vs silences and ability denialDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthDispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal AmountIndomitableIndomitable6,400 soulsTier 4ArmorPassive+55sCooldown+10sDuration+10%Bullet Resist+10%Spirit Resist+20sCooldown On Apply+2Out of Combat RegenBuilds from Reactive Barrier
vs healing and lifestealHealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming HealingDecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus HealthToxic BulletsToxic Bullets3,200 soulsTier 3WeaponPassive-40%Incoming Healing
vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
Use a dispel or debuff-removal item on Light EaterLight Eater10m Range8s Duration20s CooldownCeleste fires a flare of light in a cone ahead of her.Damage40 flare damage plus 15 per subsequent tagged hit, over an 8s duration…DefensiveThe spirit lifesteal it enables is her only meaningful in-combat healing.1+15% spirit lifesteal2-10s cooldown (from a 20s base) and +3m cast range5+22 damage and +0.2 spirit scaling's mark — stripping it removes both her bonus Spirit Damage and her only real in-combat healing
Break Dazzling TrickDazzling Trick38s CooldownCeleste wraps herself in a protective prism.Crowd ControlSilence on nearby enemies when the barrier is destroyed;DamageDeals a portion of the barrier value as damage on break;MobilityTier 1 grants +3.5m move speed while active.1+3.5m move speed2+80 combat barrier and +0.7 spirit scaling5+1.5s silence duration and -20s cooldown from range rather than in melee; the Silence on break is proximity-based, so popping it from a step back costs you nothing
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
Walk out of the Radiant DaggersRadiant Daggers25m Range33s CooldownCeleste calls a shaft of light down from above a chosen point.Damage55 impact damage base (deadlock.one);DefensiveUsed behind her to deter a chase through a corridor.1+2 charges2+70 impact damage, -22s cooldown and +5m cast range5+5% spirit amp and +9% fire rate per stack marked area before the beam finishes forming — the delay is the entire counterplay and denies her the stacking spirit amp as well
Spread out at objectives; Shining WonderShining Wonder170s CooldownCeleste launches an orb of light that damages the first target it strikes, slowing them and shortening their dash distance, then bounces on to other enemies in range.Crowd ControlMovement slow plus a dash-distance reduction on each target hit;Damage125 base spirit damage (Game data, 30 October 2026);DefensiveSlowing a chase is a real disengage use for a hero this fragile.1+20% move-speed slow and -15% dash distance2+90 damage5+8 maximum bounces and -30s cooldown bounces between clustered enemies and the 09-16-2026 radius nerf makes even modest spacing effective
Use knockups and displacement (Dynamo's Kinetic PulseKinetic Pulse26s CooldownDynamo sends a wave of energy racing along the ground in front of him.Crowd ControlKnockup — brief airborne loss of control.Damage115 spirit damage base (deadlock.one);DefensiveThe knockup interrupts an incoming dive or channel, buying his team the…1+1 charge2applies -15% bullet resist and a 30% move-speed slow for 4s5+135 damage and +20m cast range, Billy's BashdownBashdown4m Range35s CooldownBilly drives his bat into the ground.Crowd ControlPulls airborne enemies downward plus a knockup shockwave on the ground — two…Damage35 spirit damage scaling with Spirit Power (deadlock.one);DefensiveThe knockup interrupts an incoming dive or a channelled ability.1-10s cooldown (from a 35s base)2+1 charge and +2m radius5-3s charge time and now deals 50% heavy melee damage, Bebop's Exploding UppercutExploding Uppercut22s CooldownBebop swings upward, knocking back everyone close to him.Crowd ControlKnockback/knockup on the initial hit, plus a fire-rate reduction applied by…DamageNot sourced as a single figure on current pages;Mobilitynone for Bebop himself;1roughly -11s cooldown (base is about 22s)2+9 uppercut hit buff and +30% weapon damage5on hero hit, resets Grapple Arm's cooldown and restores about +18% of his missing health) to cut her air mobility mid-flight — mobalytics lists displacement as a direct counter
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
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
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
Radiant Daggers denies chokepoints and objective circles outright; with T1's extra charges she can cover two exits at once
Shining Wonder shortens your dash distance as well as slowing you, which specifically breaks dash-chain escapes rather than merely delaying them
Her air-control passive plus four stamina charges means chasing her through vertical terrain usually just wastes your stamina
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
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
Her stamina charges third — chasing her through vertical routes burns her stamina, and since the 09-16-2026 patch raised her stamina cooldown to 5.3s she cannot refill them quickly
