Never fire into a stationary Apollo who is facing you — that is the RiposteRiposte22s CooldownApollo readies a deflection.Crowd ControlA 1.5s immobilize and parry disable on the counter-dash target, not a stun…DamageNo direct damage listed;MobilityA targeted dash to an enemy hero after a successful deflection — a…1-8s cooldown (from a 22s base)2melee resist reduction increased to -30%, and +0.7s immobilize and parry disable5+1.6s immobilize and parry disable window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery
Attack from two angles at once; Riposte answers one incoming attack, and crossfire defeats it by definition
Engage him from the air where you can — tracklock notes the Riposte counter-dash loses reliability against airborne targets because Apollo descends during it
Stop shooting bullets during Flawless AdvanceFlawless Advance8s Duration26s CooldownApollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him.Damage25 base hold damage, 40 at maximum hold, 65 on a perfect release…MobilityDirectional lunges usable in any direction;DefensiveTier 2 grants 60% bullet resistance during the lunges, which makes it a…1hero hits restore 35 health (1.3 spirit scaling)2-12s cooldown (from a 26s base) and 60% bullet resistance during the lunges5+65 damage with improved spirit scaling, plus increased lunge speed and distance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use Spirit Damage or simply strafe out of the linear lunges
Break line of sight while he charges Itani Lo SahnItani Lo Sahn145s CooldownApollo winds up a wide, long-reaching slash.Crowd ControlStasis-style lockdown — the target cannot take action and is stuck in slow…Damage200 delayed damage base (deadlock.one);MobilityTier 1 adds +8m dash range to the slash;1+8m dash range2-35s cooldown (from a 145s base)5adds maximum-health damage and increases the bonus against half-health enemies by 50%; the wind-up immobilises him and any pillar or corner denies the slash entirely
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
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
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
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
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
Disengaging SigilDisengaging Sigil12s CooldownApollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it.Crowd ControlMovement slow on enemies caught in the blast.Damage85 base damage (deadlock.one).MobilityA backwards leap; at Tier 2 it also restores 1 stamina and resets his air…1+25% fire rate and +25% bullet velocity for 8s2restores 1 stamina and resets air jump / dash limit on hitting player targets5can be recast within 4 seconds 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
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
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
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
Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% Bullet Resist window closes
Itani Lo Sahn is not baited so much as denied: hold a pillar and stay above half health so the charge is never worth releasing
The 14-22s after a wasted Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS
During the Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still
Immediately after Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset
In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage'
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
Never open on an Apollo who is standing still with Riposte ready. Bait the parry with a light melee or a few cheap shots, then commit once it is gone. (Counterlock, WiseGuyGaming)
Once Riposte is spent he is far more vulnerable, so go in during the 22 seconds before it returns, or 14s at Tier 1. (WiseGuyGaming, DramaLock)
Itani Lo Sahn is an anti-heal single-target execute that beats sustain carries and healer comps
Multiple invulnerability windows (Riposte deflect, ultimate slow-motion) make committed burst against him unreliable
No weapon falloff to 25m gives him consistent damage at the ranges he wants to fight
Weak to
Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped
Low durability; a Stun chain he cannot parry kills him quickly
Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s
Slow farming and poor wave clear
He is weak in crossfire — layered damage from several directions defeats the single-answer parry
In lane, good at
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
Riposte punishes a laner who mechanically pre-fires at him, turning their aggression into an immobilize they cannot parry out of
In lane, weak to
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
Fragile, so a lane that collapses on him with real CC removes him from the map
Riposte is a read, not a reflex — a disciplined opponent who never attacks into the parry gets a free 22s window
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
Itani Lo Sahn unlock — Gives him an anti-heal execute he otherwise completely lacks
Riposte T3 — +1.6s immobilize turns a successful parry from a trade-winner into a kill sentence
Disengaging Sigil T2/T3 — Dash and air-jump resets plus a 4-second recast make him very difficult to corner
Burst Spreadshot Rapier-Pistol ("Pride of Ixia")
Medium RangeProjectile
48.7DPS
Falloff Range 25m → 25m
A slow, heavy spreadshot at 18.50 per bullet and only 2.63 shots per second (~49 DPS), with a 15-round clip and a 2.50s reload. Bullet speed is a sluggish 127 m/s, but tracklock reports it deals full damage with no falloff out to 25m, which makes it unusually consistent inside duelling range and rewards patient, deliberate shots over spray.
