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Haze

AssassinCarry Bullet Damage Late Game Low Difficulty

Patch 10-30-2026, 426,817 matches. Updated daily.

Haze

How to counter and play Haze

Items to buy

  • vs invisibility Torment Pulse Torment Pulse 3,200 souls Tier 3TechPassive +1.4s Cooldown +100 Bonus Health +22% Melee Resist
  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • 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
  • Buy Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale and hold it for Bullet Dance Bullet Dance 3.5s Duration165s Cooldown Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; 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… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown — bullet immunity turns her ultimate into nothing
  • Bring one hard interrupt for the channel: Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health , Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius , Guided Owl Guided Owl 125s Cooldown After a short cast, Grey Talon takes control of a spirit owl and flies it across the map; Crowd Control area stun on detonation Damage about 230 at base spirit power (deadlock.one) Mobility none for Grey Talon — in fact he is locked in place 1 +85 damage 2 -40s cooldown 5 instantly kills enemies below about 22% health and grants permanent Spirit Power per… , Concussive Combustion Concussive Combustion 190s Cooldown Turns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy. Crowd Control area stun on detonation; Damage about 125 spirit at base (deadlock.one) Defensive uninterruptible, so it functions as a panic button that punishes whoever… 1 +100 damage 2 about -65s cooldown and +100% explosion lifesteal 5 +0.9s stun duration, +10m radius and +0.4 spirit scaling on the damage , Stone Form Stone Form 3s Duration40s Cooldown Turns 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 Control area stun on landing; tier 3 extends the stun duration Damage about 75 at base spirit power (deadlock.one); Mobility a downward slam — it repositions her vertically, especially when combined… 1 -25s cooldown 2 increased stun duration and improved damage scaling or Spirit Lasso Spirit Lasso 20m Range2.3s Duration130s Cooldown Throws a lasso that deals spirit damage, pulls the target toward her, and stuns them. Crowd Control pull (displacement) plus stun (hard CC) Damage about 80 spirit at base (deadlock.one) Mobility she can relocate while lassoing, dragging the victim with her 1 +80 damage 2 -40s cooldown all end Bullet Dance instantly
  • Stack Bullet Armor — her entire damage profile including Fixation Fixation 6s Duration Each bullet that lands on a target adds a stack of bonus weapon damage against that specific target; Crowd Control tier 1 applies about 40 spirit damage and a 12% slow for 2s every 20 stacks Damage roughly +0.2 weapon damage per stack at base; 1 every 20 stacks deals about 40 spirit damage and applies a 12% slow for 2 seconds 2 +40 maximum stacks and +5 seconds of stack duration 5 +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 Bomb Smoke Bomb 8s Duration33s Cooldown Vanishes from sight and gains bonus sprint speed. Mobility significant sprint speed bonus while active; Defensive an escape — at tier 3 it also purges non-ultimate debuffs and grants 50%… 1 grants 2 ability charges 2 removes 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 Dagger Sleep Dagger 30s Cooldown Throws a dagger that damages the target and puts them to sleep. Crowd Control sleep (hard CC); target wakes roughly 0.1s after taking damage. Tier 2 adds… Damage about 65 at base spirit power (deadlock.one) Defensive sleeping a chaser is her cleanest disengage, and it works from inside Smoke… 1 reduces the target's bullet resist by 10% for 6 seconds on wake-up 2 +1 second sleep duration and applies 15 Fixation stacks 5 about -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 Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit 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

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

Good at

  • 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 Shelter Frozen Shelter 8m Range5s Duration190s Cooldown Freezes the air around himself or a targeted hero, raising an impenetrable dome. Crowd Control heavy slow on enemies caught inside; Defensive about +90 health regeneration and full protection from outside fire; 1 -30s cooldown (190s base) 2 enemies inside also fire 20% slower 5 purges 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

50.1 DPS

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.

  • 5.26 Bullet Damage
  • 1 Pellets per Shot
  • 9.52 Bullets per sec
  • 25 Ammo
  • 2.35s Reload Time
  • 762m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 2 Health Regen
  • 8.20m/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 Haze wins most with, against what their two win rates would predict.

  • 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) 60.5% together +6.0% 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) 61.3% together +5.9% 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) 58.6% together +5.5% 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) 60.0% together +4.9% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 58.8% together +4.9% 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) 58.8% together +4.3% above expected

Every Haze duo →

Every Haze matchup

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 struggles Haze 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%).

Only matches whose average rank was Oracle and above, where Haze wins 51.7% overall.

Abilities

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 Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount removes the sleep; Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds 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 — Napalm Napalm 20m Range25s Cooldown Sprays 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 Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets , Powder Keg Powder Keg 28s Cooldown Throws 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 Control knockup on detonation — hard CC that removes the target's ability to strafe Damage about 80 spirit at base plus burn damage over time; Mobility self-launch: detonating it under her own feet is her primary traversal tool 1 -10s cooldown 2 +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and… , Entangling Thorns Entangling Thorns 4s Duration32s Cooldown Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch and Arctic Beam Arctic Beam 5s Duration28s Cooldown Channels 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 Control ramping movement speed and fire rate reduction; Damage about 45 damage per second at base; Mobility none — it constrains his own movement while he holds it 1 about -20% fire rate and move speed on targets 2 about +20 DPS with improved spirit scaling 5 about -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 Harrow Nurse Harrow New hero Released 20 October Released 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 Vapors Wretched Vapors 13m Range4s Duration40s Cooldown Harrow cracks a vial over herself or an ally. Crowd Control The crash slows the buffed target's own actions by 20%; Damage No damage of its own. The rush speeds every action up by 25% (+0.06 per… Mobility none, but the rush makes the target move and act 25% faster. 1 -15s cooldown and +7m cast range 2 +1s duration and +20% healing effectiveness 5 +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

Fixation

Ability 3 · Stacking per-Target Weapon Damage Passive

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
  • Ricochet Ricochet 6,400 souls Tier 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

How to play against it

Interactions

  • Perfect accuracy means Fixation stacks build at maximum rate during the ult, so she compounds into her own damage curve
  • Lifesteal items plus Smoke Bomb tier 3's 50% bullet Lifesteal make her effectively unkillable mid-ult if nobody stops the channel
  • It is a channel — stuns, silences and knockdowns end it, which is the fundamental counterplay
  • Tier 3's roughly -65s cooldown means late game she can have it up for most fights
Upgrade tiers
  • Tier 2: +10% fire rate and about +3 m/s movement speed
  • Tier 3: 40% evasion and about -65s cooldown
Patch history for these abilities (2)
  • Fixation As of 09-16-2026 the tier-3 weapon scaling was raised to 0.00035.
  • Fixation Raised from 2 in the 09-16-2026 patch.

Values were last changed in patch 10-30-2026.

Haze's win rate by game length

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.

45% 50% 55% 60% 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 2,495 games 49.3% 15–20 min: 49.4% over 5,105 games 49.4% 20–25 min: 48.6% over 14,766 games 48.6% 25–30 min: 51.2% over 48,658 games 51.2% 30–35 min: 53.6% over 103,011 games 53.6% 35–40 min: 54.5% over 113,854 games 54.5% 40–45 min: 54.9% over 75,808 games 54.9% 45–50 min: 54.1% over 38,481 games 54.1% 50–55 min: 54.5% over 17,263 games 54.5% 55–60 min: 52.9% over 6,346 games 52.9% 60+ min: 51.5% over 3,055 games 51.5% 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% −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 (★☆☆)