Patch 09-16-2026 Data researched 2026-09-21 What changed
WR Wraith — carry frame CE Celeste — carry frame

Playing Wraith against Celeste

Moderate threat

Everything below is generated for Deadlock patch 09-16-2026 from Celeste's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Moderate threat
Main problem
Once Light Eater tags you, every one of her bullets carries bonus spirit damage and heals her — a trade you think you are winning on her low DPS is actually refilling her health bar
Your main advantage
You win any fight that lasts (Wraith 3/3 against Celeste 2/3).
Primary rule
Do not commit before Dazzling Trick is gone. Dazzling Trick first — after the 09-16-2026 patch it is on a 38s cooldown, and it is both her defensive layer and her anti-dive silence. Force it with a feint from range, let the silence expire, then dive for real
Key item
Arctic Blast — Celeste gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out.

Strategic No measured result for this specific pairing, so this rating comes from the kit model: 3.4/12 pressure. The largest single factor is burst versus your durability — Celeste burst 2/3 against your durability 1/3. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.

What should I do right now?

Before lane

Do

  • Plan for Arctic Blast — know which tier it sits in so you are not improvising at the shop.
  • Know what Dazzling Trick looks like. It is the cooldown this lane revolves around.

Avoid

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

During lane

Do

  • Genuinely awkward laning — the 50 m/s projectile speed and bounce mechanic take real practice, and mobalytics explicitly calls her laning phase weak
  • Around 690-700 maximum health puts her at the bottom of the roster for durability
  • The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners

Avoid

  • Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane
  • The bounce weapon's aim assistance means near-misses still connect, which forgives imperfect aim at awkward angles

Mid game

Do

  • Their first real spike is Light Eater T1/T2 — respect it from that point, not before.
  • Your spike is Full Auto T1 (-20s cooldown): A 25s Full Auto means she has a damage window every skirmish instead of every other fight

Avoid

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

Teamfights

Do

  • Watch for Dazzling Trick. Break the barrier from range rather than in melee — the silence only hits nearby enemies, so a ranged hero pops it for free
  • Use a dispel or debuff-removal item on Light Eater's mark — stripping it removes both her bonus spirit damage and her only real in-combat healing

Avoid

  • Spending your own escape before Dazzling Trick is on cooldown.

Abilities to watch

  • Dazzling Trick Ability 2

    This is the ability that actually kills you — Silence on nearby enemies when the barrier is destroyed; Tier 3 adds +1.5s silence duration. Everything else in the kit is set up by it.

    • Break the barrier from range rather than in melee — the silence only hits nearby enemies, so a ranged hero pops it for free
    • If you must dive her, break the barrier first from a step back, then close once the silence has already fired
    • Note the 38s cooldown after the 09-16-2026 patch; once it is spent she is a sub-700-health hero with no defensive layer for over half a minute
  • Shining Wonder Ultimate

    This is the ability that actually kills you — Movement slow plus a dash-distance reduction on each target hit; Tier 1 adds +20% slow and -15% dash distance. Everything else in the kit is set up by it.

    • Spread out — it bounces between enemies in range, so the entire value of the ultimate depends on your team being clustered
    • Post-09-16-2026 its radius is smaller, so maintaining even modest spacing at objectives substantially reduces the number of bounces
    • If you are hit, expect your dash distance to be shortened; plan the escape around walking behind cover rather than dash-chaining out
  • Light Eater Ability 1

    The keystone of her damage and sustain. Her weapon does almost nothing on its own; Light Eater is what converts her ordinary shots into spirit damage and healing, so almost every fight starts with this cast.

    • Break line of sight after she tags you — the mark only pays out on her subsequent attacks, so denying her shots denies both her damage and her healing
    • Use a dispel or debuff-removal item to strip the mark outright; mobalytics explicitly lists this as her cleanest counter
    • Stay outside the cone's arc when she is reloading or repositioning; the cone is frontal and short-ranged
  • Radiant Daggers Ability 3

    Her zone-control tool and her ramp. The delay makes it bad as a reactive damage source but excellent as an area denial on a choke or an objective, and the stacks are how her damage scales through a long fight.

