The Doorman vs Vindicta
The Doorman's team wins 46.6% Vindicta's team wins 53.4%, across 24,029 games
Written for the The Doorman player. Playing Vindicta? See Vindicta vs The Doorman →
About even
The Doorman usually wins 45.9% of games. Against Vindicta that is 0.7% higher, over 24,029 games.
- Whole match 46.6% +0.7% vs usual 24,029 games
- Sharing a lane 47.0% +1.1% vs usual 8,757 games
- Oracle and above 47.1% −1.2% vs usual 580 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
Wait out Flight 42s cooldown
ThenForce her to use it as an escape, then collapse during the 32-42s it is down, because that is the only window in which she is actually killable.
- Watch out
- Assassinate does up to roughly 260 damage at Tier 2 against anyone under 50% health, fired from a range where you cannot see or reach her.
- Your edge
- The Doorman is tankier than Vindicta, so you survive the opening burst.
If you're Vindicta
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 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
- Vindicta has more burst damage than The Doorman.
- Buy
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 Buy it against the zoning and area denial from The Doorman.
The full plan for The Doorman, phase by phase, is below. Vindicta's side in full →
What should I do right now?
Do
- Plan for
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop. - Know what
Flight looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Vindicta's engage range.
Do
- 755 max health is the lowest of this group — any laner who actually reaches her wins the trade outright
- Only 2 base stamina, so without
Flight up she has almost no dodge resource - 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
Avoid
- Rifle range and headshot bonus let her win the last-hit and deny war against short-range laners without ever entering their threat radius
Crow Familiar
Crow Familiar Sends out a crow that strikes a target for impact damage, strips some of their bullet and spirit resistance, and applies a bleed that ticks for a percentage of the target's current health. Damage 40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)… 1 applies -35% healing reduction 2 +0.5% bleed damage per second and -16s cooldown (32s base down to 16s) 5 +2s debuff duration and an additional -8% bullet and spirit resist 's current-health bleed plus T1 anti-heal shuts off the enemy laner's
Healing Rite
Healing Rite +70s Cooldown +0.2s Cast Delay +20s Regen Duration regen loop
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 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 Vindicta on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
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 . You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating
Assassinate - Buy
Knockdown and use it the instant she lifts off —
Flight is her only escape and she has 2 stamina and 755 HP on the ground
Avoid
- Spending your own escape before
Flight is on cooldown.
Vindicta’s abilities
-
Stake Ability 1 This is the one you have to play around — tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a 40% movement slow. Everything else in the kit is setup for it.
- You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating
Assassinate - Watch the stake land: it is a thrown object with travel time, so sidestepping the landing point avoids the capture radius entirely
- Cleanse effects and
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer windows remove the tether; Debuff Remover timing on Stake is the difference between escaping and being executed
- You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating
-
Flight Ability 2 Her defining ability and her entire escape plan. It removes her from ground-based CC and melee ranges, grants firing angles over cover, and lets her chase kills across the map.
- Buy
Knockdown. It ends Flight and she has no ground escape to follow up with - Do not chase upward; contest her landing zone instead, because the 42s cooldown means she must come down and she is a 755 HP hero when she does
- She is fully silhouetted in the air — sustained-fire heroes (Wraith with
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 , Warden's rifle) get clean unobstructed lines on her the moment she lifts
- Buy
-
Assassinate Ultimate Her execute and her snowball engine. Vindicta softens a target with the rifle and Crow, then confirms the kill from a range where nothing can reach her, and each kill makes her stronger for the rest of the game.
