Lash vs Holliday
Lash's team wins 53.5% Holliday's team wins 46.5%, across 38,544 games
Written for the Lash player. Playing Holliday? See Holliday vs Lash →
Lash has the edge
Lash usually wins 51.2% of games. Against Holliday that is 2.3% higher, over 38,544 games.
- Whole match 53.5% +2.3% vs usual 38,544 games
- Sharing a lane 53.3% +2.1% vs usual 14,452 games
- Oracle and above 51.0% −0.8% 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 Lash's usual win rate at that rank.
The fight at a glance
If you're Lash
Has the edgeWait 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
- Lash has more healing than Holliday, so you recover between fights and they do not.
- 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 .
If you're Holliday
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 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.
The full plan for Lash, phase by phase, is below. Holliday's side in full →
What should I do right now?
Do
- Plan for
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop. - Know what
Bounce Pad looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Holliday's engage range.
Do
- 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive
- No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it
Flog
Flog 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.
Avoid
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is
Grapple T2 / first
Mystic Burst
Mystic Burst +14s Cooldown +40 Damage +14s Charge-Up Time (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.
Avoid
- Taking an even fight against Holliday on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Spirit Lasso.
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team - Hold
Unstoppable for
Spirit Lasso — it is a targeted Stun-and-pull and
Unstoppable simply negates it
Avoid
- Spending your own escape before
Bounce Pad is on cooldown.
Holliday’s abilities
-
Spirit Lasso Ultimate The one cooldown worth tracking on its own timer: pull (displacement) plus Stun (Hard CC).
Unstoppable pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team- It is a single-target targeted throw — keep a wall or corner between you and her sightline when her ult is up
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power makes you untargetable through the pull window
-
Powder Keg Ability 1 Holliday gets on top of you and then keeps you there — Knockup on detonation, Hard CC that removes the target's ability to strafe.
- Shoot the barrel to detonate it early on your own terms, before you are in the blast radius
- The delay is generous — simply walk out of the marked area rather than trading through it
- If you get knocked up, do not panic-dash on landing; she is waiting for the predictable landing spot for her
Crackshot headshot
-
Bounce Pad Ability 2 Nothing to respect until the upgrade lands, and then tier 3 adds about +0.7s Stun to the landing stomp.
- The pad is a visible placed object with a long lifetime — route around it rather than through it
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius hits her out of the launch arc; she is fully committed and cannot change direction mid-flight- The stomp only triggers once per person per pad, so absorbing it with a durable body neutralizes the AoE for the rest of the fight
-
Crackshot Ability 3 This will not kill you on its own — it makes sure you cannot leave while the rest of Holliday's kit does. A fading movement speed penalty.
- Strafe unpredictably and keep your head behind cover — a Crackshot that misses the head is just a 19.7 damage pistol shot
- It is on a cooldown, so after eating one headshot the next several seconds are her weakest window — push in then
- Fight her in close quarters where she cannot line up a head; her fire rate of about 2.1 per second punishes her badly in a brawl
- 1
Bounce Pad Bounce Pad first — it is her escape, her rotation and (at tier 3) her engage. Force her to place it defensively, then commit while it is on cooldown
- 2
Powder Keg Powder Keg second: make her spend it on the wave or on a durable frontliner, because without the Knockup her
Crackshot combo is just a slow pistol shot - 3
Spirit Lasso Spirit Lasso is best baited by a target holding
Unstoppable or
Ethereal Shift — the ult goes on full cooldown for zero value
The matchup in detail
- Zero sustain and low durability — she cannot absorb a committed dive Strong evidence
- Damage is entirely aim-gated; a Holliday who is not hitting heads contributes very little Strong evidence
- Every one of her tools is telegraphed — a visible barrel, a visible pad, a targeted lasso Strong evidence
-
Powder Keg Knockup into a
Crackshot headshot is her kill combo — while airborne you cannot strafe and the headshot is effectively guaranteed Strong evidence -
Spirit Lasso pulls you out of your team and stuns you, and with a
Bounce Pad she drags you even further before the Stun ends Strong evidence -
Crackshot ignores damage falloff, so distance does not actually protect you from her burst the way it does against other gun heroes Strong evidence -
Bounce Pad tier 3 delivers her whole team onto your backline from above with a landing Stun on arrival Strong evidence - Stacked overlapping barrels in a tight interior create a burn zone that punishes holding a chokepoint at all Strong evidence
- Your mobility is a real advantage here, and Holliday'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
- Hold
Unstoppable for
Spirit Lasso — it is a targeted Stun-and-pull and
Unstoppable simply negates it Strong evidence - Shoot
Powder Keg barrels to detonate them early, before you are inside the blast, and deny the Knockup that sets up
Crackshot Strong evidence - Buy
Knockdown for her
Bounce Pad launch arcs and for her keg self-launches — she is fully committed in the air with no direction control Strong evidence - Brawl her inside 10m: her roughly 2.1 shots per second and 10-round magazine lose badly to any SMG hero in close quarters Strong evidence
- Break her sightline immediately after she lands a
Crackshot headshot — the bonus is on cooldown and she is a weak pistol hero for those seconds Strong evidence - Stay grouped so that a lasso pull delivers you into your allies rather than into hers Strong evidence
- Against Holliday the item that changes the matchup is
Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +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 - You want the five-person fight and Holliday only takes it on their terms, which makes
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 the item that closes the argument. It is a 12m vacuum plus a full
Slowing Hex effect, so it both drags them into your fight and silences the movement abilities they would use to leave it. That is a team-fight tool, not a duel tool — buy it if your win condition is the grouped fight, and skip it if your win condition is picking them off alone. Strong evidence
- The few seconds after any
Crackshot headshot lands, while the bonus is on its own cooldown Strong evidence - Her reload — 2.75 seconds with only 10 rounds is a long, frequent dead window Strong evidence
- Mid-air on
Bounce Pad or a keg self-launch: she has no directional control and
Knockdown ends the flight Strong evidence - Immediately after
Spirit Lasso resolves — the pulled target is now standing next to a low-durability hero with her ult spent Strong evidence - Any close-quarters brawl she is forced into Strong evidence
- Holliday's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. 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 Holliday'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 Holliday 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 Holliday or on the Guardian, not by the breakables you pick up on the way. Documented
-
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence -
Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer Strong evidence - 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive Strong evidence
- No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it Strong evidence
-
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
- Holliday 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
-
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 -
Crackshot tier 2 — About +49.5 damage plus a bullet-resist shred makes each headshot a real burst window Strong evidence - Mid 20-35min — Keg-launch plus
Bounce Pad plus lasso is the window where her kidnap plays dictate objective fights Strong evidence
-
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
- Holliday 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 Holliday 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
- Holliday 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 Holliday 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
- Holliday 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 - Against Holliday'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 item's Stun. Documented -
Slowing Hex (spirit T2) — Holliday's
Spirit Lasso 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 -
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: Holliday's
Bounce Pad. Documented -
Phantom Strike (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Holliday's
Bounce Pad. Documented
- Players buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount for Holliday and then discover it does nothing about
Spirit Lasso.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Holliday'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 instinct is to jump on Holliday's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence
Next
Lash’s other hard matchups
All of Holliday
Who beats Holliday, the items that shut Holliday down, and every ability.
Facing more than Holliday?
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 Holliday's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 53.5% of these, which is 2.3% above your overall win rate (38,544 matches). The kit-based model agrees.
Holliday's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Lash'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%.