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Mina vs Vyper

Mina's team wins 49.1% Vyper's team wins 50.9%, across 25,909 games

Written for the Mina player. Playing Vyper? See Vyper vs Mina →

Mina has a big edge

Mina usually wins 44.8% of games. Against Vyper that is 4.3% higher, over 25,909 games.

  • Whole match 49.1% +4.3% vs usual 25,909 games
  • Sharing a lane 48.7% +3.9% vs usual 7,785 games
  • Oracle and above 45.6% −0.9% vs usual 753 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 Mina's usual win rate at that rank.

The fight at a glance

If you're Mina

Has the edge
Petrifying Bola 115s Cooldown 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

Wait out Petrifying Bola 115s cooldown

Then115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective.

Watch out
Screwjab Dagger 10s Cooldown Throws a dagger for spirit damage and a movement slow. Crowd Control -28% move slow on first hit, -12% more per stack, lasting 10s Damage 50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling)… Defensive The slow is her only way to break a chase 1 +1 charge 2 on hit, -8% bullet resist and an additional -6% bullet resist per stack 5 +2 max stacks, -2s charge delay, and on hit refund 55% of the charge cooldown Screwjab Dagger stacks strip up to -64% of your movement speed and, at Tier 2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you.
Your edge
Mina has more reach than Vyper, so you can trade from range.
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 Vyper.

If you're Vyper

Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges bullets, projectiles and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 -10s cooldown. 5 +1 recast and +4m range.

Wait out Sanguine Retreat 32s cooldown

ThenForce it with a cheap ability and hold your combo.

Watch out
Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite. 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. Love Bites turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops.
Your edge
Vyper is tankier than Mina, so you survive the opening burst.
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 Mina's Sanguine Retreat.

The full plan for Mina, phase by phase, is below. Vyper'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 Petrifying Bola looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 780 HP with no heal, no barrier until Slither Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); T3, and no damage reduction anywhere
  • Lethal Venom Lethal Venom 10m Range28s Cooldown Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom is only 10m at base, so she has to actually be in the enemy's face to use her best damage tool
  • Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats.

Avoid

  • Four base stamina plus Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades
  • The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime

Do

  • Their first real spike is Screwjab Dagger T2 — respect it from that point, not before.
  • Your spike is Love Bites unlocked first (laning 0-10min): Love Bites with double Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. gives her spirit chip and a missing-health finisher right away.

Avoid

  • Taking an even fight against Vyper on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Petrifying Bola. It is a thrown projectile with visible travel — sidestep the direct hit and you take only 50 damage and a 1.5s slow instead of 180 and a 2.2-3.2s petrify
  • Root or immobilise her — Warden's Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Venator's Hex-Lined Snap Trap Hex-Lined Snap Trap 28s Cooldown Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. Crowd Control 1.25s immobilize (T2 pushes it to 2.25s) Damage 80 spirit (about 2.2x spirit scaling); Defensive Acts as a tripwire behind Venator so flankers cannot reach him unpunished 1 -11s cooldown (28s base) 2 +1s immobilize duration 5 +1 charge and +30% damage dealt to revealed targets and Vindicta's Stake Stake 40s Cooldown Throws a stake that embeds where it lands. Crowd Control Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a… Damage 40 spirit base, scaling with Spirit Power; Mobility none for Vindicta 1 +45 damage 2 -22s cooldown (40s base down to 18s) 5 +0.75s tether duration and +2m capture radius all stop a slide dead, which removes both her mobility and her infinite-ammo uptime simultaneously

Avoid

Vyper’s abilities

  • Petrifying Bola Ultimate

    Once this lands the fight is usually already decided — 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); -40% movement slow for 1.5s in the area.

    • It is a thrown projectile with visible travel — sidestep the direct hit and you take only 50 damage and a 1.5s slow instead of 180 and a 2.2-3.2s petrify
    • Spread out so a direct hit can only land on one person; pre-T3 the area component is a slow, not a disable
    • If you are petrified you take no damage, so the correct use is to treat it as a forced defensive window — have your team disengage or reposition during it rather than trying to fight
  • Screwjab Dagger Ability 1

    Not lockdown, but it makes disengaging cost more than it should: -28% move slow on first hit, -12% more per stack, lasting 10s.

    • Break line of sight for 10s and every stack falls off, resetting her whole combo
    • The dagger is a travelling projectile — strafing and using cover during her approach denies the stacks she needs
    • Buy Bullet Resist deeper than she can shred (Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Bullet Armor) so the T2 resist reduction does not open you up to The Rattler
  • Slither Ability 3

    It is her movement identity. Combined with her gun not consuming ammo while sliding, Slither lets her circle a target at speed, never reload, and enter and exit fights from angles that other heroes cannot take.

