vs invisibilityTorment PulseTorment Pulse3,200 soulsTier 3TechPassive+1.4sCooldown+100Bonus Health+22%Melee Resist
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 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
Buy Metal SkinMetal Skin3,200 soulsTier 3ArmorInstantCast+24sCooldown+5sDuration+12%Bullet Resist-20%Dash Distance+20%Gravity Scale and hold it for Bullet DanceBullet Dance3.5s Duration165s CooldownEnters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage.Damageadded bullet damage on top of her weapon;Mobilitytier 2 adds about +3 m/s move speed and +10% fire rate during the channelDefensivetier 3 grants 40% evasion, which is a substantial survivability window…1+10% fire rate and about +3 m/s movement speed240% evasion and about -65s cooldown — bullet immunity turns her ultimate into nothing
Bring one hard interrupt for the channel: Silence WaveSilence Wave3,200 soulsTier 3TechInstantCast+42sCooldown+3sDuration+0.1sCast Delay+90Bonus Health, KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius, Guided OwlGuided Owl125s CooldownAfter a short cast, Grey Talon takes control of a spirit owl and flies it across the map;Crowd Controlarea stun on detonationDamageabout 230 at base spirit power (deadlock.one)Mobilitynone for Grey Talon — in fact he is locked in place1+85 damage2-40s cooldown5instantly kills enemies below about 22% health and grants permanent Spirit Power per…, Concussive CombustionConcussive Combustion190s CooldownTurns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy.Crowd Controlarea stun on detonation;Damageabout 125 spirit at base (deadlock.one)Defensiveuninterruptible, so it functions as a panic button that punishes whoever…1+100 damage2about -65s cooldown and +100% explosion lifesteal5+0.9s stun duration, +10m radius and +0.4 spirit scaling on the damage, Stone FormStone Form3s Duration40s CooldownTurns Ivy into impervious stone and slams her into the ground, stunning and damaging nearby enemies and healing her for a portion of her maximum health.Crowd Controlarea stun on landing; tier 3 extends the stun durationDamageabout 75 at base spirit power (deadlock.one);Mobilitya downward slam — it repositions her vertically, especially when combined…1-25s cooldown2increased stun duration and improved damage scaling or Spirit LassoSpirit Lasso20m Range2.3s Duration130s CooldownThrows a lasso that deals spirit damage, pulls the target toward her, and stuns them.Crowd Controlpull (displacement) plus stun (hard CC)Damageabout 80 spirit at base (deadlock.one)Mobilityshe can relocate while lassoing, dragging the victim with her1+80 damage2-40s cooldown all end Bullet Dance instantly
Stack Bullet Armor — her entire damage profile including FixationFixation6s DurationEach bullet that lands on a target adds a stack of bonus weapon damage against that specific target;Crowd Controltier 1 applies about 40 spirit damage and a 12% slow for 2s every 20 stacksDamageroughly +0.2 weapon damage per stack at base;1every 20 stacks deals about 40 spirit damage and applies a 12% slow for 2 seconds2+40 maximum stacks and +5 seconds of stack duration5+0.11 damage per stack, and the bonus now scales with her weapon damage's bonus is weapon damage, so Bullet Resist is a pure counter, not a partial one
Group and use the proximity reveal on Smoke BombSmoke Bomb8s Duration33s CooldownVanishes from sight and gains bonus sprint speed.Mobilitysignificant sprint speed bonus while active;Defensivean escape — at tier 3 it also purges non-ultimate debuffs and grants 50%…1grants 2 ability charges2removes non-ultimate debuffs on cast and grants 50% bullet lifesteal for 5 seconds: a team standing together simply sees her arrive and never gives her an isolated target
Contest her before 15 minutes — she has no wave-clear and very low base Bullet Damage, so early pressure permanently sets back a hero whose whole plan is scaling
Break line of sight for a few seconds mid-fight to wipe her Fixation stacks and force her to rebuild the ramp
Haze can throw Sleep DaggerSleep Dagger30s CooldownThrows a dagger that damages the target and puts them to sleep.Crowd Controlsleep (hard CC); target wakes roughly 0.1s after taking damage. Tier 2 adds…Damageabout 65 at base spirit power (deadlock.one)Defensivesleeping a chaser is her cleanest disengage, and it works from inside Smoke…1reduces the target's bullet resist by 10% for 6 seconds on wake-up2+1 second sleep duration and applies 15 Fixation stacks5about -17s cooldown, plus 40% movement and dash speed slow for 3 seconds after waking while invisible from Smoke Bomb, so you may not see her before you fall asleep
Fixation makes her time-to-kill drop the longer you fight her; the exchange you were winning at second two you are losing at second six
Bullet Dance with perfect accuracy plus stacked Lifesteal means a full-health squishy dies through their own healing if the channel is not interrupted
Smoke Bomb tier 3 purges your slows and curses on cast, so pre-applied CC does not stick to her