Shining Wonder is denied by spacing rather than baited; it seeks targets, so there is no dodge, only spread
The 38s after Dazzling Trick is spent — she is a sub-700-health hero with no barrier, no Silence and no untargetable escape
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
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
During her 2.00s reload with an 8-round clip; at 1.72 shots per second she empties and reloads frequently
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
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
Knockups and displacement cut off her air mobility, which is her primary defence
In lane, good at
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
Light Eater's spirit Lifesteal lets her stay in lane longer than her health pool suggests
In lane, weak to
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
Only ~31 weapon DPS before Light Eater tags, so she cannot win a straight trade early
Vulnerable to knockups and displacement, which cut off her air mobility mid-flight
Light Eater T1/T2 — The extra spirit Lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes
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
Shining Wonder unlock — Gives her the multi-target slow and dash reduction she needs to matter in a real teamfight
Late 35min+ with Radiant Daggers T3 stacks — +5% more spirit amp and +9% fire rate per stack compound through a long fight, which is where her late-game scaling lives
Burst Marksman Rifle with Ricochet ("Carny Life")
Medium RangeProjectileBouncy
31DPS
Falloff Range 22m → 60m
A slow burst weapon at 18.00 per bullet and only 1.72 shots per second (~31 DPS) with an 8-round clip and a 2.00s reload, firing very slow 50 m/s projectiles. Its defining quirk is a bounce mechanic: shots that hit a surface near an enemy ricochet onto them with aim assistance, so near-misses still land and direct hits can carry to a secondary target. Low raw DPS is intentional — her damage comes from spirit conversion via Light Eater, not from the gun itself.
18Bullet Damage
1Pellets per Shot
1.72Bullets per sec
8Ammo
2sReload Time
50m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
690Health
1Health Regen
6.20m/sMove Speed
1.60m/sSprint Speed
4Stamina
5.30sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Celeste 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)55.3% together+2.6% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)53.6% together+2.2% 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)53.4% together+1.7% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)53.2% together+1.5% 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)53.8% together+1.4% 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)52.0% together+1.0% above expected
Celeste wins 48.1% of games overall.
Who counters Celeste and who Celeste counters: all 43 opponents, from Celeste's hardest to easiest, with how far each sits from that average. Celeste strugglesCeleste 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 Celeste in particular: Haze (Celeste wins 44.0%).
Pick an ability to see what it does and how to play around it.
Light Eater
Ability 1 · Frontal Cone Debuff Applying a Spirit-Damage-on-Hit Mark
Celeste fires a flare of light in a cone ahead of her. Enemies caught by it take additional Spirit Damage whenever she subsequently attacks them, and those attacks return spirit Lifesteal to her.
Purpose: 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.
Damage
40 flare damage + 15 per subsequent tagged hit, over an 8s duration (deadlock.one).
Defensive
The spirit Lifesteal it enables is her only meaningful in-combat healing.
How to play against it
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
Interactions
Nerfed on 09-16-2026: spirit Lifesteal cut from 20% to 18%
Debuff-removal effects strip the mark entirely, which is why dispel items are a clean answer to her
Because it is a cone with limited range (+3m at Tier 2), it forces her to be closer than her fragility comfortably allows
The bounce weapon plus the tag means she can sustain off a target she is not even directly aiming at
Upgrade tiers
T1: +15% spirit Lifesteal
T2: -10s cooldown (from a 20s base) and +3m cast range
T3: +22 damage and +0.2 spirit scaling
Dazzling Trick
Ability 2 · Self-Barrier That Silences on Break
Celeste wraps herself in a protective prism. If enemies destroy the barrier, it shatters and silences everyone nearby while dealing a share of the barrier's value as damage.
Purpose: A trap disguised as a shield. It is her defensive cooldown, but it is also her anti-dive tool — an attacker who bursts through the barrier silences themselves and then cannot use abilities to finish the kill or escape.
Damage
Deals a portion of the barrier value as damage on break; base barrier is 100, with Tier 2 adding +80 and 0.7 spirit scaling (deadlock.one).
Crowd control
Silence on nearby enemies when the barrier is destroyed; Tier 3 adds +1.5s Silence duration.
Mobility
Tier 1 grants +3.5m move speed while active.
Defensive
Absorbs damage directly and punishes whoever removes it.
