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Calico

AssassinSkirmisher Hybrid Damage Mid Game Medium Difficulty

Patch 10-30-2026, 161,232 matches. Updated daily.

How to counter and play Calico

Items to buy

  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • vs gap closers and escapes High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage Mystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist
  • vs dive onto the backline Close Quarters Close Quarters 800 souls Tier 1WeaponPassive +20% Weapon Damage +20% Melee Resist Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Rebuttal Rebuttal 800 souls Tier 1ArmorPassive +75 Bonus Health +1.25s Parry Cooldown +6s Buff Duration +30% Bonus Damage +100% Damage Parried as Heal +18% Melee Resist
  • Hold Hard CC for her — she has zero crowd control and only 1-tier durability, so a single Stun, Root or Knockup that lands outside her ultimate window usually kills her
  • Do not waste burst or a single-target ultimate during Return to Shadows Return to Shadows 115s Cooldown Calico instantly vanishes into shadow, becoming untargetable and gaining movement speed, damaging enemies around her as she goes. Damage 150 base spirit damage per hit (deadlock.one), applied on both entry and… Mobility Bonus move speed during the untargetable phase, which she uses to reposition… Defensive Full untargetability for the duration — it can be used purely to survive a… 1 -20s cooldown (from a 115s base) 2 +75 damage and +20% bonus move speed 5 +450 heal amount and +1s cooldown refund ; she is untargetable, so wait out the ~3s and pre-aim the exit point instead
  • Place area-denial on her likely reappearance point — Dynamo's Singularity Singularity 250s Cooldown Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health , Mo & Krill's burrow, McGinnis turrets — rather than trying to react to the exit
  • Shoot her once while she is in Ava Ava 30s Cooldown Calico dissolves into shadow and takes the form of Ava, gaining movement speed that builds the longer she stays in the form and disappearing from the enemy minimap. Mobility Ramping bonus move speed (up to +45% more at Tier 2) and concealment from… Defensive Escape only through raw speed; 1 +15s buff duration 2 +45% maximum bonus move speed and +15 health regeneration 5 +20% outgoing damage, +8s damage amp duration and +10s build duration form; hero damage resets the ramping speed bonus and locks the form out, which strands her mid-rotation
  • Ward her jungle routes; minimap concealment is Ava's entire value and direct vision defeats it completely
  • Punish her 2.60s reload — her 12-round spreadshot clip empties in under half a second, and she has no CC to protect herself while reloading
  • Return to Shadows lets her enter a fight untargetable, land the exit detonation on your backline, and leave before you can select her as a target — a lone support or sniper is simply dead
  • Ava keeps her off the minimap while she rotates, so the first warning you get is usually Gloom Bombs Gloom Bombs 14s Cooldown Calico lobs a handful of bombs that scatter and blow up after a short fuse, dealing spirit damage in the area they land. Damage 45 base spirit damage per bomb (deadlock.one); Defensive Can be thrown behind her while retreating to deter a chase through a choke. 1 -3s cooldown (from a 14s base) 2 -6% melee resist on targets hit and +6s duration 5 +3 grenades landing at your feet
  • Gloom Bombs plus Leaping Slash Leaping Slash 9m Range13s Cooldown Calico lunges forward and then sweeps everything around her with a melee slash. Damage 10 impact damage plus 40 heal scaling per Spirit Power at base… Mobility A committed forward dash — good for closing, mediocre for escaping since it… Defensive Heals on hero hit (+25 at Tier 1), giving her a reason to stay in a fight… 1 +25 heal amount 2 +200 bonus gold on kill and +3s bounty duration 5 +10 damage, +50% cooldown refund and +90 impact damage plus a full 79 DPS spreadshot magazine is a burst sequence that kills anyone under about 1 durability at point-blank range
  • Once Gloom Bombs hits T3 she clears camps instantly, so she out-farms you in the quiet parts of the game even if she never wins a fight
  • Ava T3's +20% outgoing damage means a Calico who transformed just before the fight is doing amplified burst from the first shot
  • Return to Shadows above all — it is simultaneously her dive and her escape. Force her to burn it defensively (feign a collapse, show a Stun) and the next 95-115 seconds she is a fragile no-CC hero you can walk at
  • Leaping Slash second, because it is both her gap-close and her in-fight heal; sidestep it and she gets neither
  • Ava third — landing any hero shot resets it, and a Calico who has to rotate on foot is trackable again
  • Gloom Bombs are not worth baiting; the cooldown is only 14s and walking out of the cluster is free
  • The instant Return to Shadows ends — she reappears as a targetable, low-durability hero with no CC and her escape on a 95-115s cooldown
  • Mid-reload: 12 rounds empty in roughly a quarter second and the 2.60s reload leaves her with nothing but a melee swing
  • While she is in Ava form she cannot shoot or cast at all — catching her here is close to a free kill
  • Immediately after a whiffed Leaping Slash: she is at close range with no dash, no CC and no heal
  • Any fight where she is forced to stand and trade in a grouped brawl — she has no teamfight tools and her damage profile wants an isolated target

