Silver vs Apollo
Silver's team wins 47.2% Apollo's team wins 52.8%, across 40,061 games
Written for the Silver player. Playing Apollo? See Apollo vs Silver →
About even
Silver usually wins 46.6% of games. Against Apollo that is 0.6% higher, over 40,061 games.
- Whole match 47.2% +0.6% vs usual 40,061 games
- Sharing a lane 47.2% +0.6% vs usual 13,286 games
- Oracle and above 51.0% +1.4% vs usual 571 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 Silver's usual win rate at that rank.
The fight at a glance
If you're Silver
Wait out Riposte 22s cooldown
ThenWith Riposte down he is a low-durability duellist with a 49 DPS gun.
- Watch out
- Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff.
- Your edge
- Silver has more reach than Apollo, so you can trade from range.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's
Disengaging Sigil
Disengaging Sigil Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds .
If you're Apollo
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 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 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
- Apollo has more burst damage than Silver.
- Buy
Knockdown
Knockdown +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.
The full plan for Silver, phase by phase, is below. Apollo's side in full →
What should I do right now?
Do
- Plan for
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop. - Know what
Riposte looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Apollo's engage range.
Do
- Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire
- Poor wave clear; he farms slowly compared to Calico or Drifter
- 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
Avoid
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish
Do
- Their first real spike is
Flawless Advance
Flawless Advance Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Damage 25 base hold damage, 40 at maximum hold, 65 on a perfect release… Mobility Directional lunges usable in any direction; Defensive Tier 2 grants 60% bullet resistance during the lunges, which makes it a… 1 hero hits restore 35 health (1.3 spirit scaling) 2 -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges 5 +65 damage with improved spirit scaling, plus increased lunge speed and distance T2 (roughly 4-6k souls) — respect it from that point, not before. - Your spike is ult unlock:
Lycan Curse
Lycan Curse 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… 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
Avoid
- Taking an even fight against Apollo on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Itani Lo Sahn
Itani Lo Sahn Apollo winds up a wide, long-reaching slash. Crowd Control Stasis-style lockdown — the target cannot take action and is stuck in slow… Damage 200 delayed damage base (deadlock.one); Mobility Tier 1 adds +8m dash range to the slash; 1 +8m dash range 2 -35s cooldown (from a 145s base) 5 adds maximum-health damage and increases the bonus against half-health enemies by 50% . The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you - Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery
Avoid
- Spending your own escape before
Riposte is on cooldown.
Apollo’s abilities
-
Itani Lo Sahn Ultimate The one cooldown worth tracking on its own timer: stasis-style lockdown — the target cannot take action and is stuck in slow motion, plus a healing prevention effect for the duration.
- The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
- Do not spend your own burst or single-target ultimate while he is in the slow-motion effect; he is invulnerable and it is thrown away
- Stay above half health when he has ultimate up — the bonus scales specifically against low-health targets and is where the execute damage comes from
-
Disengaging Sigil Ability 1 Sticking power rather than damage: movement slow on enemies caught in the blast.
- The leap goes backwards along a predictable vector — cut the retreat line rather than chasing directly behind him
- The sigil has a visible draw animation before it detonates; step out of the sphere and he gets neither the damage nor the slow
- Once the sigil is spent (12s base cooldown), his next approach has no exit and that is when to commit
-
Riposte Ability 2 Movement and control on the same button, which is what makes it awkward to trade against: a 1.5s immobilize and parry disable on the counter-dash target, not a Stun, so they can still shoot and cast.
- Do not throw your damage into an Apollo who is standing still and facing you — that pose is the parry, and feeding it hands him an immobilize and a free dash
- Bait it with a readable but harmless action, let the window lapse, then commit the real burst into the recovery
- Attack from multiple angles at once; a single perfectly-timed deflection cannot answer crossfire from two directions
-
Flawless Advance Ability 3 His main damage tool and his in-fight movement at the same time. The timing mechanic means a skilled Apollo does roughly two and a half times the damage of a careless one with the same ability.