She picks off anyone who walks a jungle rotation alone — isolated farming is where her entire kill pattern lives
Smoke Bomb first — before tier 2 she has one charge, and a Haze without Smoke Bomb has no approach and no escape. Show a fake target, make her cloak to reposition, then collapse
Sleep Dagger second: force it on a durable frontliner who can be woken instantly by a teammate's chip damage, which wastes both the CC and the 15-stack Fixation head start
Bullet Dance last — bait it with a target who is holding Ethereal ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power or Metal Skin, so the channel is spent on someone who cannot be hurt by it
Do not try to bait Fixation — it is a passive; deny it with line of sight breaks and target rotation instead
The moment Smoke Bomb ends or is broken by her first shot — she is a low-durability hero standing in your line of sight with no escape for the cooldown
The entire Bullet Dance channel if you have any interrupt: she is committed and the ult goes on full cooldown
Her 2.35s reload with a 25-round magazine — at 9.5 rounds per second she empties fast and reloads often
Pre-15 minutes generally: no wave-clear, low base damage, and Fixation not yet upgraded
Right after a Sleep Dagger is used on a woken-up ally — the dagger has a long cooldown before tier 3, and without it her opener is just walking at you
She arrives from side angles, so watch the flank routes and keep your squishiest heroes together, since Smoke Bomb fails against anyone standing close. (Deadlock Atlas, Guides Factory)
Single-target sustained DPS ramps up once Fixation is stacked
Invisibility plus sprint gives her total control over when a fight starts
Smoke Bomb tier 3 purges non-ultimate debuffs, so most CC applied before she cloaks is wasted
Scales into the late game because her damage is a per-target ramp rather than a fixed value
Weak to
Bullet Dance is a channel — one Stun, Silence or knockdown deletes her ultimate
Metal Skin, Ethereal Shift and Frozen ShelterFrozen Shelter8m Range5s Duration190s CooldownFreezes the air around himself or a targeted hero, raising an impenetrable dome.Crowd Controlheavy slow on enemies caught inside;Defensiveabout +90 health regeneration and full protection from outside fire;1-30s cooldown (190s base)2enemies inside also fire 20% slower5purges non-ultimate debuffs and adds about +75 health regeneration with improved spirit… each individually invalidate her damage window
Fixation stacks are per-target, so forced target-swapping guts her output
Weak, slow early game with no wave-clear; a team that pressures her before 15 minutes denies her scaling entirely
In lane, good at
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost
Sleep Dagger from stealth is a guaranteed opener on a laner who steps up to secure a soul orb
Fixation means that if the enemy laner ever commits to a long trade, she wins it on the back half
In lane, weak to
Very low base Bullet Damage (about 5.3 per round) leaves her at a disadvantage in short early trades
No wave-clear ability at all; she farms slowly and depends on raw gun damage
Low durability and no damage reduction, so a lane bully with a gap-close (Abrams, Infernus, Shiv) can simply walk her down before Smoke Bomb is upgraded
Fixation stacks reset when she has to disengage, so a harassing laner denies her whole scaling mechanic
Bullet Dance unlock — Turns her from a single-pick threat into a fight-winning channel
Smoke Bomb tier 2 — Two charges means she can approach AND escape in the same fight, which is when her pick pressure becomes constant
Sleep Dagger tier 2 — The 15 pre-loaded Fixation stacks massively shorten her time-to-kill on an opener
Late 40min+ — Fixation tier 3's weapon-damage scaling plus stacked Lifesteal items raises her single-target DPS
Submachine Gun
Rapid FireClose Range
50.1DPS
Falloff Range 20m → 46m
Very high rate of fire (around 9.5 rounds per second) with tiny per-bullet damage (about 5.3) from a 25-round magazine, so her output is entirely about time on target rather than individual shots. Falloff starts at roughly 20m and bottoms out near 46m; headshots matter a lot because they generate triple Fixation stacks.
5.26Bullet Damage
1Pellets per Shot
9.52Bullets per sec
25Ammo
2.35sReload Time
762m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
730Health
2Health Regen
8.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Haze wins most with, against what their two win rates would predict.
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)60.5% together+6.0% 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)61.3% together+5.9% 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)58.6% together+5.5% 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)60.0% together+4.9% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)58.8% together+4.9% 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)58.8% together+4.3% above expected
Haze wins 53.6% of games overall.
