vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Hold Unstoppable for 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 — it is a targeted Stun-and-pull and Unstoppable simply negates it
Shoot 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… barrels to detonate them early, before you are inside the blast, and deny the Knockup that sets up CrackshotCrackshot20s CooldownHer headshots deal bonus damage and apply a fading movement speed penalty.Crowd Controla fading movement speed penalty;Damageabout 55 bonus damage at base;Defensivethe slow is a kiting tool against a chasing bruiser1about -20% additional fading move speed penalty2about +49.5 damage and -6% Bullet Resist on the target for 5 seconds5about -6s cooldown on hero headshots and -3s on NPC headshots
Buy KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius for her Bounce PadBounce Pad22s Duration41s CooldownDrops a pad that launches any hero who touches it high into the air.Crowd Controltier 3 adds about +0.7s stun to the landing stompDamageabout 60 stomp damage on landing (deadlock.one)Mobilityvery large vertical launch for Holliday and all allies who step on it1about -10s cooldown2she and allies gain roughly +4 m/s movement speed for 4 seconds on landing5about +0.7s stun on the landing stomp launch arcs and for her keg self-launches — she is fully committed in the air with no direction control
Brawl her inside 10m: her roughly 2.1 shots per second and 10-round magazine lose badly to any SMG hero in close quarters
Break her sightline immediately after she lands a Crackshot headshot — the bonus is on cooldown and she is a weak pistol hero for those seconds
Stay grouped so that a lasso pull delivers you into your allies rather than into hers
Powder KegKnockup into a Crackshot headshot is her kill combo — while airborne you cannot strafe and the headshot is effectively guaranteed
Spirit Lasso pulls you out of your team and stuns you, and with a Bounce Pad she drags you even further before the Stun ends
Crackshot ignores damage falloff, so distance does not actually protect you from her burst the way it does against other gun heroes
Bounce Pad tier 3 delivers her whole team onto your backline from above with a landing Stun on arrival
Stacked overlapping barrels in a tight interior create a burn zone that punishes holding a chokepoint at all
Bounce Pad first — it is her escape, her rotation and (at tier 3) her engage. Force her to place it defensively, then commit while it is on cooldown
Powder Keg second: make her spend it on the wave or on a durable frontliner, because without the Knockup her Crackshot combo is just a slow pistol shot
Spirit Lasso is best baited by a target holding Unstoppable or Ethereal ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power — the ult goes on full cooldown for zero value
Do not bait Crackshot deliberately; it refreshes off NPC headshots, so it is cheap for her. Deny it with cover and movement instead
The few seconds after any Crackshot headshot lands, while the bonus is on its own cooldown
Her reload — 2.75 seconds with only 10 rounds is a long, frequent dead window
Mid-air on Bounce Pad or a keg self-launch: she has no directional control and Knockdown ends the flight
Immediately after Spirit Lasso resolves — the pulled target is now standing next to a low-durability hero with her ult spent
Barrel self-launch lets her contest soul orbs from surprising angles
In lane, weak to
10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive
No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it
Her damage is heavily gated behind landing headshots, so she loses lane to anyone whose damage is not aim-gated
Relatively low durability and, before Bounce Pad tier 1, a long cooldown on her escape
Spirit Lasso unlock — Gives her a guaranteed pick and the ability to remove one enemy from a fight entirely
Bounce Pad tier 3 — The roughly +0.7s landing Stun turns her mobility tool into a genuine engage
Crackshot tier 2 — About +49.5 damage plus a bullet-resist shred makes each headshot a real burst window
Mid 20-35min — Keg-launch plus Bounce Pad plus lasso is the window where her kidnap plays dictate objective fights
High-Caliber Revolver-Style Pistol
Medium RangeHeavy Hitter
41.7DPS
Falloff Range 20m → 58m
Slow, heavy single shots — roughly 2.1 rounds per second for about 19.7 damage each from a 10-round magazine, with very fast bullet travel (around 1156 m/s) that makes long-range shots feel near-instant. Headshots are the core of her damage because Crackshot only triggers on them.
