Solomon vs Wraith
Written for the Solomon player. Playing Wraith? See Wraith vs Solomon →
An even matchup. Solomon wins 43.5% of 44,356 games against Wraith (-1.1 points vs Solomon’s usual 44.6%).
How to win as Solomon
- RuleDo not commit before
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is gone.
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 46 seconds - Watch out
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you - Your edgeYou lock them down harder than they lock you (Solomon Solomon Released 9 October Released 9 October. A chess-themed strategist whose kit is a set of pieces: Setup Bishop plants damage dealers ahead of him and slides them along the street, Kingside Knight protects allies and pulls him back, Rook Battery charges forward and stalls enemies, and Develop Queen is a lock-down ultimate. 3/3 against Wraith 2/3).
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — Wraith's
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers is what you are buying against here. The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window.
The numbers: lane, whole match and Oracle and above
| Games | Solomon wins | vs Solomon's usual | Sample |
|---|---|---|---|
| Whole match | 43.5% | -1.1 pts (44.6% overall) | 44,356 games |
| Sharing a lane | 43.3% | -1.3 pts (44.6% overall) | 15,123 games |
| Oracle and above | 40.8% | -1.3 pts (42.1% at Oracle+) | 4,134 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 43.5% of these, which is 1.1 points below your overall win rate (44,356 matches). The kit-based model reads this as low 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.
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
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Wraith's engage range.
Do
- 730 max health, tied for the lowest in this group, so she loses any trade she does not win with her gun
-
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit - A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds
Avoid
- The
Rake
Rake A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners -
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers converts lane chip damage into stored burst and Heart heals, making her trades net-positive
Do
- Their first real spike is
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown) — respect it from that point, not before. - Your spike is ult unlock:
Develop Queen
Develop Queen Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range adds 120-damage crashes and Stun lines that he can move twice more
Avoid
- Taking an even fight against Wraith on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range . It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely - Interrupt her channels:
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is 0.75-0.8s and
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range is 0.65s, both interruptible. A Viscous
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Warden
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
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or Vyper
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 landed on the channel wastes a 46s or 150s cooldown
Avoid
- Spending your own escape before
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is on cooldown.
Wraith’s abilities
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Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range Ultimate The one cooldown worth tracking on its own timer: 0.65s Stun during the channel, then the target is airborne and unable to act for roughly 2.25s.
- It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
- Once lifted you cannot act, but your team can: the counterplay belongs to your allies, who should focus Wraith during the 0.65s channel to break it
- Hold a cleanse or
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer for the post-slam debuff specifically, because the movement lockout is what actually kills you, not the 100-200 damage
-
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers Ability 1 Her resource loop and her flexible utility slot. Shooting builds cards; throwing them converts sustained gunfire into burst, healing, resist shred or chase speed depending on what she draws.
- Deny the shooting window and you deny the cards — breaking line of sight before she can land sustained weapon damage starves the entire ability
- The card throw is a visible projectile on a 0.6s cycle; strafing through the throw avoids the Spade burst
- Heart healing was nerfed in the 09-16-2026 patch, so anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's T1 Crow) now shuts down her only self-sustain almost completely
-
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) Ability 2 Her entry and her exit, but not both at once. The core Wraith decision is whether Project Mind is being spent to reach a backliner or saved to get out afterwards.
