Ivy vs Warden
Ivy's team wins 52.3% Warden's team wins 47.7%, across 20,717 games
Written for the Ivy player. Playing Warden? See Warden vs Ivy →
About even
Ivy usually wins 53.0% of games. Against Warden that is 0.7% lower, over 20,717 games.
- Whole match 52.3% −0.7% vs usual 20,717 games
- Sharing a lane 52.2% −0.8% vs usual 6,380 games
- Oracle and above 52.0% −0.5% vs usual 1,402 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 Binding Word 34s cooldown
ThenForce it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still.
- Watch out
- Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at Tier 3 it silences you for that entire window so you cannot cast the escape ability you were relying on.
- Your edge
- Ivy is more mobile than Warden, so you choose when to fight.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Warden's
Binding Word.
If you're Warden
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
- Warden has more reach than Ivy, so you can trade from range.
- 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. Warden's side in full →
What should I do right now?
Do
- Plan for
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer — know which tier it sits in so you are not improvising at the shop. - Know what
Binding Word looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Warden's engage range.
Do
- 6.3 m/s base speed, so he cannot rotate to other lanes or escape a collapse
- The 09-16-2026 patch cut Flask's projectile range and speed by 30%, making his safest laning tool much harder to land
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
Alchemical Flask
Alchemical Flask Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -55%) 5 -7s cooldown (12s base) and +2m radius; 's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright- 805 base health plus a 125+
Willpower
Willpower Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +20% move speed (T1 adds +20%, so up to +40%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling barrier lets him survive commits
Do
- Their first real spike is
Binding Word unlock — 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 Warden on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Alchemical Flask. The flask flies 40% faster since 30 October 2026, but its range is still the short one the 09-16-2026 patch gave it — sidestep the visible arc, and simply standing further back often makes it unthrowable - Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to
Binding Word: two dashes plus sprint clears the 20m check comfortably
Avoid
- Spending your own escape before
Binding Word is on cooldown.
Warden’s abilities
-
Alchemical Flask Ability 1 Sticking power rather than damage: -16% movement slow for 3s.
- The flask flies 40% faster since 30 October 2026, but its range is still the short one the 09-16-2026 patch gave it — sidestep the visible arc, and simply standing further back often makes it unthrowable
- Spirit-damage heroes (Victor, Yamato, Viscous) largely ignore it, because the debuff hits weapon damage and fire rate, not Spirit Damage
- Hold your Stamina: T1 drains one charge, so entering the Flask radius with full stamina leaves you enough dashes to clear a following
Binding Word
-
Binding Word Ability 3 The other half of Warden's control: 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the check.
- Run IMMEDIATELY and in a straight line — you need 20m of separation within 2.8s, and hesitating for even half a second is what loses the check
- Hold Stamina specifically for this: two dashes plus sprint clears 20m comfortably, which is why you should not enter Flask range with your stamina already spent
- Once he has T3, the Silence means you cannot cast an escape ability during the window — you must clear it with Stamina and raw movement speed alone, so buy movement items rather than relying on
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ,
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; or
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge
-
Willpower Ability 2 His engage enabler. With a 6.3 m/s base movement speed, Willpower is the only way he closes the distance to land Flask and
Binding Word, and the barrier is what lets him survive the approach.- Strip the 125+ barrier before committing burst — the barrier is a flat pool, so a cheap ability chunk removes it and your real damage then lands on health
- The duration is only 5-7s; kiting out the window is often better than trading into it
- Even at +35% he is starting from 6.3 m/s, so a genuinely mobile hero (Yamato at 8.2, Vindicta at 7.9, Vyper sliding) still outruns him
-
Last Stand
Last Stand After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +30% resists while channelling Ultimate His teamfight win condition and his objective-holding tool. A rooted enemy inside Last Stand is dead; an enemy team that stays to fight it feeds him health directly.