18.50Bullet Damage
1Pellets per Shot
2.63Bullets per sec
15Ammo
2.50sReload Time
127m/sBullet Velocity
63Light Melee
116Heavy Melee
Vitality and movement
770Health
1Health Regen
7.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Apollo wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)57.2% together+4.2% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)55.2% together+3.2% above expected
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)55.6% together+2.9% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)54.7% together+2.6% above expected
Lady GeistLady GeistBruiserSkirmisherClose rangeHybrid damagePersonal sustain between 100% Life Drain conversion and lifesteal itemisationDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healingvery high (3/3)52.7% together+2.0% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)53.2% together+1.9% above expected
Apollo wins 48.7% of games overall.
Who counters Apollo and who Apollo counters: all 43 opponents, from Apollo's hardest to easiest, with how far each sits from that average. Apollo strugglesApollo does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Apollo in particular: Warden (Apollo wins 46.8%), Lady Geist (Apollo wins 45.3%) and Baba (Apollo wins 42.8%).
Pick an ability to see what it does and how to play around it.
Disengaging Sigil
Ability 1 · Forward AoE Detonation with a Backwards Leap
Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it.
Purpose: His spacing tool. It creates distance and slows the pursuit in the same motion, which is what lets him take a trade and then refuse the follow-up.
Damage
85 base damage (deadlock.one).
Crowd control
Movement slow on enemies caught in the blast.
Mobility
A backwards leap; at Tier 2 it also restores 1 stamina and resets his air jump and dash limit, and tracklock notes it functions mid-air for aerial resets.
Defensive
The core of his survivability — leap out, slow the chase, reset dashes.
How to play against it
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
Interactions
Tier 2's dash and air-jump reset is what enables his advanced aerial repositioning; used mid-air it effectively doubles his vertical options
Tier 3 allows a recast within 4 seconds, meaning two disengages back to back
The Tier 1 fire-rate buff means a good Apollo casts this aggressively before a trade, not only defensively after one
Upgrade tiers
T1: +25% fire rate and +25% bullet velocity for 8s
T2: restores 1 stamina and resets air jump / dash limit on hitting player targets
T3: can be recast within 4 seconds
Riposte
Ability 2 · Timed Parry into a Targeted Counter-Dash Immobilize
Apollo readies a deflection. If an attack lands on him during that window he turns invulnerable for a moment, then picks an enemy hero and dashes to them, immobilizing them, stopping them from parrying and cutting their melee resistance.
Purpose: The hero's signature. It converts an opponent's committed damage into a free immobilize and a free dash onto them, which makes him extremely dangerous to anyone who attacks on reflex.
Damage
No direct damage listed; the value is the immobilize and parry lock plus the melee-resist reduction (-30% at Tier 2).
Crowd control
A 1.5s immobilize and parry disable on the counter-dash target, not a Stun, so they can still shoot and cast. Tier 2 adds +0.7s and Tier 3 extends it by roughly +1.6s, which is a very long single-target lockdown.
Mobility
A targeted dash to an enemy hero after a successful deflection — a gap-closer that only exists if he read you correctly.
Defensive
Brief invulnerability on a successful deflection; the parry window itself is his best answer to a committed burst.
How to play against it
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
Engage him from the air where possible — the counter-dash forces him to descend and loses reliability against airborne targets
Interactions
Per tracklock it deflects attacks from troopers, guardians, walkers and heroes
The counter-dash now keeps up with a target who moves, rounds a corner or is displaced, and no longer misses when he is right on top of them
It does not trigger against trooper or HauntHaunts Neutral camps Lanes and Districts across the mapHaunts 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.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute damage for the counter-dash purposes per deadlock.one's wording, so trooper chip cannot be used to fish it
It struggles against airborne targets because Apollo descends during the counter-dash — attacking him from the air is a genuine positional answer
The exact interaction with the game-wide parry system should be re-verified against the official notes
Upgrade tiers
T1: -8s cooldown (from a 22s base)
T2: melee resist reduction increased to -30%, and +0.7s immobilize and parry disable
T3: +1.6s immobilize and parry disable
Flawless Advance
Ability 3 · Multi-Charge Directional Lunge with Timed Piercing Thrusts
Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Holding the key charges the strike; releasing at the right instant deals substantially more damage.
Purpose: 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.