- Interrupt the channel. It is 0.75-0.8s and interruptible, so a Viscous
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , a Warden
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 , a Venator
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or a Vyper
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 at the right moment wastes her whole escape - Track the cooldown. Before T3 it is 46s, so a Wraith who has used Project Mind to enter has no exit for nearly a minute — collapse from multiple angles
- Strip the 300 T2 barrier with a cheap ability first so your real damage lands on health
- Interrupt the channel. It is 0.75-0.8s and interruptible, so a Viscous
- 1
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) Project Mind first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 46 seconds
- 2
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range Telekinesis second: it is her only Hard CC and on a 105-150s cooldown. Baiting it onto a durable target means your carry is untouchable for the rest of the fight
- 3
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet Full Auto third: make her burn the 5-8s window on a target that breaks line of sight, then all-in her during the 25-45s cooldown
The matchup in detail
- 730 max health with no innate durability outside
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) 's T2 barrier Strong evidence -
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is her entry AND her exit but can only be one at a time before T3's 14s cooldown Strong evidence - Both
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) 's 0.8s channel and
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range 's 0.65s channel are interruptible, so CC-heavy teams shut her down Strong evidence
-
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you Strong evidence -
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her Strong evidence -
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet with T3 gives her unlimited ammo at +30% fire rate for 8 seconds, which is enough to delete a squishy that cannot break line of sight Strong evidence -
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers Spades add +60 burst on top of her gun, and Diamonds strip your bullet and Spirit Resist so everything she and her team do lands harder Strong evidence - The full chain —
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) in,
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range your carry,
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet while they cannot use Stamina — is a scripted backline deletion Strong evidence
- Interrupt her channels:
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is 0.75-0.8s and
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range is 0.65s, both interruptible. A Viscous
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Warden
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
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or Vyper
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 landed on the channel wastes a 46s or 150s cooldown Strong evidence - Stay beyond 10m of her and spread out —
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range is single-target at 10m base range and cannot reach a dispersed formation Strong evidence - Collapse from multiple angles after an aggressive
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) : before T3 that is a 46s cooldown, so she is stranded in your team with no exit Strong evidence - Buy anti-heal; the 09-16-2026 nerf to Heart healing means
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill or Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges now removes almost all of her self-sustain Strong evidence - Break line of sight for the 5-8s of
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet rather than trading into it; the window expires and the cooldown is 25-45s Strong evidence - Hold a cleanse specifically for the post-
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range movement lockout, not for the lift itself Strong evidence -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is the right shape of answer to Wraith'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 -
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic
- The 0.75-0.8s
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) channel and the 0.65s
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range channel: both are interruptible and both are long cooldowns wasted Strong evidence - Any time
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet is active — she is stationary, committed, and has no defensive layer while shooting Strong evidence - The 46s (pre-T3) window after
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) is spent, especially if she used it to enter rather than to leave Strong evidence - After the 300 T2
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) barrier expires (5s), she is a 730 HP hero with nothing Strong evidence - Before she has banked
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Strong evidence - When Wraith 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 Wraith 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
- The
Rake
Rake A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence -
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers converts lane chip damage into stored burst and Heart heals, making her trades net-positive Strong evidence - 730 max health, tied for the lowest in this group, so she loses any trade she does not win with her gun Strong evidence
-
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit Strong evidence
- A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds Strategic
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Wraith — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Wraith if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
- Rotation speed is the axis you lose on against Wraith, and it is not purely a hero stat. Ziplines run at a fixed 18 m/s on inner lanes and 21 m/s on outer regardless of your move speed, and destroying a base guardian converts that lane into a permanent Express Line at +80%. If they take a base guardian before you do, their map becomes structurally faster than yours for the rest of the game. That objective is worth contesting for the travel time alone, separately from the souls. Strong evidence
-
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown) — A 25s
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet means she has a damage window every skirmish instead of every other fight Strong evidence -
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Strong evidence -
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) T2 — The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero Strong evidence - Late 35min+ —
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) T3 (14s cooldown) plus
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T3 (unlimited ammo) lets her enter, delete, and leave repeatedly Strong evidence
-
Develop Queen
Develop Queen Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range unlock — Adds 120-damage crashes and Stun lines that he can move twice more Strategic -
Setup Bishop
Setup Bishop Solomon places a bishop that stays where it is until he recalls it. Crowd Control A 30% slow that fades over 3s on every enemy the bishop passes through (45%… Damage 70 spirit damage on impact as it slides (+2 per Spirit), in a 2.5m radius. Mobility none for Solomon. The bishop moves up to 12m per move, with 3s between… 1 +5m move distance and +15% fading slow 2 +1 bishop, and it can be recast within 8s 5 +1 square range, and the squares reduce spirit resist by 2.5% per stack, up to 10 stacks T2 — A second bishop on the board doubles his zone and his slide damage Strategic
- Stacking a second damage-reduction debuff onto Wraith 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 Wraith 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
- Wraith decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
-
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Wraith's
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers is what you are buying against here. The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Documented -
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) — Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. In this game that means Wraith's
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 0.75-0.8s… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which… 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (46s base down to 14s) . 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) — Wraith's
Card Trick
Card Trick Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers 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
- The usual error against Wraith is treating
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range 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
Solomon’s other hard matchups
- vs Rat King -7.2 pts
- vs Baba -6.8 pts
- vs Graves -5.1 pts
- vs Paige -5.0 pts
All of Wraith
Who beats Wraith, the items that shut Wraith down, and every ability.
Facing more than Wraith?
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 Wraith's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Wraith's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Solomon'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%.