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Drifter

AssassinSkirmisher Hybrid Damage Mid Game High Difficulty

Patch 10-30-2026, 427,064 matches. Updated daily.

How to counter and play Drifter

Items to buy

  • vs silences and ability denial Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier
  • 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
  • Move in pairs from the mid-game onward — Bloodscent Bloodscent 80m Range Isolated enemy heroes leave a visible trail as they move and their heartbeat is audible to Drifter from a distance. Damage Amplified damage against isolated heroes; Mobility Tier 1 grants +3 m/s move speed around isolated enemies. Defensive Tier 2 heals 24% of missing health and restores 2 stamina when an isolated… 1 +3 m/s move speed around isolated enemies 2 heal 24% of missing health and restore 2 stamina on isolated hero death 5 +12% amplified damage 's detection and amplification and the whole Eternal Night Eternal Night 100m Range6.5s Duration145s Cooldown Drifter blankets nearby enemy heroes in darkness, badly restricting what they can see of other units. Crowd Control Vision denial rather than conventional crowd control — affected heroes… Damage No direct damage; it enables Bloodscent's amplification instead. Mobility Tier 1 adds +10 m/s sprint speed. 1 +10 m/s sprint speed 2 -40s cooldown (from a 145s base) 5 +2.75s duration and +1 maximum target payoff all key off you being isolated, and two heroes together shut all of it off
  • Dodge the Stalker's Mark Stalker's Mark 5s Duration26s Cooldown Drifter throws out a mark that latches onto the first enemy it touches, bleeding them for spirit damage over time. Crowd Control None directly, though Tier 3's -40% healing reduction functions as an… Damage 2.0% bleed damage per second scaling with Spirit Power over a 5s duration… Mobility The recast is an instant teleport to directly behind the marked target —… 1 -8% bullet resist on the target after the ambush 2 -10s cooldown (from a 26s base) and +3s duration 5 +1.5% bleed damage and -40% healing reduction projectile or put a body in its path; without the mark he has no gap-close whatsoever and cannot reach you
  • If you are marked, cleanse the bleed immediately — removing it cancels the pending teleport window entirely
  • If you cannot cleanse, stand with your back to a wall and inside your team's peel; he materialises directly behind you, so denying him a safe arrival point is the next best thing
  • Kite outside 27m. His bullets stop at that distance, so his gun does nothing while yours keeps hitting
  • Stun or Silence him during Eternal Night's 1s cast delay to cancel a 145s ultimate
  • Pick and hold hard AoE lockdown into him; he has no escape and 1-tier durability
  • Deny the early isolated kills; the permanent weapon damage stacks are how he snowballs, and a stackless Drifter is a fragile shotgun with no escape
  • Stalker's Mark lands a bleed from range and then, at any point in the next 5-8 seconds, teleports him directly behind you — there is no warning frame and he arrives inside the 22m band where his shotgun does full damage
  • Bloodscent means walking alone anywhere within 80m of him is broadcasting your position: he sees your movement trail and hears your heartbeat, and he does amplified damage to you specifically
  • At Rend Rend 16m Range16s Cooldown Drifter sweeps a cone in front of him for spirit damage. Crowd Control None at base; Tier 3 adds a 2s silence when the target is at close range. Damage 40 spirit damage scaling with Spirit Power (deadlock.one); Defensive The Tier 3 silence can shut off an escape ability for two seconds, which is… 1 +40 bonus damage 2 -8s cooldown (from a 16s base) 5 deals 55% heavy melee damage and silences close-range enemies for 2s T3 the post-teleport cone silences you for 2s at close range, so the escape ability you were saving does not fire
  • Stalker's Mark T3 applies -40% healing reduction, so your support cannot heal you out of the ambush
  • Eternal Night blinds your whole group to each other and flags all of you as isolated, turning his entire amplification package on during a teamfight where it should not work
  • Every isolated hero he kills permanently increases his weapon damage — an unpunished early game makes his point-blank burst unanswerable later
  • Stalker's Mark above everything — it is his only gap-close, his only mobility and his kill-confirm. Force the projectile to miss or eat it on a tanky body, and he has 16-26s with no way to reach your backline at all
  • Rend second, because at T3 it carries the Silence that seals the ambush. If he throws the cone at range for chip damage, the close-range melee bonus and the Silence are both wasted
  • Eternal Night is denied rather than baited: stay grouped so the isolation flag has no one to apply to, and the ultimate becomes a 145s vision inconvenience
  • Do not try to bait Bloodscent; it is a passive and the only counter is refusing to be alone
  • The 16-26s after Stalker's Mark is spent or missed — he has no gap-close, no blink and no escape, and he is a 1-durability hero standing in the open
  • Immediately after his teleport arrival: he is at point-blank range inside your team with no way out, which is why arriving next to your peel rather than alone flips the ambush
  • During Eternal Night's 1s cast delay — a Stun here wastes a 145s ultimate
  • Any time you are more than 27m away; his bullets stop there, so his gun does nothing
  • Mid-reload: a 12-round clip at 20.10 per bullet empties fast and the 2.44s reload is a long gap with no CC to protect him
  • Whenever your team is grouped: with no isolated targets, Bloodscent's amplification, its move speed bonus and its heal-on-kill are all switched off at once