    • Fight her on flat or enclosed ground — Slither's uphill sliding and long slides are worth far less where there is no slope and no room to build speed
    • Root and immobilise effects (Warden's Binding Word, Venator's Hex-Lined Snap Trap, Vindicta's Stake) stop a slide dead and remove both her mobility and her infinite-ammo state
    • The T3 barrier is only 180 for 4s on an 8s internal cooldown; burst through it rather than chipping at it
  1. 1 Petrifying Bola

    Petrifying Bola first — 115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective

  2. 2 Lethal Venom

    Lethal Venom second: it is her execute and her anti-heal in one, and at base 28s (16s at T2) making her spend it on a frontliner buys your carry a full rotation of safety

  3. 3 Screwjab Dagger

    Screwjab Dagger third: charges regenerate quickly and T3 refunds 55% on hit, so do not spend resources baiting it — break line of sight to drop the stacks instead

The matchup in detail

  • Essentially no defensive kit: 780 HP and a 180 barrier at Slither T3 is the entire package Strong evidence
  • Everything meaningful happens inside 10-33m, so she is helpless against long-range poke Strong evidence
  • Petrify blocks damage, so a badly placed Bola actively protects the enemy from her own team Strong evidence
  • You out-lane Vyper and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
  • You fight at mid range and Vyper 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
  • Screwjab Dagger stacks strip up to -64% of your movement speed and, at T2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you Strong evidence
  • Lethal Venom detonates after a 3s delay for up to 140-172 damage scaled on your missing health, and at T2 it cuts your healing by 40% — the moment you try to disengage and heal is exactly when it lands Strong evidence
  • Lethal Venom ignores Petrify's damage block, so relying on Petrify immunity to survive it does not work Strong evidence
  • Petrifying Bola directly hits for 180-230 and petrifies you for 2.2-3.2 seconds; at T3 it petrifies everyone in a 12m radius Strong evidence
  • Her gun does not consume ammo while sliding, so with Slither she can circle-strafe a target at 94 burst DPS with no reload window to punish Strong evidence
  • Your mobility is a real advantage here, and Vyper'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
  • Root or immobilise her — Warden's Binding Word, Venator's Hex-Lined Snap Trap and Vindicta's Stake all stop a slide dead, which removes both her mobility and her infinite-ammo uptime simultaneously Strong evidence
  • Break line of sight for 10 seconds to drop all Screwjab Dagger stacks and reset her damage setup entirely Strong evidence
  • Fight her beyond 33m where The Rattler falls off and Lethal Venom's 10m cast range is irrelevant — Vindicta from Flight Flight 13s Duration42s Cooldown 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; and Venator's bolts beat her outright at range Strong evidence
  • Burst through the Slither T3 barrier (180 for 4s, 8s internal cooldown) rather than chipping at it, and focus her the moment it is on cooldown Strong evidence
  • Sidestep the Bola projectile; a near-miss is 50 damage and a slow instead of 180-230 and a 3-second disable Strong evidence
  • Against Vyper the item that changes the matchup is Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +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
  • Metal Skin is the right shape of answer to Vyper's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing bleed, Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented
  • Vyper 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
  • The 3s Lethal Venom buildup: she has committed the cooldown, and if you break line of sight and reposition she gets the damage but no follow-up Strong evidence
  • The 8s internal cooldown between Slither T3 barrier procs — in that window she is a 780 HP hero with nothing Strong evidence
  • Any moment she is not sliding: her SMG consumes ammo normally and she has to reload, which is her only DPS gap Strong evidence
  • After a whiffed Petrifying Bola she has no Hard CC for 95-115 seconds Strong evidence
  • Her entry — she is a flank carry with no engage tool, so catching her on the approach before she reaches slide speed removes her whole plan Strong evidence
  • When Vyper 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 Vyper'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 are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Vyper, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
  • Four base stamina plus Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades Strong evidence
  • The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime Strong evidence
  • 780 HP with no heal, no barrier until Slither T3, and no damage reduction anywhere Strong evidence
  • Lethal Venom is only 10m at base, so she has to actually be in the enemy's face to use her best damage tool Strong evidence
  • Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats. Strong evidence
  • Screwjab Dagger T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow Strong evidence
  • Lethal Venom T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable Strong evidence
  • Petrifying Bola unlock — Gives her a 2.2s single-target removal she otherwise completely lacks Strong evidence
  • Late 35min+ — Petrifying Bola T3 (mass petrify, 3.2s) plus Lethal Venom T3 (bullets apply venom) makes her a full teamfight threat rather than a flanker Strong evidence
  • Love Bites unlocked first (laning 0-10min) — Love Bites with double Rake gives her spirit chip and a missing-health finisher right away. Strong evidence
  • Love Bites T2 (mid game) — +3 spirit per bullet and +45 bite damage substantially raise Love Bites' output. Strong evidence
  • You have a window where you cannot be hit and Vyper does damage that does not need to target you. Untargetability of the Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power kind explicitly does not stop aura-type effects, and the same logic applies to persistent fields: going untargetable inside their zone means you emerge on the other side at the same health, having spent the cooldown for nothing. The window has to be used to leave the area, not to survive standing in 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 Vyper. Uncertain
  • Stacking a second damage-reduction debuff onto Vyper 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 6,400 souls Tier 4ArmorPassive +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
  • Your habit of taking the fight vertical to reset spacing against Vyper 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
  • Vyper 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
  • Divine Barrier (vitality T4) — This lineup gets its backline assassination from Vyper. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Documented
  • Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from Vyper. Documented
  • Stamina Mastery Stamina Mastery 3,200 souls Tier 3ArmorPassive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Buy when dodging telegraphed abilities and disengaging is how you survive. That matters here because of the zoning and area denial from Vyper. Strong evidence
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Vyper 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

Mina’s other hard matchups

Every Mina matchup →

All of Vyper

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

How to counter Vyper →

Facing more than Vyper?

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

Data-supported Measured: you win 49.1% of these, which is 4.3% above your overall win rate (25,909 matches). The kit-based model agrees.

Vyper's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Mina'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 →