Damage
25 base hold damage, 40 at maximum hold, 65 on a perfect release (deadlock.one); Tier 3 adds +65 damage. Tracklock notes the charge bar flashes green at the perfect window.
Mobility
Directional lunges usable in any direction; three uses per activation per tracklock, with increased speed and distance at Tier 3.
Defensive
Tier 2 grants 60% bullet resistance during the lunges, which makes it a damage-mitigating movement tool as well.
How to play against it
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
Stunning or sleeping him mid-sequence no longer ends it: that stab is refunded and he keeps the remaining recasts, so save Hard CC for keeping him in place rather than for ending the lunges
Interactions
Standing still charges a lunge in place; moving triggers a directional dash before the lunge, so the ability behaves differently depending on his input
Tier 2's 60% bullet resistance means shooting him during the lunges is a bad trade — Spirit Damage is the better response
The perfect-release window is a visible green flash; watching for it tells you when the big damage is coming
A Stun or sleep during the ability refunds that stab and keeps the remaining recasts instead of putting it on cooldown
Upgrade tiers
T1: hero hits restore 35 health (1.3 spirit scaling)
T2: -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges
T3: +65 damage with improved spirit scaling, plus increased lunge speed and distance
Itani Lo Sahn
Ultimate · Chargeable Long-Range Slash Applying Stasis and a Delayed Detonation
Apollo winds up a wide, long-reaching slash. Anyone it strikes is locked into slow motion, unable to act and unable to heal; when the effect runs out they take heavy delayed damage.
Purpose: His execute and his pick tool. It removes a target from a fight for the stasis duration and then kills them at the end of it, and the no-heal clause means their support cannot save them.
Damage
200 delayed damage base (deadlock.one); Tier 3 adds maximum-health damage and raises the bonus against enemies below half health from +60% to +120% (game data, 5 November 2026).
Crowd control
Stasis-style lockdown — the target cannot take action and is stuck in slow motion — plus a healing prevention effect for the duration.
Mobility
Tier 1 adds +8m dash range to the slash; tracklock notes it functions mid-air.
Defensive
Apollo is invulnerable during the slow-motion effect, so the ultimate doubles as a survival window.
How to play against it
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
Healing will not save a struck ally; a cleanse or CC-immunity effect used before the stasis expires is the only real rescue
Spread wide when he holds the charge — it is a single-target execute, so denying him a clean line on the priority target wastes 145 seconds
Interactions
The charge can be held indefinitely, but Apollo is immobilised while holding it — a held ultimate is a stationary Apollo
The no-heal clause means allied healing, Dynamo's Rejuvenating AuroraRejuvenating Aurora48s CooldownDynamo channels a restorative field that heals himself and every nearby ally over several seconds.MobilityTier 1 grants +4m move speed during the channel;DefensiveHeals 30 health per second base across the area;1+4m move speed during the channel2-20s cooldown and +1s channel duration5removes the channel requirement and heals an additional 2.5% of max health per second included, cannot rescue the target
Because Apollo is invulnerable during the slow-motion, blowing your own burst on him during the effect is wasted
145s base cooldown, dropping 35s at Tier 2
Sleep no longer interrupts it; stuns still do
Upgrade tiers
T1: +8m dash range
T2: -35s cooldown (from a 145s base)
T3: adds maximum-health damage and increases the bonus against half-health enemies by 50%
Patch history for these abilities (1)
Riposte The 09-16-2026 patch included general parry changes.
Values were last changed in patch 10-30-2026.
Apollo's win rate by game length
Game length changes little for Apollo compared with other heroes: #26 of 44 in games under 25 minutes, #23 of 44 from 25 to 40, #28 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
51.7%
+3.0%
1,463
15–20
48.2%
−0.5%
3,255
20–25
48.7%
0.0%
9,266
25–30
49.4%
+0.7%
27,744
30–35
48.8%
+0.1%
56,153
35–40
48.4%
−0.3%
63,470
40–45
48.2%
−0.5%
42,439
45–50
48.5%
−0.2%
22,282
50–55
49.4%
+0.7%
10,429
55–60
49.0%
+0.3%
3,988
60+
49.7%
+1.0%
1,949
"vs usual" is against Apollo's 48.7% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Apollo won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: Deadlock Labs hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) lists Apollo as Medium; Lockbuilds' difficulty tier list places him at Hard. Given how much of his kit depends on correctly timing Riposte and Flawless Advance's perfect window, the higher rating is defensible.