    • Leave the marked area before the beam fully forms — the whole ability is a telegraph with a delay, and simply walking out denies both the damage and her stack
    • Denying her hero hits denies the stacking spirit amp, so her damage never ramps
    • Do not stand still in doorways, stairwells or on an objective while she has charges up; those are the only places the delay does not matter

Abilities to bait — in this order

  1. 1. Dazzling Trick

    Dazzling Trick first — after the 09-16-2026 patch it is on a 38s cooldown, and it is both her defensive layer and her anti-dive silence. Force it with a feint from range, let the silence expire, then dive for real

  2. 2. Light Eater

    Light Eater second — without the tag her weapon is a 31 DPS marksman rifle with a 2.00s reload and she has no healing at all. Breaking line of sight after she casts it wastes the entire 8s window

  3. 3. Shining Wonder

    Shining Wonder is denied by spacing rather than baited; it seeks targets, so there is no dodge, only spread

Matchup overview

  • Their structural weakness: Around 690-700 health makes her one of the squishiest heroes in the game Why this is shown: Celeste's weaknesses. Strong evidence
  • Their structural weakness: Very low raw weapon DPS (31) — her damage only exists once Light Eater has tagged the target Why this is shown: Celeste's weaknesses. Strong evidence
  • Their structural weakness: Her damage tools (Radiant Daggers' formation delay, Shining Wonder's bounces) are all telegraphed or spacing-dependent Why this is shown: Celeste's weaknesses. Strong evidence

What they do against you

  • Once Light Eater tags you, every one of her bullets carries bonus spirit damage and heals her — a trade you think you are winning on her low DPS is actually refilling her health bar Why this is shown: Authored from Celeste's kit. Strong evidence
  • Diving her into Dazzling Trick silences you when you break the barrier, so the burst that was supposed to kill her leaves you unable to use abilities to finish or flee Why this is shown: Authored from Celeste's kit. Strong evidence
  • Radiant Daggers denies chokepoints and objective circles outright; with T1's extra charges she can cover two exits at once Why this is shown: Authored from Celeste's kit. Strong evidence
  • Shining Wonder shortens your dash distance as well as slowing you, which specifically breaks dash-chain escapes rather than merely delaying them Why this is shown: Authored from Celeste's kit. Strong evidence
  • Her air-control passive plus four stamina charges means chasing her through vertical terrain usually just wastes your stamina Why this is shown: Authored from Celeste's kit. Strong evidence
  • Celeste can silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Why this is shown: Silence prevents ability and item use, invalidating reactive defensive cooldowns. Strong evidence

How you counter them

  • Use a dispel or debuff-removal item on Light Eater's mark — stripping it removes both her bonus spirit damage and her only real in-combat healing Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Break Dazzling Trick from range rather than in melee; the silence on break is proximity-based, so popping it from a step back costs you nothing Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Punish her ~690-700 health directly with a single burst window; she has no untargetable escape and no real durability once the barrier is gone Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Walk out of the Radiant Daggers marked area before the beam finishes forming — the delay is the entire counterplay and denies her the stacking spirit amp as well Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Spread out at objectives; Shining Wonder bounces between clustered enemies and the 09-16-2026 radius nerf makes even modest spacing effective Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Use knockups and displacement (Dynamo's Kinetic Pulse, Billy's Bashdown, Bebop's Exploding Uppercut) to cut her air mobility mid-flight — mobalytics lists displacement as a direct counter Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Force fights while her stamina is spent; the 09-16-2026 patch raised her stamina cooldown to 5.3s and she has no other escape layer Why this is shown: Authored counterplay against Celeste. Strong evidence
  • Against Celeste 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 and their Phantom Strike 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. Why this is shown: Slowing Hex (T2 Spirit, 1,600) slows, applies 120% gravity, and silences movement abilities and movement items. Strong evidence

Trading

  • The 38s after Dazzling Trick is spent — she is a sub-700-health hero with no barrier, no silence and no untargetable escape Why this is shown: Celeste's vulnerability windows. Strong evidence
  • Any moment she is out of stamina charges; her air mobility is her only real defence and the 5.3s stamina cooldown is slow to refill Why this is shown: Celeste's vulnerability windows. Strong evidence
  • The 8s Light Eater window when you have broken line of sight — she is doing 31 DPS with no lifesteal and cannot ramp Radiant Daggers stacks Why this is shown: Celeste's vulnerability windows. Strong evidence
  • During her 2.00s reload with an 8-round clip; at 1.72 shots per second she empties and reloads frequently Why this is shown: Celeste's vulnerability windows. Strong evidence
  • While she is mid-air after a knockup or displacement — she cannot correct her position and her air control is what she was relying on Why this is shown: Celeste's vulnerability windows. Strong evidence
  • Early game generally: mobalytics and dramalock both note her laning phase is weak and her sub-700 health makes her the easiest lane kill of this group Why this is shown: Celeste's vulnerability windows. Strong evidence
  • Your trades against Celeste 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. Why this is shown: 09-16-2026: dashes and light melees no longer pause gun cycle time. Verified
  • When Celeste puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Why this is shown: Barriers sit in front of health with overflow carrying through, and decay over time. Strong evidence