- Break line of sight the moment you drop below 50% health — that is the exact threshold where the bonus damage turns on
- She must hold the scope for a full second for full damage; a single interrupt (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 , Wraith's
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 stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s 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 ,
Knockdown, 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 20 damage base plus 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 Knockup) forces a 50%-damage shot or no shot at all - Deny the snowball: every kill she takes is a permanent +6-10% weapon damage, so trading a low teammate's life to her is far worse than it looks
- 1
Flight Flight first and above all else — force her to use it as an escape, then collapse during the 32-42s it is down, because that is the only window in which she is actually killable
- 2
Stake Stake second: a dodged Stake pre-T2 means nearly 40 seconds in which she cannot lock a target for
Assassinate - 3
Crow Familiar Crow Familiar third: making her spend it on a frontliner keeps the -35% anti-heal and resist shred off your carry for 16-32s
The matchup in detail
- 755 HP with no dedicated defensive abilities Strong evidence
- Hard-countered by
Knockdown, which removes her only escape Strong evidence -
Assassinate requires a stationary one-second charge, which is trivially interruptible Strong evidence - Vindicta 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 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
-
Assassinate does up to roughly 260 damage at T2 against anyone under 50% health, fired from a range where you cannot see or reach her — dropping below half health anywhere in her line of sight is a death sentence Strong evidence -
Stake leashes you to a 9m radius for 1.75-2.5s with a 40% slow, which exists specifically so you cannot break line of sight before the
Assassinate charge finishes Strong evidence -
Crow Familiar bleeds you for 2.2-2.7% of current health per second, strips up to 14% bullet AND Spirit Resist, and cuts your healing by 35% — it makes your whole team's damage land harder on you Strong evidence -
Flight lets her take angles over every piece of cover on the map and adds +10-20 Spirit Damage per bullet while she does it Strong evidence - Every kill she lands with
Assassinate is a permanent +6-10% weapon damage, so a fed Vindicta gets strictly worse to fight as the game goes on Strong evidence - Vindicta can take you from healthy to dead inside one combo, so health-bar management is not a useful frame in this matchup — being visible at all inside their range is the risk. Assume any moment you are in their line of sight at full health is a moment they can kill you. Strong evidence
- Buy
Knockdown and use it the instant she lifts off —
Flight is her only escape and she has 2 stamina and 755 HP on the ground Strong evidence - Interrupt the
Assassinate scope: Warden's
Binding Word, Wraith's
Telekinesis, Viscous's
Puddle Punch Knockup, or any Stun forces a 50%-damage or cancelled shot Strong evidence - Hold heals until you cross back above 50% health rather than sitting in her bonus-damage bracket, and time them outside the 5-7s Crow anti-heal window Strong evidence
- Fight indoors and in tunnels where
Flight gains no firing angle and her rifle range is wasted Strong evidence - Contest her landing zone instead of chasing her into the air; the 42s
Flight cooldown guarantees she has to come down Strong evidence - Against Vindicta the item that changes the matchup is
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence - Vindicta 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 -
Assassinate 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 one-second
Assassinate scope charge — she is stationary and committed, and any interrupt costs her half the damage or all of it Strong evidence - The 32-42s
Flight downtime, when she is a 755 HP hero with 2 stamina and no escape Strong evidence - The moment she lands from
Flight, before
Flight's cooldown recovers Strong evidence - While
Flight is active she is fully silhouetted with no cover, so gun burst (Wraith's
Full Auto, a Warden rifle window) gets uncontested lines on her Strong evidence - Immediately after a thrown
Stake misses — pre-T2 that is a 40s window in which she has no control tool at all Strong evidence - Your bullets are slow and Vindicta 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 bullet speed costs you. Strategic
- 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 Vindicta 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
- Vindicta's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. Strong evidence
- Rifle range and headshot bonus let her win the last-hit and deny war against short-range laners without ever entering their threat radius Strong evidence
-
Crow Familiar's current-health bleed plus T1 anti-heal shuts off the enemy laner's
Healing Rite regen loop Strong evidence - 755 max health is the lowest of this group — any laner who actually reaches her wins the trade outright Strong evidence
- Only 2 base stamina, so without
Flight up she has almost no dodge resource Strong evidence
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
- If you are behind and planning to fight Vindicta 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
- Vindicta 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
-
Assassinate unlock — Turns any poked target under 50% health into a confirmed kill from outside all counterplay range Strong evidence -
Crow Familiar T1 — -35% healing reduction gives her native anti-heal and flips her matchups against sustain brawlers Strong evidence -
Stake T2 (-22s cooldown) — 18s
Stake means she can leash a target nearly every fight instead of once a minute Strong evidence - Late 35min+ — Accumulated +6-10% weapon damage per
Assassinate kill, plus
Flight T3 kill-refresh, makes a fed Vindicta's weapon hit harder with every kill 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
- Fight Vindicta 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
- Riding a zipline in Vindicta'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
- Vindicta fights from the air, which is exactly what
Knockdown 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 - Against Vindicta's burst, a reactive mitigation active beats flat health. Flat health raises the number they have to hit; a barrier or damage-reduction active on a short cooldown breaks the combo itself, which is what actually saves you. Strong evidence
- With no self-sustain of your own, Vindicta'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. What you are answering here: Vindicta's
Flight. Documented -
Phantom Strike (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Vindicta's
Flight. Documented -
Slowing Hex (spirit T2) — Vindicta's
Flight 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
- The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Vindicta it is not: they do not need you low, they need you in range once. With no self-sustain you also have no way to convert a survived trade into anything — you just stand there at 40% until the combo comes back. Your first 1,600 should be the item that breaks the combo, not the one that wins the poke war. Strategic
Next
The Doorman’s other hard matchups
All of Vindicta
Who beats Vindicta, the items that shut Vindicta down, and every ability.
Facing more than Vindicta?
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 Vindicta's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 46.6% of these, which is 0.7% above your overall win rate (24,029 matches). The kit-based model agrees.
Vindicta's kit and counterplay were compiled from 6 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%.