How to play against 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
Interactions
The 09-16-2026 patch increased its cooldown to 38s (up from the 32s listed on deadlock.io's June page), which is a meaningful nerf to how often she can hold it
Tier 3 both extends the Silence and cuts the cooldown by 20s, and deadlock.io notes it enables Shining Wonder bounces
Breaking the barrier from range avoids the Silence entirely — the Silence is proximity-based
It stacks with her air-mobility passive to make her very hard to burst down mid-air
Upgrade tiers
T1: +3.5m move speed
T2: +80 combat barrier and +0.7 spirit scaling
T3: +1.5s Silence duration and -20s cooldown
Radiant Daggers
Ability 3 · Charged Delayed-Detonation Light Beam with a Stacking Self-Buff
Celeste calls a shaft of light down from above a chosen point. After a brief formation delay it fully manifests and detonates, damaging everything in the area. Each time it strikes an enemy hero she gains a stacking buff to her Spirit Damage.
Purpose: 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.
Damage
55 impact damage base (deadlock.one); Tier 2 adds +70 and cuts 22s off the 33s cooldown. Tracklock reports the stacking buff caps at 6 stacks.
Defensive
Used behind her to deter a chase through a corridor.
How to play against it
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
Interactions
The formation delay means it is almost always dodged by a mobile target unless it is placed where the target has to be — a doorway, an objective, on top of a Dynamo SingularitySingularity250s CooldownDynamo 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 ControlAoE stun plus a continuous vacuum pull for the full channel duration — the…Damage75 spirit damage per second base (deadlock.one) over a ~2.75s channel;Mobilitynone; Dynamo is rooted in place for the channel1+2m vacuum radius2+0.75s channel time5+6% damage per enemy's missing health
Stacking spirit amp plus the Tier 3 fire rate bonus makes her genuinely dangerous in a long fight and harmless in a short one
Tier 1's +2 charges is a large practical spike because it lets her cover two positions rather than guessing one
Note the naming oddity: the ability is called Radiant Daggers but both deadlock.one and deadlock.io describe it as a descending beam of light — the name and the visual do not obviously match, which is worth re-checking in game
Upgrade tiers
T1: +2 charges
T2: +70 impact damage, -22s cooldown and +5m cast range
T3: +5% spirit amp and +9% fire rate per stack
Shining Wonder
Ultimate · Bouncing Seeking Orb with Slow and Dash-Distance Reduction
Celeste launches an orb of light that damages the first target it strikes, slowing them and shortening their dash distance, then bounces on to other enemies in range. If nothing is in range it hovers for a short time still looking for a target, and it prefers enemy heroes over other units.
Purpose: Her teamfight contribution and her anti-mobility tool. The dash-distance reduction is unusual and specifically punishes heroes who rely on dash chains to close or escape.
Damage
125 base Spirit Damage (Game data, 30 October 2026); Tier 2 adds +80.
Crowd control
Movement slow plus a dash-distance reduction on each target hit; Tier 1 adds +20% slow and -15% dash distance.
Defensive
Slowing a chase is a real disengage use for a hero this fragile.
How to play against 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
It prioritises heroes over other units, so there is no way to body-block it with troopers
Interactions
The 09-16-2026 patch decreased its radius and reduced its bounce limits — the June-dated upgrade figures (+8 max bounces at T3) predate that change and should be treated as an upper bound
It is target-seeking rather than aimed, so spreading out is the counter rather than dodging
Dash-distance reduction is a rare debuff and is particularly punishing for heroes whose escape is a dash chain rather than a blink
170s base cooldown, dropping 30s at Tier 3
Upgrade tiers
T1: +20% move-speed slow and -15% dash distance
T2: +90 damage
T3: +8 maximum bounces and -30s cooldown
Patch history for these abilities (2)
Light Eater The 09-16-2026 patch reduced its spirit Lifesteal from 20% to 18%.
Shining Wonder Note: the 09-16-2026 patch reduced bounce limits, so the effective ceiling is now lower.
Values were last changed in patch 10-30-2026.
Celeste's win rate by game length
Game length changes little for Celeste compared with other heroes: #29 of 44 in games under 25 minutes, #26 of 44 from 25 to 40, #33 of 44 past 40. The "Late Game" tag at the top is about how the kit comes online; on this patch the results do not show Celeste passing other heroes in long games.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
43.4%
−4.7%
1,635
15–20
47.0%
−1.1%
3,886
20–25
47.8%
−0.3%
11,550
25–30
48.0%
−0.1%
34,342
30–35
47.9%
−0.2%
71,082
35–40
47.9%
−0.2%
80,597
40–45
48.2%
+0.1%
56,122
45–50
48.7%
+0.6%
29,864
50–55
48.7%
+0.6%
14,452
55–60
48.7%
+0.6%
5,753
60+
49.0%
+0.9%
2,958
"vs usual" is against Celeste's 48.1% 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 Celeste 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 Celeste as Medium; Lockbuilds' difficulty tier list places her at Hard. Her bounce-based weapon and air-movement passive push toward the higher rating in practice.