19.70Bullet Damage
1Pellets per Shot
2.12Bullets per sec
10Ammo
2.75sReload Time
1156m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
780Health
2Health Regen
8.20m/sMove Speed
1.60m/sSprint Speed
2Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Holliday 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)54.9% together+2.3% 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)53.7% together+2.0% 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)53.3% together+1.6% 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)52.6% together+1.5% 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)53.0% together+1.3% 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)52.5% together+1.1% above expected
Holliday wins 48.0% of games overall.
Who counters Holliday and who Holliday counters: all 43 opponents, from Holliday's hardest to easiest, with how far each sits from that average. Holliday strugglesHolliday 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 Holliday in particular: Dynamo (Holliday wins 45.2%) and McGinnis (Holliday wins 46.4%).
Pick an ability to see what it does and how to play around it.
Powder Keg
Ability 1 · Thrown Delayed Explosive with Knockup
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. It can be detonated early by shooting it or hitting it with melee, and alt-cast drops it directly in front of her.
Purpose: Her wave-clear, her setup tool and her personal movement tech in one — the Knockup both sets up her headshots and launches her across the map when she stands in her own blast.
Damage
About 80 spirit at base plus burn damage over time; tier 3 adds +40 impact and roughly +13.3 burn DPS (deadlock.one, metabot.gg)
Crowd control
Knockup on detonation — Hard CC that removes the target's ability to strafe
Mobility
Self-launch: detonating it under her own feet is her primary traversal tool
Defensive
The Knockup interrupts a diver's approach and buys the beat she needs to reposition
How to play against it
Shoot the barrel to detonate it early on your own terms, before you are in the blast radius
The delay is generous — simply walk out of the marked area rather than trading through it
If you get knocked up, do not panic-dash on landing; she is waiting for the predictable landing spot for her Crackshot headshot
Fight her in open ground where you can back out of barrel range; in tight interiors the stacked burn is far harder to escape
Interactions
Overlapping barrels stack their burn, so a double-keg on a chokepoint is a real damage zone
Self-launch combos with Bounce Pad for extreme vertical repositioning
The Knockup is what makes Crackshot reliable — keg into headshot is her core combo
Barrels are shootable objects, so the enemy can detonate them early at a time of their choosing
Upgrade tiers
Tier 1: -10s cooldown
Tier 3: +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and improved spirit scaling
Bounce Pad
Ability 2 · Placed Launch Pad with Landing Stomp
Drops a pad that launches any hero who touches it high into the air. Whoever was launched explodes on landing, damaging nearby enemies — once per person per pad.
Purpose: Team-wide vertical mobility plus a landing AoE — it is her rotation tool, her escape, and her team's way of reaching angles that should not be reachable.
Damage
About 60 stomp damage on landing (deadlock.one)
Crowd control
Tier 3 adds about +0.7s Stun to the landing stomp
Mobility
Very large vertical launch for Holliday and all allies who step on it
Defensive
The fastest way out of a collapsing fight, and it works for her whole team
How to play against it
The pad is a visible placed object with a long lifetime — route around it rather than through it
Knockdown hits her out of the launch arc; she is fully committed and cannot change direction mid-flight
The stomp only triggers once per person per pad, so absorbing it with a durable body neutralizes the AoE for the rest of the fight
You can stand on her pad too — use it to follow her or to escape the angle she just took
Interactions
Extends Spirit Lasso duration — using a Bounce Pad while the lasso is active adds about +1.25s as of 09-16-2026
It launches ANY hero, including enemies, so a badly-placed pad can be used against her
Combines with Powder Keg self-launch for compound movement that covers enormous distance
Tier 2 gives her and allies about +4 m/s move speed for 4s on landing, making it a team rotation tool
Upgrade tiers
Tier 1: about -10s cooldown
Tier 2: she and allies gain roughly +4 m/s movement speed for 4 seconds on landing
Tier 3: about +0.7s Stun on the landing stomp
Crackshot
Ability 3 · Headshot-Triggered Damage and Slow Passive
Her headshots deal bonus damage and apply a fading movement speed penalty. The bonus runs on its own cooldown, which refreshes faster on NPC hits.