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

Good at

  • A heavy 20.10-damage-per-bullet shotgun, with burst on top from Rend
  • Stalker's Mark is a targeted blink that makes any isolated backline hero reachable
  • Bloodscent gives free information on lone enemies at 80m and permanently scales him for killing them
  • Native healing reduction at Stalker's Mark T3 makes him strong into sustain-heavy targets
  • Eternal Night converts his lone-hunter kit into a teamfight tool

Weak to

  • Zero ranged presence — his bullets stop at 27m, so he has to get close before his gun does anything
  • No escape tool at all; his only mobility moves him toward the enemy
  • Almost no crowd control beyond the conditional Rend T3 Silence, and zero peel for allies
  • Deadlock Labs and dodge.gg both note he is neutralised by grouped enemies who deny the isolation condition
  • Fragile — a single caught Stun chain kills him, and he is vulnerable to heroes with reliable AoE lockdown

In lane, good at

  • 20.10 damage per bullet, applied at point-blank range in short trades
  • Stalker's Mark gives him a kill-confirm from range
  • Bloodscent's 80m detection means he knows exactly when the enemy laner has separated from their partner

In lane, weak to

  • His bullets stop at 27m, so he has to get close before his gun does anything
  • No escape whatsoever — Stalker's Mark teleports him toward the target, not away from it
  • Low durability; a Stun chain he walks into is usually fatal
  • Poor against a lane duo that stays paired, because the isolation passive never turns on
  • Stalker's Mark T2 (roughly 4-6k souls) — -10s cooldown and +3s bleed duration roughly double how often he gets an ambush window
  • Rend T3 — The 2s close-range Silence turns the post-teleport moment into a guaranteed kill against escape-reliant heroes
  • Eternal Night unlock — Lets Bloodscent's amplification work in teamfights
  • Late 30min+ with accumulated Bloodscent stacks — Permanent weapon damage from isolated kills compounds; a fed Drifter's shotgun becomes genuinely unanswerable point-blank

Heavy Short-Range Spreadshot ("Crimson Grasp")

SpreadshotClose Range

45.6 DPS

Falloff Range 22m 27m

A heavy-hitting shotgun at 20.10 per bullet for about 46 DPS (about 31 sustained) from a 12-round clip with a 2.44s reload. His damage starts dropping at 22m, is down to 60% by 27m, and his bullets stop there. Past 27m his gun does nothing.

  • 20.10 Bullet Damage
  • 3 Pellets per Shot
  • 2.27 Bullets per sec
  • 12 Ammo
  • 2.44s Reload Time
  • 508m/s Bullet Velocity
  • 51.5Light Melee
  • 120Heavy Melee
Vitality and movement
  • 755 Health
  • 3.50 Health Regen
  • 6.90m/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 Drifter wins most with, against what their two win rates would predict.

  • 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) 59.0% together +5.1% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 58.2% together +4.9% above expected
  • 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) 58.4% together +4.2% above expected
  • Lady Geist Lady Geist BruiserSkirmisherClose rangeHybrid damage Personal sustain between 100% Life Drain conversion and lifesteal itemisation Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing very high (3/3) 55.7% together +3.8% 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) 56.6% together +3.3% 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) 56.5% together +3.2% above expected

Every Drifter duo →

Every Drifter matchup

Drifter wins 51.2% of games overall. Who counters Drifter and who Drifter counters: all 43 opponents, from Drifter's hardest to easiest, with how far each sits from that average. Drifter struggles Drifter 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 Drifter in particular: Baba (Drifter wins 44.7%) and Dynamo (Drifter wins 48.1%).

