Rat King vs Vyper
Written for the Rat King player. Playing Vyper? See Vyper vs Rat King →
Rat King is favoured. Rat King wins 59.8% of 61,762 games against Vyper (+2.0 points vs Rat King’s usual 57.8%).
How to win as Rat King
- RuleDo not commit before
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits is gone.
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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 - Watch out
Screwjab Dagger
Screwjab Dagger 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 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 - 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 Vyper 0/3).
- Buy
Divine Barrier
Divine Barrier +45s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius — 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.
The numbers: lane, whole match and Oracle and above
| Games | Rat King wins | vs Rat King's usual | Sample |
|---|---|---|---|
| Whole match | 59.8% | +2.0 pts (57.8% overall) | 61,762 games |
| Sharing a lane | 58.5% | +0.7 pts (57.8% overall) | 20,726 games |
| Oracle and above | 53.3% | -2.6 pts (55.9% at Oracle+) | 3,626 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 59.8% of these, which is 2.0 points above your overall win rate (61,762 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
Why Rat King counters Vyper
Vyper breaks chases with
Screwjab Dagger
Screwjab Dagger 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 slows and the
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits area slow, but
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 makes 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 immune to slows.
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 reflects her bullets, and at Tier three caps a single big hit.
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 and
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 then punish a hero with almost no defensive kit.
Written from both heroes' ability data; the win rates above are the measured results.
What should I do right now?
Do
- Plan for
Divine Barrier
Divine Barrier +45s 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
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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 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 -
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
- Four base stamina plus
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); 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
Screwjab Dagger 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 T2 — 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 Vyper on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits . 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 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 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 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
- Spending your own escape before
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits is on cooldown.
Vyper’s abilities
-
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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
Screwjab Dagger 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 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 +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , Bullet Armor) so the T2 resist reduction does not open you up to The Rattler
-
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); 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
Binding Word 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 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 , Vindicta's
Stake
Stake 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 ) 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
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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
Lethal Venom
Lethal Venom 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 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
Screwjab Dagger
Screwjab Dagger 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 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
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 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
-
Screwjab Dagger
Screwjab Dagger 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 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
Lethal Venom 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 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
Lethal Venom 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 ignores Petrify's damage block, so relying on Petrify immunity to survive it does not work Strong evidence -
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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
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); she can circle-strafe a target at 94 burst DPS with no reload window to punish Strong evidence
- Root or immobilise her — Warden's
Binding Word
Binding Word 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 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 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 Strong evidence - Break line of sight for 10 seconds to drop all
Screwjab Dagger
Screwjab Dagger 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 stacks and reset her damage setup entirely Strong evidence - Fight her beyond 33m where The Rattler falls off and
Lethal Venom
Lethal Venom 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 's 10m cast range is irrelevant — Vindicta from
Flight
Flight Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; and Venator's bolts beat her outright at range Strong evidence - Burst through the
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 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
-
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance 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 -35% Incoming Healing -35% Incoming Healing bleed,
Silencer
Silencer +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 - You cannot out-move Vyper's gun, so the answer is the item that changes what their bullets do rather than where you stand.
Plated Armor
Plated Armor +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 +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration ,
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing and
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing stacks landing on you. If 6,400 is too far away,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +18% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and
Bullet Resilience
Bullet Resilience +30% Bullet Resist +3 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence - You are the one standing in front of Vyper's gun, which makes the fire-rate items pay for you in a way they do not for your backline.
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +8 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
- The 3s
Lethal Venom
Lethal Venom 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 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
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 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
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits 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
- Your weapon has travel time and Vyper is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your projectile speed costs you. Strategic
- 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
- 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 Vyper specifically, because your projectile has travel time and their hitscan does not. 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 they win every time. Strong evidence
- Four base stamina plus
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); 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
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 Strong evidence -
Lethal Venom
Lethal Venom 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 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
- Vyper 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
- 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 Vyper 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
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Screwjab Dagger
Screwjab Dagger 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 T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow Strong evidence -
Lethal Venom
Lethal Venom 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 T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable Strong evidence -
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits unlock — Gives her a 2.2s single-target removal she otherwise completely lacks Strong evidence - Late 35min+ —
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits T3 (mass petrify, 3.2s) plus
Lethal Venom
Lethal Venom 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 T3 (bullets apply venom) makes her a full teamfight threat rather than a flanker 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
- 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 +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing against their carry is a common and invisible waste. Documented - You have peel and Vyper is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
- 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
- Vyper dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Strong evidence
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Divine Barrier
Divine Barrier +45s 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 (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 -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. That matters here because of the backline assassination from Vyper. Documented -
Majestic Leap
Majestic Leap +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
- The specific error is walking into Vyper's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
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Rat King’s other hard matchups
All of Vyper
Who beats Vyper, the items that shut Vyper down, and every ability.
Facing more than Vyper?
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 Vyper's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Vyper's kit and counterplay were compiled from 6 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%.