- Leave the radius. He heals 75% of the damage he does to heroes, so every second you spend inside is health transferred to him — walking out is strictly better than trading
- Interrupt the 2s charge-up: any Stun, Knockup or displacement (Viscous's
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Wraith's
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range , Vyper's
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits , Venator's
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun) cancels it - Once he has T3 the channel lasts 10s with +30% more resists, so disengage and re-engage after it rather than trading into it
- 1
Binding Word Binding Word first and most importantly — it is the whole hero. Force it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still
- 2
Alchemical Flask Alchemical Flask second: it is the stamina drain and slow that makes
Binding Word land, so eating a Flask on a tank instead of your carry breaks the combo before it starts - 3
Willpower Willpower third: it is his only engage and his only barrier. Force him to use it defensively and, pre-T2 (40s cooldown), he cannot reach you at all for the next rotation
The matchup in detail
- Base movement of 6.3 m/s; everything depends on
Willpower being available Strong evidence -
Binding Word is a check, not a guaranteed Root — a mobile hero with stamina banked simply walks out of it Strong evidence - Nerfed in the 09-16-2026 patch across three lines: Flask projectile range and speed -30%, Bullet Damage per boon 0.28 to 0.25, and
Willpower T3 scaling and debuff resistance both cut Strong evidence - Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Warden is one anti-heal, one shred, and damage after that. Strong evidence
-
Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at T3 it silences you for that entire window so you cannot cast the escape ability you were relying on Strong evidence -
Alchemical Flask cuts your weapon damage by 30-55% and your fire rate by 30% for 7 seconds while also draining a Stamina charge — the stamina loss is specifically designed to make the
Binding Word check fail Strong evidence -
Last Stand pulses 70-120 DPS twice a second in a 12-16m radius while he heals 75% of that damage back and has 50-80% bullet and Spirit Resist Strong evidence - Stun him during
Last Stand's 2s charge-up; once it is running at T3 it lasts 10s with +30% more resists, so leave the area rather than trading into it Strong evidence - The full chain — Flask to drain stamina and slow,
Binding Word to Root,
Last Stand on top — is a scripted kill on any hero without a banked escape Strong evidence - Warden 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 Warden'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
- Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to
Binding Word: two dashes plus sprint clears the 20m check comfortably Strong evidence - Avoid the
Alchemical Flask arc — its range is still short (cut 30% in the 09-16-2026 patch), though it has flown 40% faster since 30 October 2026, so simply holding further back denies the stamina drain that makes the Root land Strong evidence - Once
Binding Word is cast, run in a straight line immediately, and use verticality (zipline, mantle, a ledge drop) which covers 20m faster than ground movement Strong evidence - Do not fight inside
Last Stand's 12-16m radius; he lifesteals 75% off heroes, so trading into it heals him. Walk out and re-engage after the 6-10s channel Strong evidence - Bring Spirit Damage: Flask's debuff only touches weapon damage and fire rate, so Victor, Yamato and Viscous are barely affected by his signature anti-carry tool Strong evidence
- Outrun him — his base speed is 6.3 m/s, and once
Willpower's 5-7s window expires he cannot chase anyone Strong evidence - You do not have the CC to reliably break
Last Stand out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative,
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read;
Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence
- The 2-second
Last Stand charge-up, before he has T3 — any Stun, Knockup or displacement cancels the whole ultimate Strong evidence - The 20-34s after
Binding Word is spent: he has no Hard CC and is a slow, short-range bruiser Strong evidence - The 16-40s after
Willpower expires — at 6.3 m/s with no barrier he cannot initiate or retreat Strong evidence - Any fight at long range, where his abilities cannot reach and his rifle gets weaker past 18m until it is at its weakest by 47m Strong evidence
- Immediately after a whiffed
Alchemical Flask (harder to force since 30 October 2026, when the projectile got 40% faster) — the
Binding Word that follows is much easier to escape 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 Warden'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
- You get value from moving around the map and Warden does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Warden or on the Guardian, not by the breakables you pick up on the way. Documented
-
Alchemical Flask's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright Strong evidence - 805 base health plus a 125+
Willpower barrier lets him survive commits Strong evidence - 6.3 m/s base speed, so he cannot rotate to other lanes or escape a collapse Strong evidence
- The 09-16-2026 patch cut Flask's projectile range and speed by 30%, making his safest laning tool much harder to land Strong evidence
-
Entangling Thorns clears the wave and denies the orb area at the same time 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. Warden 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
-
Binding Word unlock — A conditional 1.75s Root on a 34s cooldown is his first real kill threat Strong evidence -
Last Stand unlock — Plus
Binding Word becomes a guaranteed kill combo on any target that fails the escape check Strong evidence -
Alchemical Flask T2 (-55% weapon damage) — He becomes a hard counter to bullet carries, more than halving their output for 7 seconds at a time Strong evidence -
Binding Word T3 +
Last Stand T3 — The Silence on the escape check plus a 10s channel with +30% more resists makes the combo very hard to escape or outtrade — this is his peak 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
-
Last Stand 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 - 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 Warden. Uncertain
- Warden 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 Warden 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
- Warden 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
- Warden 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
Toxic Bullets -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - Against Warden'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 Warden 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
-
Unstoppable (vitality T4) — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Warden's
Binding Word. Documented -
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health (vitality T2) — Warden creates that through Warden's
Binding Word. 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. Documented -
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount (vitality T3) — Warden is where this lineup’s silences and ability denial comes from. Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. Documented
- Players buy
Dispel Magic for Warden and then discover it does nothing about
Last Stand.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Warden'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 - Your damage arrives over time and Warden converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Strategic
- The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Warden. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Ivy’s other hard matchups
All of Warden
Who beats Warden, the items that shut Warden down, and every ability.
Facing more than Warden?
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 Warden's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 52.3% of these, which is 0.7% below your overall win rate (20,717 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.
Warden's kit and counterplay were compiled from 7 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%.