Plan a game against Calico and the rest of their team →

Good at

  • Fast farming and map mobility: she turns a quiet map into a soul lead
  • Return to Shadows makes her untargetable on the way in, which takes most of the risk out of a dive
  • Minimap concealment via Ava makes her rotations genuinely hard to track
  • High burst against isolated squishies
  • Sustains herself in skirmishes through Leaping Slash and Ava health regeneration

Weak to

  • Zero crowd control in the entire kit — she cannot lock anyone down or peel for an ally
  • Very low durability; she dies instantly to any Hard CC chain that catches her
  • Poor teamfight presence — her damage is single-target-flavoured and she has nothing to contribute to a grouped brawl
  • Ava's ramping speed resets on a single hero hit, so she is easy to disrupt while rotating
  • Her ultimate is both her engage and her escape, so spending it one way removes the other

In lane, good at

  • Gloom Bombs clears the wave and chips the enemy laner from a safe distance on a short 14s cooldown
  • Leaping Slash plus the spreadshot's 79 DPS makes any enemy who walks too far forward a real kill threat
  • Ava lets her leave a losing lane, reset and return without giving away her position

In lane, weak to

  • She is fragile — she has no CC of her own to defend a bad trade and very little effective health
  • The 12-round clip empties almost instantly and the 2.60s reload is a large punish window in a duel
  • Before Return to Shadows unlocks she has no untargetable escape and dies to any decent gank
  • Return to Shadows unlock — Gives her a dive-and-leave button and turns her from a farmer into a genuine pick threat
  • Gloom Bombs T3 (+3 grenades) — Camp and wave clear becomes near-instant, which is the foundation of her farming and split-push lead
  • Leaping Slash T3 — The +50% cooldown refund makes the dash repeatable, effectively giving her a second mobility charge in fights
  • Ava T3 (late 30min+) — +20% outgoing damage on transformation turns every rotation into a pre-buffed burst window

High-Rate Spreadshot ("Sweetest Lie")

SpreadshotClose Range

78.9 DPS

Falloff Range 20m 58m

A very fast spreadshot firing 4.76 shots a second, each of nine pellets at 1.84, for about 79 DPS, burning a 12-round clip almost instantly and paying for it with a long 2.60s reload. Bullet velocity is a modest 318 m/s and falloff runs 20m to 58m, so it rewards getting close and punishes anyone caught mid-reload.

  • 1.84 Bullet Damage
  • 9 Pellets per Shot
  • 4.76 Bullets per sec
  • 12 Ammo
  • 2.60s Reload Time
  • 318m/s Bullet Velocity
  • 63Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 2 Health Regen
  • 6.80m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Calico wins most with, against what their two win rates would predict.

  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 57.0% together +4.0% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 55.2% together +3.2% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 54.7% together +2.7% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 53.4% together +1.7% above expected
  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 54.1% together +1.4% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 52.6% together +1.4% above expected

Every Calico duo →

Every Calico matchup

Calico wins 48.7% of games overall. Who counters Calico and who Calico counters: all 43 opponents, from Calico's hardest to easiest, with how far each sits from that average. Calico struggles Calico 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 Calico in particular: Kelvin (Calico wins 42.5%).