- The lunges are linear and telegraphed — strafing perpendicular denies the piercing stab entirely
- Do not shoot bullets into him during the lunges once he has Tier 2; the 60% bullet resistance makes it a wasted magazine. Use Spirit Damage or wait
- Deny the hero hit and he loses the Tier 1 heal, which is most of his in-combat sustain
- 1
Riposte Riposte first, always — it is the hero. Show a readable threat, hold the real damage half a second, and punish the recovery. With Riposte down he is a low-durability duellist with a 49 DPS gun
- 2
Disengaging Sigil Disengaging Sigil second — it is his exit and his dash reset. Force it early in a skirmish and his next approach has no way out; the base cooldown is 12s so you have a real but short window
- 3
Flawless Advance Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% Bullet Resist window closes
The matchup in detail
- Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped Strong evidence
- Low durability; a Stun chain he cannot parry kills him quickly Strong evidence
-
Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s Strong evidence - Apollo threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses;
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage;
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence
-
Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff Strong evidence -
Itani Lo Sahn freezes you in slow motion with healing disabled, then detonates for 200+ delayed damage — and the bonus is amplified against targets under half health, so a chipped hero is dead outright Strong evidence -
Flawless Advance perfect-timing hits do roughly 65 base compared to 25 on a lazy release, so a good Apollo's damage in a duel is far higher than his DPS number suggests Strong evidence -
Disengaging Sigil resets his dashes and air jumps at T2, so a fight you thought you had cornered him in usually ends with him leaving and you slowed Strong evidence - For 1.5s after the counter-dash you can neither move nor parry, so his melee follow-up lands unanswered; you can still shoot and cast Strong evidence
- Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery Strong evidence - Attack from two angles at once;
Riposte answers one incoming attack, and crossfire defeats it by definition Strong evidence - Engage him from the air where you can — tracklock notes the
Riposte counter-dash loses reliability against airborne targets because Apollo descends during it Strong evidence - Stop shooting bullets during
Flawless Advance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use Spirit Damage or simply strafe out of the linear lunges Strong evidence - Break line of sight while he charges
Itani Lo Sahn; the wind-up immobilises him and any pillar or corner denies the slash entirely Strong evidence - Stay above half health when his ultimate is up — the execute bonus keys off low-health targets, and topping up before a contest removes most of its damage Strong evidence
- Do not burn burst or a single-target ultimate while he is invulnerable (during the
Riposte deflect or the ultimate's slow-motion); wait the window out Strong evidence - Apollo leaves fights on stamina, not on a single button, which is why slows underperform here and
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front over-performs: it freezes stamina regeneration, so they cannot dash out of the sequence rather than merely dashing out slower. Layer it with the fact that wall jumping already costs them 25% stamina regeneration for 5 seconds — if you can force a wall-jump exit first, the freeze lands on someone already short of charges. Strong evidence
- The 14-22s after a wasted
Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS Strong evidence - During the
Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still Strong evidence - Immediately after
Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset Strong evidence - In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage' Strong evidence
- Any time he is caught in layered CC he cannot parry — his durability is low and he has no sustain beyond the 35 health per
Flawless Advance hero hit Strong evidence - Parry is your best tool against Apollo's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- Apollo 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
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance Strong evidence
-
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish Strong evidence - Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire Strong evidence
- Poor wave clear; he farms slowly compared to Calico or Drifter Strong evidence
- 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
- If you are behind and planning to fight Apollo on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
- Apollo 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
-
Flawless Advance T2 (roughly 4-6k souls) — -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire Strong evidence -
Itani Lo Sahn unlock — Gives him an anti-heal execute he otherwise completely lacks Strong evidence -
Riposte T3 — +1.6s immobilize turns a successful parry from a trade-winner into a kill sentence Strong evidence -
Disengaging Sigil T2/T3 — Dash and air-jump resets plus a 4-second recast make him very difficult to corner Strong evidence
-
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
- Fight Apollo under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- Apollo fights from the air, which is exactly what
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented -
Slowing Hex (spirit T2) — Apollo's
Disengaging Sigil is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Apollo's
Disengaging Sigil is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented -
Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Apollo's
Disengaging Sigil. Documented
- The usual error against Apollo is treating
Itani Lo Sahn as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic
Next
Silver’s other hard matchups
- vs Graves −8.5%
- vs Paige −6.6%
- vs Seven −6.0%
- vs Deadman Danny −5.6%
All of Apollo
Who beats Apollo, the items that shut Apollo down, and every ability.
Facing more than Apollo?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Apollo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 47.2% of these, which is 0.6% above your overall win rate (40,061 matches). The kit-based model agrees.
Apollo's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Silver'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%.