Only matches whose average rank was Oracle and above, where Drifter wins 50.8% overall.

Abilities

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

Rend

Ability 1 · Frontal Cone Slash with a Close-Range Melee Bonus

Drifter sweeps a cone in front of him for Spirit Damage. If the target is close enough, the strike also lands bonus Melee Damage.

Purpose: His opening and a close-range button. Because the bonus only applies point-blank, it reinforces the rest of his kit's demand that he be right on top of you.

Damage
40 Spirit Damage scaling with Spirit Power (deadlock.one); Tier 1 adds +40 bonus damage and Tier 3 adds 55% heavy Melee Damage.
Crowd control
None at base; Tier 3 adds a 2s Silence when the target is at close range.
Defensive
The Tier 3 Silence can shut off an escape ability for two seconds, which is defensively useful in a chase.

How to play against it

  • It is a frontal cone with a 0.4s cast delay — strafing out of the arc denies it, and staying past close range denies the melee bonus and the T3 Silence entirely
  • The Silence at T3 is close-range only, so maintaining even a small gap keeps your abilities available
  • Bait the cone with a lateral dash, then punish the 0.4s cast delay

Interactions

  • The Tier 3 close-range Silence combined with the Stalker's Mark teleport is the combo that stops a target escaping after he appears behind them
  • The melee bonus only triggers at close range, so a Rend thrown at the edge of its 16m range is worth far less
Upgrade tiers
  • T1: +40 bonus damage
  • T2: -8s cooldown (from a 16s base)
  • T3: deals 55% heavy Melee Damage and silences close-range enemies for 2s

Stalker's Mark

Ability 2 · Bleed Projectile with a Delayed Teleport-Behind Recast

Drifter throws out a mark that latches onto the first enemy it touches, bleeding them for Spirit Damage over time. While the bleed is running he can recast the ability to instantly materialise directly behind that target.

Purpose: His engage, his chase and the reason no backline is actually safe. It is a conditional blink — he cannot teleport to just anywhere, only to a target he has already marked.

Damage
2.0% bleed damage per second scaling with Spirit Power over a 5s duration (deadlock.one); Tier 3 adds +1.5% bleed.
Crowd control
None directly, though Tier 3's -40% healing reduction functions as an anti-sustain debuff.
Mobility
The recast is an instant teleport to directly behind the marked target — effectively a targeted blink with a 5s (8s at T2) window.
Defensive
Essentially none; the teleport moves him toward danger, not away from it.

How to play against it

  • Dodge the initial projectile — it has only a 0.15s cast delay but it is still a travelling projectile and it stops on the first target hit, so a body between you and him blocks it
  • If you are marked, immediately cleanse the bleed; removing it cancels the teleport window outright
  • If you are marked and cannot cleanse, pre-position with your back to a wall or your team — he arrives directly behind you, and arriving inside your team's peel is much worse for him
  • Turn to face the expected arrival point the instant the bleed ticks; the teleport is predictable in direction even if not in timing

Interactions

  • The bleed duration is the teleport window — surviving or cleansing the bleed removes his ability to close
  • Tier 3's -40% healing reduction is a native anti-heal, which makes him unusually strong into sustain-heavy targets
  • Dodging the initial projectile denies Drifter his gap-close; without the mark he has none at all
  • Debuff-cleanse items strip the bleed and therefore cancel the pending teleport
Upgrade tiers
  • T1: -8% Bullet Resist on the target after the ambush
  • T2: -10s cooldown (from a 26s base) and +3s duration
  • T3: +1.5% bleed damage and -40% healing reduction

Bloodscent

Ability 3 · Passive Detection and Damage Amplification Against Isolated Heroes

Isolated enemy heroes leave a visible trail as they move and their heartbeat is audible to Drifter from a distance. He deals amplified damage to isolated heroes, and when an isolated hero dies near him he gains a permanent increase to his weapon damage.

Purpose: The hero's defining passive. It gives him free information on anyone who wanders off alone, makes him disproportionately lethal against that person, and then permanently scales him for killing them.

Damage
Amplified damage against isolated heroes; Tier 3 adds +12% amplification. Dodge.gg reports roughly 15% amplification against lone enemies (secondary source).
Mobility
Tier 1 grants +3 m/s move speed around isolated enemies.
Defensive
Tier 2 heals 24% of missing health and restores 2 stamina when an isolated hero dies nearby.