Only matches whose average rank was Oracle and above, where Calico wins 50.1% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Gloom Bombs

Ability 1 · Scattered Cluster Grenades with Delayed Detonation

Calico lobs a handful of bombs that scatter and blow up after a short fuse, dealing Spirit Damage in the area they land. Targets caught by more than one bomb take heavily reduced damage from the extras.

Purpose: Her wave clear, her camp clear and her opening chip damage. The diminishing-returns rule on overlapping bombs means she has to spread them across a group rather than stacking them on one target.

Damage
45 base Spirit Damage per bomb (deadlock.one); enemies hit by multiple bombs take 65% reduced damage on subsequent hits. Tier 3 adds +3 grenades.
Defensive
Can be thrown behind her while retreating to deter a chase through a choke.

How to play against it

  • The bombs have a visible scatter and a fuse delay — simply walking out of the cluster before detonation avoids nearly all of it
  • The 65% overlap reduction means bunching up is actually less punishing than it looks; the real cost is the free wave clear she gets
  • Contest her Haunt camps 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 ; her farming lead is largely built on Gloom Bombs clearing camps instantly

Interactions

  • Tier 3's +3 grenades is her farming spike — it makes camps and waves disappear in one cast
  • The 65% reduction on overlapping hits means she gains far more value against a spread group than a single target
  • Tier 2 applies a melee-resist reduction, which chains directly into Leaping Slash's Melee Damage
Upgrade tiers
  • T1: -3s cooldown (from a 14s base)
  • T2: -6% melee resist on targets hit and +6s duration
  • T3: +3 grenades

Leaping Slash

Ability 2 · Forward Dash into a Radial Melee Strike

Calico lunges forward and then sweeps everything around her with a melee slash. Connecting with at least one hero returns a small amount of health.

Purpose: Her gap-closer, her in-fight sustain and her combo damage. The Tier 3 cooldown refund is what lets her chain it as a mobility tool rather than a once-per-fight commitment.

Damage
10 impact damage + 40 heal scaling per Spirit Power at base (deadlock.one); Tier 3 adds +10 damage and +90 impact damage.
Mobility
A committed forward dash — good for closing, mediocre for escaping since it only goes one direction.
Defensive
Heals on hero hit (+25 at Tier 1), giving her a reason to stay in a fight one beat longer.

How to play against it

  • It is a fixed-direction dash with no tracking — sidestepping breaks it and denies her the heal entirely
  • Deny the hero hit and she gets no health back; the heal only triggers on heroes, not troopers
  • Once she has dashed in, she is at close range with no CC of her own — that is the moment to Stun her

Interactions

  • Tier 3's +50% cooldown refund makes it repeatable, effectively giving her a second dash in extended fights
  • Gloom Bombs T2's melee-resist reduction stacks directly into this ability's Melee Damage
  • Tier 2's bonus gold on kill is an economy upgrade, not a combat one — it accelerates an already fast farmer
Upgrade tiers
  • T1: +25 heal amount
  • T2: +200 bonus gold on kill and +3s bounty duration
  • T3: +10 damage, +50% cooldown refund and +90 impact damage

Ava

Ability 3 · Transformation into a Non-Combat High-Speed Shadow Form

Calico dissolves into shadow and takes the form of Ava, gaining movement speed that builds the longer she stays in the form and disappearing from the enemy minimap. She cannot attack or cast abilities while transformed, and taking hero damage resets the accumulated speed and briefly locks the form out.

Purpose: Pure map mobility and information denial. It is how she reaches a fight, leaves a lost one, or rotates to an unwarded camp without showing up on the map — it is not a combat ability.

Mobility
Ramping bonus move speed (up to +45% more at Tier 2) and concealment from the minimap.
Defensive
Escape only through raw speed; she is still a targetable, killable body while in the form.

