Vyper vs Apollo
Vyper's team wins 46.6% Apollo's team wins 53.4%, across 17,318 games
Written for the Vyper player. Playing Apollo? See Apollo vs Vyper →
About even
Vyper usually wins 46.1% of games. Against Apollo that is 0.5% higher, over 17,318 games.
- Whole match 46.6% +0.5% vs usual 17,318 games
- Sharing a lane 46.0% −0.1% vs usual 5,770 games
- Oracle and above 52.1% +0.1% vs usual 374 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 Vyper's usual win rate at that rank.
The fight at a glance
If you're Vyper
Wait out Riposte 22s cooldown
ThenWith Riposte down he is a low-durability duellist with a 49 DPS gun.
- Watch out
- Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff.
- Your edge
- Vyper has more sustained damage than Apollo, so longer fights favour you.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's
Disengaging Sigil
Disengaging Sigil Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds .
If you're Apollo
Wait out Petrifying Bola 115s cooldown
Then115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective.
- Watch out
- Screwjab Dagger stacks strip up to -64% of your movement speed and, at Tier 2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you.
- Your edge
- Apollo has more burst damage than Vyper.
- Buy
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against the backline assassination from Vyper.
The full plan for Vyper, phase by phase, is below. Apollo's side in full →
What should I do right now?
Do
- Plan for
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop. - Know what
Riposte looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Apollo's engage range.
Do
- Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire
- Poor wave clear; he farms slowly compared to Calico or Drifter
- Four base stamina plus
Slither
Slither A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding. Mobility +15% slide distance base, +20% more at T1; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on slide, gain a 180 barrier for 4s (8s internal cooldown); gives her more dodge and reposition resource than most laners, so she wins movement-based trades
Avoid
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish
Do
- Their first real spike is
Flawless Advance
Flawless Advance Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Damage 25 base hold damage, 40 at maximum hold, 65 on a perfect release… Mobility Directional lunges usable in any direction; Defensive Tier 2 grants 60% bullet resistance during the lunges, which makes it a… 1 hero hits restore 35 health (1.3 spirit scaling) 2 -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges 5 +65 damage with improved spirit scaling, plus increased lunge speed and distance T2 (roughly 4-6k souls) — respect it from that point, not before. - Your spike is
Screwjab Dagger T2: Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow
Avoid
- Taking an even fight against Apollo on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Itani Lo Sahn
Itani Lo Sahn Apollo winds up a wide, long-reaching slash. Crowd Control Stasis-style lockdown — the target cannot take action and is stuck in slow… Damage 200 delayed damage base (deadlock.one); Mobility Tier 1 adds +8m dash range to the slash; 1 +8m dash range 2 -35s cooldown (from a 145s base) 5 adds maximum-health damage and increases the bonus against half-health enemies by 50% . The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you - Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery
Avoid
- Spending your own escape before
Riposte is on cooldown.
Apollo’s abilities
-
Itani Lo Sahn Ultimate The one cooldown worth tracking on its own timer: stasis-style lockdown — the target cannot take action and is stuck in slow motion, plus a healing prevention effect for the duration.
- The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
- Do not spend your own burst or single-target ultimate while he is in the slow-motion effect; he is invulnerable and it is thrown away
- Stay above half health when he has ultimate up — the bonus scales specifically against low-health targets and is where the execute damage comes from
-
Disengaging Sigil Ability 1 Sticking power rather than damage: movement slow on enemies caught in the blast.
- The leap goes backwards along a predictable vector — cut the retreat line rather than chasing directly behind him
- The sigil has a visible draw animation before it detonates; step out of the sphere and he gets neither the damage nor the slow
- Once the sigil is spent (12s base cooldown), his next approach has no exit and that is when to commit
-
Riposte Ability 2 Movement and control on the same button, which is what makes it awkward to trade against: a 1.5s immobilize and parry disable on the counter-dash target, not a Stun, so they can still shoot and cast.
- Do not throw your damage into an Apollo who is standing still and facing you — that pose is the parry, and feeding it hands him an immobilize and a free dash
- Bait it with a readable but harmless action, let the window lapse, then commit the real burst into the recovery
- Attack from multiple angles at once; a single perfectly-timed deflection cannot answer crossfire from two directions
-
Flawless Advance Ability 3 His main damage tool and his in-fight movement at the same time. The timing mechanic means a skilled Apollo does roughly two and a half times the damage of a careless one with the same ability.
