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.
What it is for: 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 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.
What it is for: 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.
What it is for: 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 (added 09-16-2026) 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.
What it is for: 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 (improved to about +1.25s in the 09-16-2026 patch), which is the signature combo: lasso, bounce, drag them across the map
- A lassoed target is stunned, so it interrupts channels including Bullet Dance 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
- Bounce Pad interaction extends lasso duration; tier upgrades focus on duration and damage — full 09-16-2026 tier values not sourced