Who counters Haze and who Haze counters: all 43 opponents, from Haze's hardest to easiest, with how far each sits from that average. Haze strugglesHaze 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 Haze in particular: Abrams (Haze wins 50.0%), Deadman Danny (Haze wins 48.3%) and Drifter (Haze wins 51.9%).
Pick an ability to see what it does and how to play around it.
Sleep Dagger
Ability 1 · Thrown Single-Target Skillshot with Sleep
Throws a dagger that damages the target and puts them to sleep. Damaging a sleeping target wakes them almost immediately.
Purpose: Her opener and her escape button — it removes one enemy from a fight for a moment, or buys the seconds she needs to break away, and crucially it does not break Smoke Bomb invisibility.
Damage
About 65 at base Spirit Power (deadlock.one)
Crowd control
Sleep (Hard CC); target wakes roughly 0.1s after taking damage. Tier 2 adds about +1s sleep duration; tier 3 adds a 40% movement and dash slow for about 3s after waking
Defensive
Sleeping a chaser is her cleanest disengage, and it works from inside Smoke Bomb
How to play against it
Have a teammate shoot you — any damage wakes a slept ally in about 0.1s, so a slept target near friends is barely CC'd at all
Dispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal Amount removes the sleep; UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer pre-cast makes you immune to it entirely
It is a thrown projectile with travel time — strafe, and do not stand still on a lane approach where she can dagger from stealth
Post-tier-3 the real threat is the 40% dash slow on wake, not the sleep — budget your escape item for after the wake, not before
Interactions
Does not break invisibility — she can dagger you while still cloaked
Tier 2 applying 15 Fixation stacks means the dagger is not just CC, it is a damage ramp head start
Any damage wakes the target almost instantly, including your own teammates' stray AoE — which is how you rescue a slept ally
It does NOT interrupt channeled abilities, so it cannot stop a channel the way a Stun can
Upgrade tiers
Tier 1: reduces the target's Bullet Resist by 10% for 6 seconds on wake-up
Tier 2: +1 second sleep duration and applies 15 Fixation stacks
Tier 3: about -17s cooldown, plus 40% movement and dash speed slow for 3 seconds after waking
Smoke Bomb
Ability 2 · Self-Invisibility with Sprint
Vanishes from sight and gains bonus sprint speed. Attacking ends the invisibility, but using items does not. Enemies standing close enough can see through it.
Purpose: The button that defines her — it is her approach tool, her escape tool, and her reset tool, and it means she chooses when and where every fight involving her starts.
Mobility
Significant sprint speed bonus while active; 2 charges at tier 2
Defensive
An escape — at tier 3 it also purges non-ultimate debuffs and grants 50% bullet Lifesteal for 5s
How to play against it
Buy a revealer item and place vision on her flank routes — she has to physically walk the approach, invisibility does not teleport her
Stand near teammates: the proximity reveal means a grouped team simply sees her arrive
Splash damage flushes her — NapalmNapalm20m Range25s CooldownSprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning.Crowd Controlmovement slow on everyone hitDamageabout 40 spirit at base plus the napalm coating over time (deadlock.one)Mobilitynone directly, though the slow effectively closes distance1+20% lifesteal2applies about +17% Damage Taken and -33% Healing to affected targets, Powder KegPowder Keg28s CooldownThrows a barrel that detonates after a short delay for spirit damage, applies a burn, and launches anyone caught in the blast into the air.Crowd Controlknockup on detonation — hard CC that removes the target's ability to strafeDamageabout 80 spirit at base plus burn damage over time;Mobilityself-launch: detonating it under her own feet is her primary traversal tool1-10s cooldown2+40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and…, Entangling ThornsEntangling Thorns4s Duration32s CooldownSummons a patch of choking thorns that damages and slows every enemy inside its radius.Crowd Controlmovement slow; tier 3 upgrades the effect to an immobilizeDamageabout 40 damage per second at base spirit power (deadlock.one)Defensivedropped at her own feet it discourages a melee chase1+2m radius and improved spirit scaling on the DPS2immobilizes enemies in the patch and Arctic BeamArctic Beam5s Duration28s CooldownChannels a beam of freezing energy in front of him that damages targets and progressively cuts their movement speed and fire rate the longer it stays on them.Crowd Controlramping movement speed and fire rate reduction;Damageabout 45 damage per second at base;Mobilitynone — it constrains his own movement while he holds it1about -20% fire rate and move speed on targets2about +20 DPS with improved spirit scaling5about -13s cooldown and fires 2 additional beams at targets within 10m all hit a cloaked hero in the area
