Rat King vs Sinclair
Written for the Rat King player. Playing Sinclair? See Sinclair vs Rat King →
An even matchup. Rat King wins 58.6% of 68,401 games against Sinclair (+0.8 points vs Rat King’s usual 57.8%).
How to win as Rat King
- RuleDo not commit before
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) is gone.
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (14s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage - Watch out
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it - Your edgeYou recover between fights and they do not (Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 1/3 against Sinclair 0/3).
- Buy
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — Sinclair creates that through Sinclair's
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky.
The numbers: lane, whole match and Oracle and above
| Games | Rat King wins | vs Rat King's usual | Sample |
|---|---|---|---|
| Whole match | 58.6% | +0.8 pts (57.8% overall) | 68,401 games |
| Sharing a lane | 58.4% | +0.6 pts (57.8% overall) | 22,528 games |
| Oracle and above | 52.5% | -3.4 pts (55.9% at Oracle+) | 5,024 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. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 58.6% of these, which is 0.8 points above your overall win rate (68,401 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
Why Rat King counters Sinclair
Sinclair wants to fight at long range, but the banner gives Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 's team bonus speed and slow immunity on the way in, then knocks up everyone nearby on the slam.
Rat Swarm
Rat Swarm Rat King calls a swarm of rats to a spot up to 50m away. Damage 8 spirit damage per bite (+0.08 Spirit scaling), one bite per attached rat… 1 +1 charge (8s between charges) 2 a larger swarm and +4s debuff duration 5 +8 damage and an extra -1% bullet resist per bite can be called onto a far spot and keeps biting a mage who has no sustain to outlast it.
Royal Pestments
Royal Pestments Rat King puts on scrap armour that gives him a barrier worth a share of his maximum health. Damage Reflected bullets return their full damage to the shooter. Defensive Barrier equal to 15% of his max health for 6s on a 22s cooldown. 1 +4s duration 2 -8s cooldown and +15% bullet return chance 5 +10% max health as barrier, and no single hit deals more than 250 while it holds sends Sinclair's own bullets back at him while the barrier holds.
Written from both heroes' ability data; the win rates above are the measured results.
What should I do right now?
Do
- Plan for
Knockdown
Knockdown +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
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Sinclair's engage range.
Do
- 730 max health with no healing whatsoever in the kit
- 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
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Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early
Avoid
- 16.5 damage per bullet with falloff not starting until 20m still gives him one of the longest comfortable poke ranges in this group
-
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane
Do
- Their first real spike is 1 AP into
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) — respect it from that point, not before. - Your spike is ult unlock:
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival
Avoid
- Taking an even fight against Sinclair on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step . It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely - Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit
Avoid
- Spending your own escape before
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) is on cooldown.
Sinclair’s abilities
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Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step Ultimate Sinclair's fight-ender: whatever CC the copied ultimate provides.
- It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
- Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
- The copy lasts only 9s: if you force a disengage immediately after he copies, the window expires with nothing spent
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Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Ability 1 Nothing to respect until the upgrade lands, and then the 1 AP upgrade applies -25% fire rate for 5s.
- Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
- Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
- Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
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Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) Ability 3 The other half of Sinclair's control: a hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP).
- If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
- Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
- Spread out: the 6m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
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Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage Ability 2 It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.
- Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
- Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
- Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
- 1
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) Rabbit Hex first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (14s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage
- 2
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window
- 3
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful
The matchup in detail
- 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape Strong evidence
- Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns Strong evidence
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Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) does not interrupt in-progress abilities, so it fails against exactly the channelled ultimates you most want to stop Strong evidence
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Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it Strong evidence -
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) catches everyone in a 6m radius (8m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe Strong evidence - Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach Strong evidence
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Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds Strong evidence - He fights at 60m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both Strong evidence
- Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit Strong evidence
- Delay your dodge on
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow Strong evidence - If you are hexed mid-ability, finish the ability.
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification Strong evidence - Find the
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast Strong evidence - Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts
Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step on the full 85s instead of about 51s Strong evidence - Close inside 15m whenever possible:
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage scales with travel distance and his weapon falloff starts at 20m, so short range strips both Strong evidence - Sinclair does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
- After both
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame Strong evidence - During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable) Strong evidence
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Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back Strong evidence - Immediately after a
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade Strong evidence - The 9 seconds after
Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step is cast and not used — the copy expires and he is left on the shorter (about 51s) cooldown with nothing gained Strong evidence - Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through Strong evidence
- Sinclair beats you at range, so your win condition is arrival, not attrition. Do not chip. Spend the early game reaching a position where your first engagement is already inside your range, and accept losing the poke exchange to get there. Strong evidence
- You have to close distance to do anything and Sinclair exists to stop that, so the lane is about approach geometry. Move between cover on their reload or their cooldown rather than in a straight line, and treat every open crossing as something you only do with a purpose. Trading chip damage at their range is a losing exchange you never have to accept. Strong evidence
- Sinclair's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. Strong evidence
- 16.5 damage per bullet with falloff not starting until 20m still gives him one of the longest comfortable poke ranges in this group Strong evidence
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Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane Strong evidence - 730 max health with no healing whatsoever in the kit Strong evidence
- 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests Strong evidence
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Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early Strategic
- 1 AP into
Rabbit Hex
Rabbit Hex Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -12s cooldown (26s to 14s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October) — -12s cooldown (26s to 14s) makes the hard disable available in nearly every skirmish instead of once per fight Strong evidence - 2 AP into
Vexing Bolt
Vexing Bolt Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure Strong evidence -
Audience Participation
Audience Participation Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step unlock, plus a fed enemy ultimate — Copies with inherited upgrade points, so the spike is really the enemy's ultimate spike Strong evidence - 2 AP into
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage — +7s duration (5s to 12s) makes the swap a reliably banked escape rather than a burst-window tool Strong evidence
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Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction unlock —
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival Strategic -
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow T2 — 140 damage per detonation turns the grenade from wave clear into a real trade — three hits for 420 before weapon scaling Strategic
- Sinclair has to lead you and you are too slow to make that hard by strafing, so buy the miss with geometry instead of movement. A corner, a pillar or a doorway edge means the projectile has to be in flight before you are visible — travel time works against them the moment the sight line is short-lived. Hold positions where your exposure is measured in fractions of a second per peek, and never cross an open space on a straight line at a constant speed, which is the one input their weapon is designed to punish. Strategic
- With no self-sustain of your own, Sinclair's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
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Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius (spirit T3) — Sinclair creates that through Sinclair's
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Documented -
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration (vitality T4) — Sinclair creates that through Sinclair's
Spectral Assistant
Spectral Assistant Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage . Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Documented -
High-Velocity Rounds
High-Velocity Rounds +60% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on projectile-weapon heroes fighting mobile or long-range opponents. Relevant here because of Sinclair. Strong evidence
- The reflex buy against a hero who keeps deleting you is
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Sinclair it does nothing.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal:
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets,
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses,
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Sinclair is a spirit threat, so it is the last two you are choosing between. Documented - The losing pattern against Sinclair 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 Sinclair 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
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Rat King’s other hard matchups
All of Sinclair
Who beats Sinclair, the items that shut Sinclair down, and every ability.
Facing more than Sinclair?
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 09-29-2026 from Sinclair's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Sinclair's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Rat King'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%.