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 backline assassinationGuardian WardGuardian Ward1,600 soulsTier 2ArmorPress+60sCooldown+0.2sCast Delay+1.5Out of Combat Regen+6sBuff Duration+8%Ability Range+8%RadiusBuilds from GritSlowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
vs gap closers and escapesHigh-Velocity RoundsHigh-Velocity Rounds800 soulsTier 1WeaponPassive+45%Bullet Velocity+8%Weapon DamageMystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%RadiusCold FrontCold Front1,600 soulsTier 2TechInstantCast+25sCooldown+4sDuration+0.6sSpread Duration:+48%Move Speed+6%Spirit Resist
Move in pairs from the mid-game onward — BloodscentBloodscent80m RangeIsolated enemy heroes leave a visible trail as they move and their heartbeat is audible to Drifter from a distance.DamageAmplified damage against isolated heroes;MobilityTier 1 grants +3 m/s move speed around isolated enemies.DefensiveTier 2 heals 24% of missing health and restores 2 stamina when an isolated…1+3 m/s move speed around isolated enemies2heal 24% of missing health and restore 2 stamina on isolated hero death5+12% amplified damage's detection and amplification and the whole Eternal NightEternal Night100m Range6.5s Duration145s CooldownDrifter blankets nearby enemy heroes in darkness, badly restricting what they can see of other units.Crowd ControlVision denial rather than conventional crowd control — affected heroes…DamageNo direct damage; it enables Bloodscent's amplification instead.MobilityTier 1 adds +10 m/s sprint speed.1+10 m/s sprint speed2-40s 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 MarkStalker's Mark5s Duration26s CooldownDrifter throws out a mark that latches onto the first enemy it touches, bleeding them for spirit damage over time.Crowd ControlNone directly, though Tier 3's -40% healing reduction functions as an…Damage2.0% bleed damage per second scaling with Spirit Power over a 5s duration…MobilityThe recast is an instant teleport to directly behind the marked target —…1-8% bullet resist on the target after the ambush2-10s cooldown (from a 26s base) and +3s duration5+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 RendRend16m Range16s CooldownDrifter sweeps a cone in front of him for spirit damage.Crowd ControlNone at base; Tier 3 adds a 2s silence when the target is at close range.Damage40 spirit damage scaling with Spirit Power (deadlock.one);DefensiveThe Tier 3 silence can shut off an escape ability for two seconds, which is…1+40 bonus damage2-8s cooldown (from a 16s base)5deals 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
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
45.6DPS
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.
20.10Bullet Damage
3Pellets per Shot
2.27Bullets per sec
12Ammo
2.44sReload Time
508m/sBullet Velocity
51.5Light Melee
120Heavy Melee
Vitality and movement
755Health
3.50Health Regen
6.90m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina 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.
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)59.0% together+5.1% 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)58.2% together+4.9% above expected
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)58.4% together+4.2% 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)55.7% together+3.8% 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)56.6% together+3.3% 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)56.5% together+3.2% above expected
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 strugglesDrifter 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%).
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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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.