Laning

  • What they want in lane: Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane Why this is shown: Celeste's laning strengths. Strong evidence
  • What they want in lane: The bounce weapon's aim assistance means near-misses still connect, which forgives imperfect aim at awkward angles Why this is shown: Celeste's laning strengths. Strong evidence
  • What you can take from them in lane: Genuinely awkward laning — the 50 m/s projectile speed and bounce mechanic take real practice, and mobalytics explicitly calls her laning phase weak Why this is shown: Celeste's laning weaknesses. Strong evidence
  • What you can take from them in lane: Around 690-700 maximum health puts her at the bottom of the roster for durability Why this is shown: Celeste's laning weaknesses. Strong evidence
  • Your lever: The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Why this is shown: Wraith's laning strengths. Strong evidence

Mid game

  • Their spike — Light Eater T1/T2: The extra spirit lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes Why this is shown: Celeste's power spike timeline. Strong evidence
  • Their spike — Radiant Daggers T1 (+2 charges): Multiple charges let her actually cover the ground an enemy must walk through, which is when the delay stops mattering Why this is shown: Celeste's power spike timeline. Strong evidence
  • Their spike — ult unlock: Shining Wonder gives her the multi-target slow and dash reduction she needs to matter in a real teamfight Why this is shown: Celeste's power spike timeline. Strong evidence
  • Their spike — late 35min+ with Radiant Daggers T3 stacks: +8% spirit amp and +9% fire rate per stack compound through a long fight, which is where her late-game scaling lives Why this is shown: Celeste's power spike timeline. Strong evidence
  • Your spike — Full Auto T1 (-20s cooldown): A 25s Full Auto means she has a damage window every skirmish instead of every other fight Why this is shown: Wraith's power spike timeline. Strong evidence
  • Your spike — ult unlock: Telekinesis gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Why this is shown: Wraith's power spike timeline. Strong evidence
  • Celeste 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. Why this is shown: Urn cannot be voluntarily dropped, only knocked loose by melee, stun or death; +50% resist aura in 60m for the favoured team. Verified

Positioning

  • Fight Celeste 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. Why this is shown: Reasoned from air-mobility kits requiring open vertical space. Strategic
  • Riding a zipline in Celeste'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. Why this is shown: Zipline knockoff: 15% max HP, 2.5s stun and a fall; knockoff immunity after 3 consecutive seconds of riding. Verified
  • Celeste wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic

Build adjustments

  • Celeste 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, T2) lands off spirit damage. Buy the one that matches how you actually deal damage, or it will never apply. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • Celeste 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. Why this is shown: Knockdown airborne gravity and altitude-scaled stun, 6 March 2026 change. Verified
  • Your escape is a big part of why you survive fights, and Celeste can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Why this is shown: Hero with escape 2+ facing a silence; Debuff Resist shortens, cleanse removes. Strategic
  • Arctic Blast (spirit T4) — Celeste gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out. Why this is shown: Answers: enemy-mobility, enemy-air-mobility, enemy-zone-control. Verified
  • Dispel Magic (vitality T3) — Celeste gives this team real silences and ability denial. Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. Why this is shown: Answers: enemy-silence, enemy-zone-control, enemy-slow. Verified
  • Knockdown (spirit T3) — Celeste gives this team real air mobility. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-air-mobility, enemy-mobility, enemy-long-range-poke. Verified

Common mistakes

  • The reflex buy against a hero who keeps deleting you is Metal Skin, and against Celeste it does nothing. Metal Skin is bullet-damage immunity only — spirit damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable stops statuses, Ethereal Shift stops everything but disables you. Celeste is a spirit threat, so it is the last two you are choosing between. Why this is shown: Metal Skin blocks bullet damage only; enemy damage profile is spirit with burst 2+. Verified
  • Your instinct is to jump on Celeste'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 plus 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. Why this is shown: Walker Stomp: 350 + 15% max HP in 15m, 2s stun, 7s cooldown; hero diveThreat 3 into enemy peel 2+. Strong evidence

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Celeste's kit and counterplay were compiled from 9 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Wraith'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%.

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