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Paige vs Silver

Paige's team wins 60.0% Silver's team wins 40.0%, across 46,864 games

Written for the Paige player. Playing Silver? See Silver vs Paige →

Paige has the edge

Paige usually wins 56.6% of games. Against Silver that is 3.4% higher, over 46,864 games.

  • Whole match 60.0% +3.4% vs usual 46,864 games
  • Sharing a lane 59.8% +3.2% vs usual 15,618 games
  • Oracle and above 54.2% +0.4% vs usual 1,065 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 Paige's usual win rate at that rank.

The fight at a glance

If you're Paige

Has the edge
Entangling Bola 23s Cooldown Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target

Wait out Entangling Bola 23s cooldown

WhyIt is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop.

Watch out
Entangling Bola into Boot Kick Boot Kick 10.6m Range21s Cooldown Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target into Slam Fire Slam Fire 0m Range5s Duration25s Cooldown Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 2 AP: damage boost and -10s cooldown (25s to 15s) 2 5 AP: additional health-scaling damage : the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe.
Your edge
Neither kit has a clear edge here; this one comes down to who uses their cooldowns better.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against the long-range poke from Silver.

If you're Silver

Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.

Wait out Captivating Read 30s cooldown

WhyIt is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

Watch out
Captivating Read detonates in a choke and immobilizes you in place, and at Tier 3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
Your edge
Silver is more mobile than Paige, so you choose when to fight.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Paige's Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. .

The full plan for Paige, phase by phase, is below. Silver's side in full →

What should I do right now?

Do

  • Plan for Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop.
  • Know what Entangling 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 Silver's engage range.

Do

  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.

Avoid

  • 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
  • Slam Fire's bonus damage against troopers and Haunts Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. + Captivating Read early (laning 0-10min): Plot Armor protects her lane partner while Captivating Read controls the choke from the first levels.

Avoid

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

Do

  • Watch for Lycan Curse Lycan Curse 15s Duration60s Cooldown Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… . Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation

Avoid

Silver’s abilities

  • Lycan Curse Ultimate

    The cooldown that decides the fight. The transformed Tail Whack applies a 2.5s Disarm and a -30% movement slow in an area around her.

    • Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
    • Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
    • Buy healing reduction before she transforms; 40% Lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
  • Entangling Bola Ability 3

    A second source of hard control: slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s.

    • The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
    • It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
    • Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown
  • Boot Kick Ability 2

    Her mobility, her disengage and her damage amplifier in one button. The self-knockback means she engages and retreats with a single cast, which is how a rifle hero survives being approached.

    • The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
    • Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
    • Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
  1. 1 Entangling Bola

    Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop

  2. 2 Boot Kick

    Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund

  3. 3 Slam Fire

    Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds

The matchup in detail

  • The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Strong evidence
  • Base form has zero healing and only one escape on a 21s cooldown Strong evidence
  • Slam Fire's accuracy penalty forces her closer than her falloff band wants Strong evidence
  • Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe Strong evidence
  • Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Strong evidence
  • Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Strong evidence
  • Mauling Leap applies reduced Bullet Resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Strong evidence
  • Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Strong evidence
  • Go For The Throat at 40% Lifesteal means trading damage into a transformed Silver actively heals her Strong evidence
  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Strong evidence
  • Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Strong evidence
  • Buy healing reduction before the transformation window. 40% Lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Strong evidence
  • Hold your dash and stamina through Entangling Bola's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Strong evidence
  • Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus Spirit Damage never lands Strong evidence
  • Stay past ~25m during Slam Fire; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Strong evidence
  • Silver's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s Boot Kick Strong evidence
  • Immediately after Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Strong evidence
  • After the third Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Strong evidence
  • The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no Lifesteal and whatever cooldowns the wolf form did not restore Strong evidence
  • Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Strong evidence
  • Early lane before the 1 AP cooldown cuts, when Boot Kick (21s) and Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Strong evidence
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Silver specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
  • Silver closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
  • 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Strong evidence
  • Slam Fire's bonus damage against troopers and Haunts Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Strong evidence
  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Strong evidence
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown Strong evidence
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist. Strong evidence
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Silver can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
  • Lycan Curse unlock — Adds a second kit with sustain, a leap and a 2.5s AoE Disarm, and the bloodlust passive starts building from the first damage she deals Strong evidence
  • 1 AP into Boot Kick — -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Strong evidence
  • 2 AP into Entangling Bola — -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Strong evidence
  • Late 35min+ with Lifesteal items — Transformed Go For The Throat at 40% Lifesteal plus item Lifesteal makes the wolf window genuinely hard to burn down Strong evidence
  • Riding a zipline in Silver's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • You deal Spirit Damage, so Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Silver — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Relevant here because of Silver. Documented
  • 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 (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Relevant here because of Silver. Documented
  • High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on heroes with slow bullets (under 275 m/s) fighting mobile or long-range opponents, where the extra Bullet Velocity cuts how far ahead each shot has to be led. Relevant here because of Silver. Strong evidence
  • The losing pattern against Silver is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Silver has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
  • Your damage arrives over time and Silver 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

Next

Paige’s other hard matchups

Every Paige matchup →

All of Silver

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

How to counter Silver →

Facing more than Silver?

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

Data-supported Measured: you win 60.0% of these, which is 3.4% above your overall win rate (46,864 matches). The kit-based model reads this as high instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Silver's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Paige'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 →