Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

The Doorman vs Wraith

The Doorman's team wins 45.8% Wraith's team wins 54.2%, across 27,583 games

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

About even

The Doorman usually wins 45.9% of games. Against Wraith that is 0.1% lower, over 27,583 games.

  • Whole match 45.8% −0.1% vs usual 27,583 games
  • Sharing a lane 45.9% 0.0% vs usual 8,513 games
  • Oracle and above 46.1% −2.2% vs usual 865 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

Project Mind 25m Range50s Cooldown 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 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s)

Wait out Project Mind 50s cooldown

ThenForce her to spend it defensively and, before Tier 3, she has no way into or out of a fight for 50 seconds.

Watch out
Telekinesis 10m Range2.3s Duration150s Cooldown 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 Telekinesis 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.
Your edge
The Doorman has more crowd control than Wraith.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Wraith's Project Mind.

If you're Wraith

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
Wraith has more sustained damage than The Doorman, so longer fights favour you.
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. Wraith's side in full →

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +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 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, so she loses any trade she does not win with her gun
  • Card Trick Card Trick 500m Range0.6s Cooldown 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
  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS

Avoid

  • The Rake Rake 10m Range16s Cooldown 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. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +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 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 5s Duration45s Cooldown 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 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 Wraith on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Telekinesis. 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 is 1s and Telekinesis is 1.25s, both interruptible. A Viscous Puddle Punch Puddle Punch 40m Range24s Cooldown 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 , Warden Binding Word Binding Word 15m Range34s Cooldown 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 10m Range23s Cooldown 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 115s Cooldown 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 50s or 150s cooldown

Avoid

  • Spending your own escape before Project Mind is on cooldown.

Wraith’s abilities

  • Telekinesis Ultimate

    The one cooldown worth tracking on its own timer: stunned during the 1.25s 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 1.25s channel to break it
    • Cast Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before the lift, or carry slow resist or Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health for the slow after the slam (Telekinesis is her ultimate, so Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount cannot purge it), because the movement lockout is what actually kills you, not the 100-200 damage
  • Card Trick 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 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , Venator's Consecrating Grenade Consecrating Grenade 25s Cooldown 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 cuts her only self-sustain
  • Project Mind 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 1s and interruptible, so a Viscous Puddle Punch, a Warden Binding Word, a Venator Gutshot wall Stun or a Vyper Petrifying Bola at the right moment wastes her whole escape
    • Track the cooldown. Before T3 it is 50s, 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
  1. 1 Project Mind

    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 50 seconds

  2. 2 Telekinesis

    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. 3 Full Auto

    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's T2 barrier Strong evidence
  • Project Mind is her entry AND her exit but can only be one at a time before T3's 18s cooldown Strong evidence
  • Both Project Mind's 1s channel and Telekinesis's 1.25s channel are interruptible, so CC-heavy teams shut her down Strong evidence
  • Telekinesis 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 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 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 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 in, Telekinesis your carry, Full Auto while they cannot use Stamina — is a scripted backline deletion Strong evidence
  • Interrupt her channels: Project Mind is 1s and Telekinesis is 1.25s, both interruptible. A Viscous Puddle Punch, Warden Binding Word, Venator Gutshot wall Stun or Vyper Petrifying Bola landed on the channel wastes a 50s or 150s cooldown Strong evidence
  • Stay beyond 10m of her and spread out — Telekinesis is single-target at 10m base range and cannot reach a dispersed formation Strong evidence
  • Collapse from multiple angles after an aggressive Project Mind: before T3 that is a 50s 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 or Venator's Consecrating Grenade now cuts her self-sustain Strong evidence
  • Break line of sight for the 5-8s of Full Auto rather than trading into it; the window expires and the cooldown is 25-45s Strong evidence
  • Cast Unstoppable before Telekinesis lifts you, or carry slow resist or Debuff Reducer for the slow after the slam; Dispel Magic cannot purge an ultimate Strong evidence
  • Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale 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 3,200 souls Tier 3WeaponPassive -40% Incoming Healing bleed, Silencer Silencer 6,400 souls Tier 4WeaponPassive +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 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 3,200 souls Tier 3ArmorPassive +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 1s Project Mind channel and the 1.25s Telekinesis channel: both are interruptible and both are long cooldowns wasted Strong evidence
  • Any time Full Auto is active — she is stationary, committed, and has no defensive layer while shooting Strong evidence
  • The 50s (pre-T3) window after Project Mind is spent, especially if she used it to enter rather than to leave Strong evidence
  • After the 300 T2 Project Mind barrier expires (5s), she is a 730 HP hero with nothing Strong evidence
  • Before she has banked Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Strong evidence
  • The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence
  • Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive Strong evidence
  • 730 max health, so she loses any trade she does not win with her gun Strong evidence
  • Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit 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 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 T1 (-20s cooldown) — A 25s Full Auto means she has a damage window every skirmish instead of every other fight Strong evidence
  • Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Strong evidence
  • Project Mind 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 T3 (18s cooldown) plus Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly 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
  • 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 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -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 (spirit T2) — Wraith's Project Mind 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 6,400 souls Tier 4TechPress +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 Project Mind 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
  • Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty (spirit T4) — Wraith's Telekinesis is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
  • The usual error against Wraith is treating Telekinesis 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

The Doorman’s other hard matchups

Every The Doorman matchup →

All of Wraith

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

How to counter Wraith →

Facing more than Wraith?

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

Open in the matchup tool →

Sources and method for this page

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

Data-supported Measured: you win 45.8% of these, which is 0.1% below your overall win rate (27,583 matches). The kit-based model agrees.

Wraith'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 →