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Warden vs Silver

Warden's team wins 54.6% Silver's team wins 45.4%, across 28,997 games

Written for the Warden player. Playing Silver? See Silver vs Warden →

Warden has the edge

Warden usually wins 51.0% of games. Against Silver that is 3.6% higher, over 28,997 games.

  • Whole match 54.6% +3.6% vs usual 28,997 games
  • Sharing a lane 54.6% +3.6% vs usual 9,659 games
  • Oracle and above 52.0% +2.2% vs usual 794 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 Warden's usual win rate at that rank.

The fight at a glance

If you're Warden

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
Warden 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

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

Wait out Binding Word 34s cooldown

ThenForce it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still.

Watch out
Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at Tier 3 it silences you for that entire window so you cannot cast the escape ability you were relying on.
Your edge
Silver has more burst damage than Warden.
Buy
Unstoppable Unstoppable 6,400 souls · Tier 4 · Armor · InstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Warden's Binding Word.

The full plan for Warden, 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
  • Alchemical Flask Alchemical Flask 12s Cooldown Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -55%) 5 -7s cooldown (12s base) and +2m radius; 's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright

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 Binding Word unlock: A conditional 1.75s Root on a 34s cooldown is his first real kill threat

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
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Silver is one anti-heal, one shred, and damage after that. 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
  • You are the one standing in front of Silver's gun, and its bullets are among the fastest in the game, so you will take most of what they fire rather than dodge it. That makes the fire-rate items pay for you in a way they do not for your backline. Juggernaut Juggernaut 6,400 souls Tier 4ArmorPassive +25% Melee Resist +50% Slow Resist +40% Fire Rate +15 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and Return Fire Return Fire 1,600 souls Tier 2ArmorInstantCast +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. 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
  • You have to close distance to do anything and Silver exists to stop that, so the lane is about approach geometry. Move between cover on their reload or their cooldown rather than in a straight line, and treat every open crossing as something you only do with a purpose. Trading chip damage at their range is a losing exchange you never have to accept. Strong evidence
  • Silver closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
  • 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
  • Alchemical Flask's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright Strong evidence
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Silver can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
  • 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
  • Binding Word unlock — A conditional 1.75s Root on a 34s cooldown is his first real kill threat Strong evidence
  • Last Stand Last Stand 6s Duration180s Cooldown After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +30% resists while channelling unlock — Plus Binding Word becomes a guaranteed kill combo on any target that fails the escape check Strong evidence
  • Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Silver. Uncertain
  • Silver heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • 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
  • The losing pattern against Silver is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Silver has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
  • 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

Warden’s other hard matchups

Every Warden 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.

Open in the matchup tool →

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 54.6% of these, which is 3.6% above your overall win rate (28,997 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 Warden'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 →