Purpose: The reason to play her at all — it converts her low fire rate into real per-shot damage and gives her a slow that chains into her barrel and lasso setups.
Damage
About 55 bonus damage at base; tier 2 adds roughly +49.5 (deadlock.one, metabot.gg)
Crowd control
A fading movement speed penalty; tier 1 deepens it by about 20%
Defensive
The slow is a kiting tool against a chasing bruiser
How to play against it
Strafe unpredictably and keep your head behind cover — a Crackshot that misses the head is just a 19.7 damage pistol shot
It is on a cooldown, so after eating one headshot the next several seconds are her weakest window — push in then
Fight her in close quarters where she cannot line up a head; her fire rate of about 2.1 per second punishes her badly in a brawl
Bullet Armor reduces it; note the tier-2 bullet-resist shred partially offsets that, so stack more than a single resist item
Interactions
Ignores damage falloff, which is why she can fight at ranges her base pistol should not reach
Does not apply to objectives, so it contributes nothing to walker or guardian damage
NPC headshots refresh the cooldown at half cost (and tier 3 reduces it further), so farming the wave keeps it available for the hero fight
Tier 2's -6% Bullet Resist for 5s makes her headshots a small team-wide damage amp
Upgrade tiers
Tier 1: about -20% additional fading move speed penalty
Tier 2: about +49.5 damage and -6% Bullet Resist on the target for 5 seconds
Tier 3: about -6s cooldown on hero headshots and -3s on NPC headshots
Spirit Lasso
Ultimate · Targeted Pull with Stun
Throws a lasso that deals Spirit Damage, pulls the target toward her, and stuns them. Using a Bounce Pad while it is active extends the duration.
Purpose: A single-target kidnap — it rips one hero out of position and into her team, and she can drag them somewhere worse using a Bounce Pad.
Damage
About 80 spirit at base (deadlock.one)
Crowd control
Pull (displacement) plus Stun (Hard CC)
Mobility
She can relocate while lassoing, dragging the victim with her
Defensive
Pulling an enemy off a teammate is a legitimate peel, though it puts them next to her instead
How to play against it
Unstoppable pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team
It is a single-target targeted throw — keep a wall or corner between you and her sightline when her ult is up
Ethereal Shift makes you untargetable through the pull window
Stay near your team: the ult's value is isolation, so a pull into three allies is a wasted ultimate
Interactions
Bounce Pad extends the lasso duration, which is the signature combo: lasso, bounce, drag them across the map
A lassoed target is stunned, so it interrupts channels including 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 and beam abilities
Pairs with Powder Keg — land the pull into a pre-placed barrel for a Knockup follow-up
Single target only, so it is a pick tool rather than a teamfight opener
Spirit Lasso Improved to about +1.25s in the 09-16-2026 patch.
Values were last changed in patch 10-30-2026.
Holliday's win rate by game length
Holliday wants the game over early: 49.6% in games under 25 minutes (#23 of 44), 48.0% in games past 40 (#37 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Holliday falls behind 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
50.7%
+2.7%
1,303
15–20
49.6%
+1.6%
2,469
20–25
49.3%
+1.3%
6,377
25–30
47.8%
−0.2%
22,001
30–35
48.0%
0.0%
48,553
35–40
47.8%
−0.2%
56,339
40–45
48.6%
+0.6%
37,912
45–50
47.1%
−0.9%
19,542
50–55
47.3%
−0.7%
9,100
55–60
47.1%
−0.9%
3,394
60+
49.9%
+1.9%
1,708
"vs usual" is against Holliday's 48.0% 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 Holliday 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 3 of 3 stars (★★★)