silence him and cancel the ultimate
- Once it lands, group tightly and use voice or pings rather than vision — the ability denies sight of other units, not your ability to walk to a known position
- Retreat toward your own tower or Guardian; those fixed objectives do not depend on you seeing your teammates
-
Rend
Rend Drifter sweeps a cone in front of him for spirit damage. Crowd Control None at base; Tier 3 adds a 2s silence when the target is at close range. Damage 40 spirit damage scaling with Spirit Power (deadlock.one); Defensive The Tier 3 silence can shut off an escape ability for two seconds, which is… 1 +40 bonus damage 2 -8s cooldown (from a 16s base) 5 deals 55% heavy melee damage and silences close-range enemies for 2s Ability 1 Only a control tool once Drifter has paid for it: tier 3 adds a 2s Silence when the target is at close range.
- It is a frontal cone with a 0.4s cast delay — strafing out of the arc denies it, and staying past close range denies the melee bonus and the T3 Silence entirely
- The Silence at T3 is close-range only, so maintaining even a small gap keeps your abilities available
- Bait the cone with a lateral dash, then punish the 0.4s cast delay
-
Stalker's Mark Ability 2 His engage, his chase and the reason no backline is actually safe. It is a conditional blink — he cannot teleport to just anywhere, only to a target he has already marked.
- Dodge the initial projectile — it has only a 0.15s cast delay but it is still a travelling projectile and it stops on the first target hit, so a body between you and him blocks it
- If you are marked, immediately cleanse the bleed; removing it cancels the teleport window outright
- If you are marked and cannot cleanse, pre-position with your back to a wall or your team — he arrives directly behind you, and arriving inside your team's peel is much worse for him
-
Bloodscent Ability 3 The hero's defining passive. It gives him free information on anyone who wanders off alone, makes him disproportionately lethal against that person, and then permanently scales him for killing them.
- Do not farm, rotate or ward alone anywhere within 80m of him — being isolated is what turns on both his detection and his damage amplification
- Move in pairs during the mid-game; two heroes together negate the passive completely
- Denying him isolated kills denies the permanent weapon damage stacks, which is how he scales — a Drifter with no stacks is a normal shotgun assassin
- 1
Stalker's Mark Stalker's Mark above everything — it is his only gap-close, his only mobility and his kill-confirm. Force the projectile to miss or eat it on a tanky body, and he has 16-26s with no way to reach your backline at all
- 2
Rend Rend second, because at T3 it carries the Silence that seals the ambush. If he throws the cone at range for chip damage, the close-range melee bonus and the Silence are both wasted
- 3
Eternal Night Eternal Night is denied rather than baited: stay grouped so the isolation flag has no one to apply to, and the ultimate becomes a 145s vision inconvenience
The matchup in detail
- Zero ranged presence — his bullets stop at 27m, so he has to get close before his gun does anything Strong evidence
- No escape tool at all; his only mobility moves him toward the enemy Strong evidence
- Almost no crowd control beyond the conditional
Rend T3 Silence, and zero peel for allies Strong evidence
-
Stalker's Mark lands a bleed from range and then, at any point in the next 5-8 seconds, teleports him directly behind you — there is no warning frame and he arrives inside the 22m band where his shotgun does full damage Strong evidence -
Bloodscent means walking alone anywhere within 80m of him is broadcasting your position: he sees your movement trail and hears your heartbeat, and he does amplified damage to you specifically Strong evidence - At
Rend T3 the post-teleport cone silences you for 2s at close range, so the escape ability you were saving does not fire Strong evidence -
Stalker's Mark T3 applies -40% healing reduction, so your support cannot heal you out of the ambush Strong evidence -
Eternal Night blinds your whole group to each other and flags all of you as isolated, turning his entire amplification package on during a teamfight where it should not work Strong evidence - Every isolated hero he kills permanently increases his weapon damage — an unpunished early game makes his point-blank burst unanswerable later Strong evidence
- Drifter 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
- Move in pairs from the mid-game onward —
Bloodscent's detection and amplification and the whole
Eternal Night payoff all key off you being isolated, and two heroes together shut all of it off Strong evidence - Dodge the
Stalker's Mark projectile or put a body in its path; without the mark he has no gap-close whatsoever and cannot reach you Strong evidence - If you are marked, cleanse the bleed immediately — removing it cancels the pending teleport window entirely Strong evidence
- If you cannot cleanse, stand with your back to a wall and inside your team's peel; he materialises directly behind you, so denying him a safe arrival point is the next best thing Strong evidence
- Kite outside 27m. His bullets stop at that distance, so his gun does nothing while yours keeps hitting Strong evidence
- Stun or Silence him during
Eternal Night's 1s cast delay to cancel a 145s ultimate Strong evidence - Pick and hold hard AoE lockdown into him; he has no escape and 1-tier durability Strong evidence
- Deny the early isolated kills; the permanent weapon damage stacks are how he snowballs, and a stackless Drifter is a fragile shotgun with no escape Strong evidence
- The 16-26s after
Stalker's Mark is spent or missed — he has no gap-close, no blink and no escape, and he is a 1-durability hero standing in the open Strong evidence - Immediately after his teleport arrival: he is at point-blank range inside your team with no way out, which is why arriving next to your peel rather than alone flips the ambush Strong evidence
- During
Eternal Night's 1s cast delay — a Stun here wastes a 145s ultimate Strong evidence - Any time you are more than 27m away; his bullets stop there, so his gun does nothing Strong evidence
- Mid-reload: a 12-round clip at 20.10 per bullet empties fast and the 2.44s reload is a long gap with no CC to protect him Strong evidence
- Whenever your team is grouped: with no isolated targets,
Bloodscent's amplification, its move speed bonus and its heal-on-kill are all switched off at once Strong evidence - Parry is your best tool against Drifter'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
- 20.10 damage per bullet, applied at point-blank range in short trades Strong evidence
-
Stalker's Mark gives him a kill-confirm from range Strong evidence - His bullets stop at 27m, so he has to get close before his gun does anything Strong evidence
- No escape whatsoever —
Stalker's Mark teleports him toward the target, not away from it Strong evidence
-
Entangling Thorns clears the wave and denies the orb area at the same time Strong evidence
- If you are behind and planning to fight Drifter on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
- Drifter trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Uncertain
-
Stalker's Mark T2 (roughly 4-6k souls) — -10s cooldown and +3s bleed duration roughly double how often he gets an ambush window Strong evidence -
Rend T3 — The 2s close-range Silence turns the post-teleport moment into a guaranteed kill against escape-reliant heroes Strong evidence -
Eternal Night unlock — Lets
Bloodscent's amplification work in teamfights Strong evidence - Late 30min+ with accumulated
Bloodscent stacks — Permanent weapon damage from isolated kills compounds; a fed Drifter's shotgun becomes genuinely unanswerable point-blank Strong evidence
-
Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence -
Kudzu Connection
Kudzu Connection Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence
- Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Drifter. Uncertain
- Stacking a second damage-reduction debuff onto Drifter 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 - You have peel and Drifter 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 escape is a big part of why you survive fights, and Drifter 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
-
Cursed Relic (spirit T4) — Drifter's
Eternal Night is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Drifter's
Stalker's Mark 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 +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) — Drifter's
Stalker's Mark 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 Drifter 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
Ivy’s other hard matchups
All of Drifter
Who beats Drifter, the items that shut Drifter down, and every ability.
Facing more than Drifter?
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 Drifter's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 51.6% of these, which is 1.4% below your overall win rate (46,378 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.
Drifter's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Ivy'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%.