How to play against it

  • Land a single hero shot on her in Ava form — it resets the speed ramp and puts the form on cooldown, which is usually enough to catch her
  • Ward the jungle routes rather than watching the minimap; minimap concealment is the whole point of the ability and vision defeats it
  • If you catch her mid-Ava, she cannot shoot or cast back until she drops the form — collapse immediately
  • Track her farming pattern; she uses Ava to reach camps, so contesting her camp rotation denies the form's main purpose

Interactions

  • Hitting her with hero damage resets the ramping speed bonus and puts the form on a brief cooldown — a single connecting shot ruins a rotation
  • She cannot shoot or cast during Ava, so a Calico in this form is temporarily a non-combatant if you can catch her
  • Hidden on the minimap is not true invisibility — she is fully visible to anyone actually looking at her
  • Tier 3's outgoing damage amp makes a pre-fight Ava transformation into a burst enabler rather than just a rotation tool
Upgrade tiers
  • T1: +15s buff duration
  • T2: +45% maximum bonus move speed and +15 health regeneration
  • T3: +20% outgoing damage, +8s damage amp duration and +10s build duration

Return to Shadows

Ultimate · Untargetable Phase-Out with Damage on Entry and Exit

Calico instantly vanishes into shadow, becoming untargetable and gaining movement speed, damaging enemies around her as she goes. After roughly three seconds she reappears, dealing Spirit Damage again.

Purpose: Simultaneously her burst combo and her escape. It is the ability that lets her dive a backline, take the kill, and leave without ever being a valid target during the dangerous part.

Damage
150 base Spirit Damage per hit (deadlock.one), applied on both entry and exit; Tier 2 adds +75.
Mobility
Bonus move speed during the untargetable phase, which she uses to reposition entirely during the ~3s window.
Defensive
Full untargetability for the duration — it can be used purely to survive a committed burst or to escape a lost fight.

How to play against it

  • Do not spend a burst combo or a single-target ultimate while she is phased — she is untargetable, not merely hidden, and everything you throw is wasted
  • Predict the reappearance point instead of chasing the disappearance point; she gets bonus move speed but only about 3 seconds of travel
  • Pre-place area denial (Dynamo's Singularity, McGinnis turrets, Mo & Krill's burrow) on the likely exit rather than trying to react to it
  • Force her to use it as an escape earlier in the fight; the same cooldown is both her dive and her survival, and a Calico without it is a 1-durability hero with no CC

Interactions

  • Because she is untargetable rather than invisible, it dodges projectiles, lock-on effects and single-target ultimates outright
  • Used offensively it reads as a dive; used defensively it reads as an escape — the same cooldown does both, which is why forcing it early is so valuable
  • Tier 3 adds a large heal (+450) and a cooldown refund, turning it into a full reset button (an older Dexerto write-up describes a full cooldown reset plus damage amp at max rank, which conflicts with the current deadlock.io listing — treat the exact T3 wording as needing re-verification)
  • Deadlock.io lists a 115s base cooldown, dropping 20s at Tier 1
Upgrade tiers
  • T1: -20s cooldown (from a 115s base)
  • T2: +75 damage and +20% bonus move speed
  • T3: +450 heal amount and +1s cooldown refund

Calico's win rate by game length

Calico gets stronger the longer the game goes: 45.2% in games under 25 minutes (#33 of 44), 49.7% in games past 40 (#19 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Calico pulls ahead of other heroes.

40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 50.8% over 1,003 games 50.8% 15–20 min: 47.2% over 2,020 games 47.2% 20–25 min: 43.4% over 5,383 games 43.4% 25–30 min: 45.9% over 17,672 games 45.9% 30–35 min: 47.9% over 38,360 games 47.9% 35–40 min: 50.0% over 43,085 games 50.0% 40–45 min: 49.9% over 28,856 games 49.9% 45–50 min: 49.6% over 14,890 games 49.6% 50–55 min: 49.3% over 6,790 games 49.3% 55–60 min: 50.3% over 2,582 games 50.3% 60+ min: 47.3% over 1,278 games 47.3% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 50.8% +2.1% 1,003
15–20 47.2% −1.5% 2,020
20–25 43.4% −5.3% 5,383
25–30 45.9% −2.8% 17,672
30–35 47.9% −0.8% 38,360
35–40 50.0% +1.3% 43,085
40–45 49.9% +1.2% 28,856
45–50 49.6% +0.9% 14,890
50–55 49.3% +0.6% 6,790
55–60 50.3% +1.6% 2,582
60+ 47.3% −1.4% 1,278

"vs usual" is against Calico'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 Calico 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: Both Deadlock Labs' hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) and Lockbuilds' difficulty tier list independently place Calico at Medium.