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Wraith vs Sinclair

Wraith's team wins 54.4% Sinclair's team wins 45.6%, across 17,153 games

Written for the Wraith player. Playing Sinclair? See Sinclair vs Wraith →

Wraith has a big edge

Wraith usually wins 49.9% of games. Against Sinclair that is 4.5% higher, over 17,153 games.

  • Whole match 54.4% +4.5% vs usual 17,153 games
  • Sharing a lane 54.0% +4.1% vs usual 5,891 games
  • Oracle and above 55.5% +4.1% vs usual 694 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 Wraith's usual win rate at that rank.

The fight at a glance

If you're Wraith

Has the edge
Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -10s cooldown (26s to 16s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October)

Wait out Rabbit Hex 26s cooldown

ThenAt 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage.

Watch out
Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Vexing Bolt is redirectable mid-flight, so dodging it early does nothing.
Your edge
Wraith has more sustained damage than Sinclair, so longer fights favour you.
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 Sinclair's Spectral Assistant Spectral Assistant 15m Range6s Duration40s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage .

If you're Sinclair

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
Sinclair has more reach than Wraith, so you can trade from range.
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.

The full plan for Wraith, phase by phase, is below. Sinclair'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 Rabbit Hex looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 730 max health with no healing whatsoever in the kit
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
  • 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

Avoid

  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane

Do

  • Their first real spike is 1 AP into Rabbit Hex — respect it from that point, not before.
  • Your 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): A 25s Full Auto means she has a damage window every skirmish instead of every other fight

Avoid

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

Do

  • Watch for Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step . It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit

Avoid

  • Spending your own escape before Rabbit Hex is on cooldown.

Sinclair’s abilities

  • Sinclair's fight-ender: whatever CC the copied ultimate provides.

    • It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
    • Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
    • The copy lasts only 9s: if you force a disengage immediately after he copies, the window expires with nothing spent
  • Vexing Bolt Ability 1

    Nothing to respect until the upgrade lands, and then the 1 AP upgrade applies -25% fire rate for 5s.

    • Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
    • Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
    • Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
  • Rabbit Hex Ability 3

    The other half of Sinclair's control: a hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP).

    • If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
    • Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
    • Spread out: the 6m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
  • Spectral Assistant Ability 2

    It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.

    • Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
    • Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
    • Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
  1. 1 Rabbit Hex

    Rabbit Hex first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage

  2. 2 Spectral Assistant

    Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window

  3. 3 Vexing Bolt

    Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful

The matchup in detail

  • 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape Strong evidence
  • Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns Strong evidence
  • Rabbit Hex does not interrupt in-progress abilities, so it fails against channelled ultimates Strong evidence
  • Vexing Bolt is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it Strong evidence
  • Rabbit Hex catches everyone in a 6m radius (8m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe Strong evidence
  • Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach Strong evidence
  • Audience Participation copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds Strong evidence
  • He fights at 60m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both Strong evidence
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit Strong evidence
  • Delay your dodge on Vexing Bolt until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow Strong evidence
  • If you are hexed mid-ability, finish the ability. Rabbit Hex does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification Strong evidence
  • Find the Spectral Assistant before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast Strong evidence
  • Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts Audience Participation on the full 85s instead of about 51s Strong evidence
  • Close inside 15m whenever possible: Vexing Bolt scales with travel distance, so short range weakens it, though his gun still does full damage there Strong evidence
  • Sinclair does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
  • After both Spectral Assistant swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame Strong evidence
  • During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable) Strong evidence
  • Rabbit Hex on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back Strong evidence
  • Immediately after a Vexing Bolt is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade Strong evidence
  • The 9 seconds after Audience Participation is cast and not used — the copy expires and he is left on the shorter (about 51s) cooldown with nothing gained Strong evidence
  • Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through Strong evidence
  • Your trades against Sinclair 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
  • 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
  • Sinclair'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
  • You get value from moving around the map and Sinclair does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Sinclair or on the Guardian, not by the breakables you pick up on the way. Documented
  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range Strong evidence
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane Strong evidence
  • 730 max health with no healing whatsoever in the kit Strong evidence
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests Strong evidence
  • The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence
  • 1 AP into Rabbit Hex — -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight Strong evidence
  • 2 AP into Vexing Bolt — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure Strong evidence
  • Audience Participation unlock, plus a fed enemy ultimate — Copies with inherited upgrade points, so the spike is really the enemy's ultimate spike Strong evidence
  • 2 AP into Spectral Assistant — +7s duration (6s to 13s) makes the swap a reliably banked escape rather than a burst-window tool 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
  • Riding a zipline in Sinclair'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
  • With no self-sustain of your own, Sinclair'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) — Sinclair creates that through Sinclair's Spectral Assistant. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. 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) — Sinclair creates that through Sinclair's Spectral Assistant. Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. 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 Sinclair. Strong evidence
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , and against Sinclair 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 Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Sinclair is a spirit threat, so it is the last two you are choosing between. Documented
  • Your instinct is to jump on Sinclair'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

Wraith’s other hard matchups

Every Wraith matchup →

All of Sinclair

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

How to counter Sinclair →

Facing more than Sinclair?

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 Sinclair's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 54.4% of these, which is 4.5% above your overall win rate (17,153 matches). The kit-based model agrees.

Sinclair's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. 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%.

Full source register →