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The Doorman vs Silver

The Doorman's team wins 49.5% Silver's team wins 50.5%, across 27,530 games

Written for the The Doorman player. Playing Silver? See Silver vs The Doorman →

The Doorman has the edge

The Doorman usually wins 45.9% of games. Against Silver that is 3.6% higher, over 27,530 games.

  • Whole match 49.5% +3.6% vs usual 27,530 games
  • Sharing a lane 49.3% +3.4% vs usual 9,181 games
  • Oracle and above 47.9% −0.4% vs usual 386 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 The Doorman's usual win rate at that rank.

The fight at a glance

If you're The Doorman

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

Wait out Entangling Bola 23s cooldown

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

Watch out
Entangling Bola into Boot Kick Boot Kick 10.6m Range21s Cooldown Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target into Slam Fire Slam Fire 0m Range5s Duration25s Cooldown Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 2 AP: damage boost and -10s cooldown (25s to 15s) 2 5 AP: additional health-scaling damage : the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe.
Your edge
The Doorman has more crowd control than Silver.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against the long-range poke from Silver.

If you're Silver

Doorway 50m Range15s Duration45s Cooldown The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range

Wait out Doorway 45s cooldown

ThenForce him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go.

Watch out
Hotel Guest 7m Range6.5s Duration140s Cooldown The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — the target cannot act in the real world at… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is a defensive option, though the 7m… 1 1 AP: -1 stamina cost and -20s cooldown (140s to 120s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… Hotel Guest removes your best hero from the fight for the duration, and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time.
Your edge
Silver has more healing than The Doorman, so you recover between fights and they do not.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against the zoning and area denial from The Doorman.

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

What should I do right now?

Do

  • Plan for Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop.
  • Know what Entangling Bola looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Silver's engage range.

Do

  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown
  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS

Avoid

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

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is 2 AP into Luggage Cart Luggage Cart 20m Range6s Duration30s Cooldown The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60 spirit damage (game data); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) and +90 wall-impact damage 5 5 AP: +1.25s stun when the target is slammed into a wall, and -18s cooldown : +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself

Avoid

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

Do

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

Avoid

Silver’s abilities

  • Lycan Curse Ultimate

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

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

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

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

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

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

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

  2. 2 Boot Kick

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

  3. 3 Slam Fire

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

The matchup in detail

  • The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Strong evidence
  • Base form has zero healing and only one escape on a 21s cooldown Strong evidence
  • Slam Fire's accuracy penalty forces her closer than her falloff band wants Strong evidence
  • Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe Strong evidence
  • Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Strong evidence
  • Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Strong evidence
  • Mauling Leap applies reduced Bullet Resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Strong evidence
  • Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Strong evidence
  • Go For The Throat at 40% Lifesteal means trading damage into a transformed Silver actively heals her Strong evidence
  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Strong evidence
  • Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Strong evidence
  • Buy healing reduction before the transformation window. 40% Lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Strong evidence
  • Hold your dash and stamina through Entangling Bola's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Strong evidence
  • Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus Spirit Damage never lands Strong evidence
  • Stay past ~25m during Slam Fire; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Strong evidence
  • Silver's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s Boot Kick Strong evidence
  • Immediately after Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Strong evidence
  • After the third Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Strong evidence
  • The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no Lifesteal and whatever cooldowns the wolf form did not restore Strong evidence
  • Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Strong evidence
  • Early lane before the 1 AP cooldown cuts, when Boot Kick (21s) and Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Strong evidence
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Silver specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
  • You get value from moving around the map and Silver does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Silver or on the Guardian, not by the breakables you pick up on the way. Documented
  • 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Strong evidence
  • Slam Fire's bonus damage against troopers and Haunts Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Strong evidence
  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Strong evidence
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown Strong evidence
  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Silver — 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 Silver 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
  • Lycan Curse unlock — Adds a second kit with sustain, a leap and a 2.5s AoE Disarm, and the bloodlust passive starts building from the first damage she deals Strong evidence
  • 1 AP into Boot Kick — -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Strong evidence
  • 2 AP into Entangling Bola — -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Strong evidence
  • Late 35min+ with Lifesteal items — Transformed Go For The Throat at 40% Lifesteal plus item Lifesteal makes the wolf window genuinely hard to burn down Strong evidence
  • 2 AP into Luggage Cart — +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself Strong evidence
  • Hotel Guest unlock — Turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle Strong evidence
  • Riding a zipline in Silver's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • You deal Spirit Damage, so Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Silver — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • With no self-sustain of your own, Silver's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Relevant here because of Silver. Documented
  • Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Relevant here because of Silver. Documented
  • High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on heroes with slow bullets (under 275 m/s) fighting mobile or long-range opponents, where the extra Bullet Velocity cuts how far ahead each shot has to be led. Relevant here because of Silver. Strong evidence
  • Your damage arrives over time and Silver converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Strategic

Next

The Doorman’s other hard matchups

Every The Doorman matchup →

All of Silver

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

How to counter Silver →

Facing more than Silver?

Add the other five enemies: who to focus first and what to buy against the whole team.

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Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Silver's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 49.5% of these, which is 3.6% above your overall win rate (27,530 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.

Silver's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against The Doorman's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →