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Holliday

SkirmisherInitiatorCarry Hybrid Damage Mid Game High Difficulty

Patch 10-30-2026, 207,888 matches. Updated daily.

How to counter and play Holliday

Items to buy

  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • vs air mobility Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist Slowing Bullets Slowing Bullets 1,600 souls Tier 2WeaponPassive +24% Move Speed -20% Dash Distance +3.5s Slow Duration Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • Hold Unstoppable for 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 — it is a targeted Stun-and-pull and Unstoppable simply negates it
  • Shoot 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… barrels to detonate them early, before you are inside the blast, and deny the Knockup that sets up Crackshot Crackshot 20s Cooldown Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots
  • Buy 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 for her Bounce Pad Bounce Pad 22s Duration41s Cooldown Drops a pad that launches any hero who touches it high into the air. Crowd Control tier 3 adds about +0.7s stun to the landing stomp Damage about 60 stomp damage on landing (deadlock.one) Mobility very large vertical launch for Holliday and all allies who step on it 1 about -10s cooldown 2 she and allies gain roughly +4 m/s movement speed for 4 seconds on landing 5 about +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 Keg Knockup 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 Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit 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
  • Any close-quarters brawl she is forced into

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

Good at

  • Moves herself and her team around via Bounce Pad and Powder Keg self-launch
  • Crackshot ignores range falloff, giving her effectively unlimited-range burst on headshots
  • Spirit Lasso drags a single target into her team, and Bounce Pad extends it
  • Layered Hard CC — Knockup, landing Stun and lasso Stun

Weak to

  • Zero sustain and low durability — she cannot absorb a committed dive
  • Damage is entirely aim-gated; a Holliday who is not hitting heads contributes very little
  • Every one of her tools is telegraphed — a visible barrel, a visible pad, a targeted lasso
  • Poor sustained DPS: a 10-round magazine at about 2.1 rounds per second loses extended brawls to SMG heroes

In lane, good at

  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
  • Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer
  • Bounce Pad gives her a lane escape
  • 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

41.7 DPS

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.

  • 19.70 Bullet Damage
  • 1 Pellets per Shot
  • 2.12 Bullets per sec
  • 10 Ammo
  • 2.75s Reload Time
  • 1156m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 780 Health
  • 2 Health Regen
  • 8.20m/s Move Speed
  • 1.60m/s Sprint Speed
  • 2 Stamina
  • 4.50s Stamina 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.

  • 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) 54.9% together +2.3% 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) 53.7% together +2.0% 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) 53.3% together +1.6% 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) 52.6% together +1.5% 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) 53.0% together +1.3% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 52.5% together +1.1% above expected

Every Holliday duo →

Every Holliday matchup

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 struggles Holliday 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%).

Only matches whose average rank was Oracle and above, where Holliday wins 51.2% overall.

Abilities

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 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 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
Upgrade tiers
  • Tier 1: +80 damage
  • Tier 3: -40s cooldown
Patch history for these abilities (2)

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.

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: 50.7% over 1,303 games 50.7% 15–20 min: 49.6% over 2,469 games 49.6% 20–25 min: 49.3% over 6,377 games 49.3% 25–30 min: 47.8% over 22,001 games 47.8% 30–35 min: 48.0% over 48,553 games 48.0% 35–40 min: 47.8% over 56,339 games 47.8% 40–45 min: 48.6% over 37,912 games 48.6% 45–50 min: 47.1% over 19,542 games 47.1% 50–55 min: 47.3% over 9,100 games 47.3% 55–60 min: 47.1% over 3,394 games 47.1% 60+ min: 49.9% over 1,708 games 49.9% 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 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 (★★★)