How to play against it

  • Do not farm, rotate or ward alone anywhere within 80m of him — being isolated is what turns on both his detection and his damage amplification
  • Move in pairs during the mid-game; two heroes together negate the passive completely
  • Denying him isolated kills denies the permanent weapon damage stacks, which is how he scales — a Drifter with no stacks is a normal shotgun assassin

Interactions

  • The detection range is 80m, which is far enough that leaving your team anywhere in his half of the map is visible to him
  • Eternal Night artificially flags enemies as isolated, which is the bridge that lets this passive function during a teamfight
  • Sources do not state the precise mechanical threshold for 'isolated' (distance from allies, number of nearby allies) — this is a genuine gap worth verifying in game
  • Because the weapon damage gain is permanent, an early-game Drifter who farms kills on lone farmers snowballs hard
Upgrade tiers
  • T1: +3 m/s move speed around isolated enemies
  • T2: heal 24% of missing health and restore 2 stamina on isolated hero death
  • T3: +12% amplified damage

Eternal Night

Ultimate · Area Vision-Denial That Artificially Flags Targets as Isolated

Drifter blankets nearby enemy heroes in darkness, badly restricting what they can see of other units. Those enemies are briefly revealed to him and count as isolated for the duration, and he gains extra sprint speed.

Purpose: The ability that lets a lone-target hunter function inside a teamfight. It blinds a group to each other, marks them all as isolated so Bloodscent's amplification applies, and gives him the speed to work through them.

Damage
No direct damage; it enables Bloodscent's amplification instead.
Crowd control
Vision denial rather than conventional crowd control — affected heroes cannot see other units properly.
Mobility
Tier 1 adds +10 m/s sprint speed.
Defensive
Blinding the enemy team is defensively useful in that they cannot coordinate focus fire on him.

How to play against it

  • The 1s cast delay is the window to Stun or Silence him and cancel the ultimate
  • Once it lands, group tightly and use voice or pings rather than vision — the ability denies sight of other units, not your ability to walk to a known position
  • Retreat toward your own tower or Guardian; those fixed objectives do not depend on you seeing your teammates
  • Note the target cap — it affects a limited number of nearby heroes (+1 at T3), so a spread team means some members are unaffected and can still see

Interactions

  • This is the mechanic that lets him keep his bonuses in teamfights: dodge.gg notes it lets him 'activate all isolation bonuses even in teamfight scenarios'
  • 6.5s base duration with a 1s cast delay and 100m range; Tier 3 adds +2.75s and +1 max target
  • 145s base cooldown, dropping 40s at Tier 2
  • It reveals affected heroes to him while blinding them to each other, so the information asymmetry is total
Upgrade tiers
  • T1: +10 m/s sprint speed
  • T2: -40s cooldown (from a 145s base)
  • T3: +2.75s duration and +1 maximum target

Drifter's win rate by game length

Game length changes little for Drifter compared with other heroes: #20 of 44 in games under 25 minutes, #15 of 44 from 25 to 40, #16 of 44 past 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: 49.3% over 2,550 games 49.3% 15–20 min: 49.8% over 5,280 games 49.8% 20–25 min: 50.3% over 14,750 games 50.3% 25–30 min: 51.1% over 47,656 games 51.1% 30–35 min: 52.1% over 101,226 games 52.1% 35–40 min: 51.9% over 113,542 games 51.9% 40–45 min: 51.1% over 76,162 games 51.1% 45–50 min: 50.2% over 39,429 games 50.2% 50–55 min: 48.8% over 18,092 games 48.8% 55–60 min: 47.8% over 6,814 games 47.8% 60+ min: 49.3% over 3,422 games 49.3% 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 49.3% −1.9% 2,550
15–20 49.8% −1.4% 5,280
20–25 50.3% −0.9% 14,750
25–30 51.1% −0.1% 47,656
30–35 52.1% +0.9% 101,226
35–40 51.9% +0.7% 113,542
40–45 51.1% −0.1% 76,162
45–50 50.2% −1.0% 39,429
50–55 48.8% −2.4% 18,092
55–60 47.8% −3.4% 6,814
60+ 49.3% −1.9% 3,422

"vs usual" is against Drifter's 51.2% 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 Drifter 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 Drifter at Hard.