- The lunges are linear and telegraphed — strafing perpendicular denies the piercing stab entirely
- Do not shoot bullets into him during the lunges once he has Tier 2; the 60% bullet resistance makes it a wasted magazine. Use Spirit Damage or wait
- Deny the hero hit and he loses the Tier 1 heal, which is most of his in-combat sustain
- 1
Riposte Riposte first, always — it is the hero. Show a readable threat, hold the real damage half a second, and punish the recovery. With Riposte down he is a low-durability duellist with a 49 DPS gun
- 2
Disengaging Sigil Disengaging Sigil second — it is his exit and his dash reset. Force it early in a skirmish and his next approach has no way out; the base cooldown is 12s so you have a real but short window
- 3
Flawless Advance Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% Bullet Resist window closes
The matchup in detail
- Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped Strong evidence
- Low durability; a Stun chain he cannot parry kills him quickly Strong evidence
-
Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s Strong evidence - Apollo threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses;
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage;
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence
-
Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff Strong evidence -
Itani Lo Sahn freezes you in slow motion with healing disabled, then detonates for 200+ delayed damage — and the bonus is amplified against targets under half health, so a chipped hero is dead outright Strong evidence -
Flawless Advance perfect-timing hits do roughly 65 base compared to 25 on a lazy release, so a good Apollo's damage in a duel is far higher than his DPS number suggests Strong evidence -
Disengaging Sigil resets his dashes and air jumps at T2, so a fight you thought you had cornered him in usually ends with him leaving and you slowed Strong evidence - For 1.5s after the counter-dash you can neither move nor parry, so his melee follow-up lands unanswered; you can still shoot and cast Strong evidence
- Apollo 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
- Your mobility is a real advantage here, and Apollo's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Never fire into a stationary Apollo who is facing you — that is the
Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery Strong evidence - Attack from two angles at once;
Riposte answers one incoming attack, and crossfire defeats it by definition Strong evidence - Engage him from the air where you can — tracklock notes the
Riposte counter-dash loses reliability against airborne targets because Apollo descends during it Strong evidence - Stop shooting bullets during
Flawless Advance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use Spirit Damage or simply strafe out of the linear lunges Strong evidence - Break line of sight while he charges
Itani Lo Sahn; the wind-up immobilises him and any pillar or corner denies the slash entirely Strong evidence - Stay above half health when his ultimate is up — the execute bonus keys off low-health targets, and topping up before a contest removes most of its damage Strong evidence
- Do not burn burst or a single-target ultimate while he is invulnerable (during the
Riposte deflect or the ultimate's slow-motion); wait the window out Strong evidence - Against Apollo the item that changes the matchup is
Slowing Hex, 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
- The 14-22s after a wasted
Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS Strong evidence - During the
Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still Strong evidence - Immediately after
Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset Strong evidence - In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage' Strong evidence
- Any time he is caught in layered CC he cannot parry — his durability is low and he has no sustain beyond the 35 health per
Flawless Advance hero hit Strong evidence - Your trades against Apollo changed on 09-16-2026: dashes and light melees no longer pause gun cycle time. Your damage output and your repositioning are no longer competing for the same seconds, which is the single biggest gain for a long-cycle weapon in this patch. Practically, that means you can now dodge the opening of their burst and keep your cycle running, so the correct trade against a burst hero is no longer stand-and-shoot — it is move-and-shoot, and it costs you nothing to do it. Documented
- Parry is your best tool against Apollo's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- Play this lane looser than the guides say. The 09-16-2026 patch cut nearly all movement slows by about 20% and ground-dash slows by about 10%, so the distance Apollo takes off you per application is meaningfully smaller than it was. With mobility as your main advantage, that shifts the break-even point on walking up: exchanges you used to refuse because one slow meant death are now survivable. Test it early rather than assuming the old spacing. Documented
- The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance Strong evidence
-
Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish Strong evidence - Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire Strong evidence
- Poor wave clear; he farms slowly compared to Calico or Drifter Strong evidence
- Four base stamina plus
Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades Strong evidence
- If you are behind and planning to fight Apollo on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
- Apollo will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
-
Flawless Advance T2 (roughly 4-6k souls) — -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire Strong evidence -
Itani Lo Sahn unlock — Gives him an anti-heal execute he otherwise completely lacks Strong evidence -
Riposte T3 — +1.6s immobilize turns a successful parry from a trade-winner into a kill sentence Strong evidence -
Disengaging Sigil T2/T3 — Dash and air-jump resets plus a 4-second recast make him very difficult to corner Strong evidence
-
Screwjab Dagger T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow Strong evidence -
Lethal Venom
Lethal Venom Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable Strong evidence
- Fight Apollo under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- Riding a zipline in Apollo'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
- Apollo fights from the air, which is exactly what
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented - Against Apollo'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
-
Slowing Hex (spirit T2) — Apollo's
Disengaging Sigil is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Apollo's
Disengaging Sigil is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented -
Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Apollo's
Disengaging Sigil. Documented
- The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Apollo 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
- Your instinct is to jump on Apollo's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence
Next
Vyper’s other hard matchups
- vs Graves −7.9%
- vs Paige −6.5%
- vs Deadman Danny −5.4%
- vs Kelvin −5.4%
All of Apollo
Who beats Apollo, the items that shut Apollo down, and every ability.
Facing more than Apollo?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Apollo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 46.6% of these, which is 0.5% above your overall win rate (17,318 matches). The kit-based model agrees.
Apollo's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Vyper'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%.