At tier 3 the purge means applying a slow before she cloaks is wasted; save your CC for after the cloak ends
Interactions
Items still work while invisible, so she can pop Lifesteal or movement actives mid-cloak without revealing herself
Sleep Dagger does not break the invisibility, so she can open with CC while still hidden
There is a proximity reveal radius — standing close to her breaks the stealth regardless of what she does
Tier 3's debuff purge means slows, curses and most non-ultimate CC come off the moment she cloaks, but not debuffs that cannot be dispelled, such as the crash from Nurse HarrowNurse Harrow New hero Released 20 OctoberReleased 20 October. A healer with a cruel streak: Leech Therapy throws leeches that drain enemies and crawl back to make her permanently stronger, Wretched Vapors speeds an ally up and holds back the damage they take until it wears off, Healing Needles loads her gun with syringes that heal allies, and Lurking Terrors strips the dashes from anyone who looks at her, then sends them running in fear.'s Wretched VaporsWretched Vapors13m Range4s Duration40s CooldownHarrow cracks a vial over herself or an ally.Crowd ControlThe crash slows the buffed target's own actions by 20%;DamageNo damage of its own. The rush speeds every action up by 25% (+0.06 per…Mobilitynone, but the rush makes the target move and act 25% faster.1-15s cooldown and +7m cast range2+1s duration and +20% healing effectiveness5+20% rush speed, and the cast dispels non-ultimate debuffs
Upgrade tiers
Tier 2: grants 2 ability charges
Tier 3: removes non-ultimate debuffs on cast and grants 50% bullet Lifesteal for 5 seconds
Each bullet that lands on a target adds a stack of bonus weapon damage against that specific target; headshots add three stacks instead of one.
Purpose: The reason she is a late-game carry — her damage against one target climbs the longer she stays on it, so a fight she is allowed to sustain in is a fight she wins.
Damage
Roughly +0.2 weapon damage per stack at base; tier 3 adds about +0.11 per stack with weapon-damage scaling
Crowd control
Tier 1 applies about 40 Spirit Damage and a 12% slow for 2s every 20 stacks
How to play against it
Break line of sight for a few seconds — stacks decay, and forcing a reset costs her the entire ramp
Rotate who she is shooting: put a durable body between her and the carry so her stacks build on the target that does not mind
Bullet Armor and bullet-resist items scale well here because 100% of Fixation's payoff is weapon damage
Deny headshots by breaking her sightline vertically (crouch behind cover, use elevation) — headshots are 3x her stacking rate
Interactions
Stacks are per-target — switching targets throws away the entire ramp
Headshots grant 3 stacks, so headshot-accuracy items and aim matter disproportionately
Sleep Dagger tier 2 pre-loads 15 stacks, so the dagger-then-shoot opener is far stronger than raw shooting
RicochetRicochet6,400 soulsTier 4WeaponPassive+65%Ricochet Damage+18%Fire Rate and other multi-hit weapon items generate stacks faster because stacks come per bullet hit
Upgrade tiers
Tier 1: every 20 stacks deals about 40 Spirit Damage and applies a 12% slow for 2 seconds
Tier 2: +40 maximum stacks and +5 seconds of stack duration
Tier 3: +0.11 damage per stack, and the bonus now scales with her weapon damage
Bullet Dance
Ultimate · Channeled Multi-Target Auto-Fire
Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added Bullet Damage.
Purpose: Her teamfight payoff — combined with Fixation stacks and Lifesteal it turns her from a single-target assassin into something that deletes a grouped team, provided nobody interrupts her.
Damage
Added Bullet Damage on top of her weapon; exact per-shot bonus not sourced for 09-16-2026
Mobility
Tier 2 adds about +3 m/s move speed and +10% fire rate during the channel
Defensive
Tier 3 grants 40% evasion, which is a substantial survivability window mid-ult
Haze gets stronger the longer the game goes: 48.9% in games under 25 minutes (#25 of 44), 54.5% in games past 40 (#3 of 44). That matches the "Late Game" tag at the top of the page.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
49.3%
−4.3%
2,495
15–20
49.4%
−4.2%
5,105
20–25
48.6%
−5.0%
14,766
25–30
51.2%
−2.4%
48,658
30–35
53.6%
0.0%
103,011
35–40
54.5%
+0.9%
113,854
40–45
54.9%
+1.3%
75,808
45–50
54.1%
+0.5%
38,481
50–55
54.5%
+0.9%
17,263
55–60
52.9%
−0.7%
6,346
60+
51.5%
−2.1%
3,055
"vs usual" is against Haze's 53.6% 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 Haze 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: deadlocklabs.gg hero page lists in-game complexity as 1 of 3 stars (★☆☆)