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
Buy KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius for Air DropAir Drop22m Range21s Duration100s CooldownPicks up an ally and takes flight with them;Crowd Controltier 2 adds a slow on the drop;Damageabout 115 spirit explosion damage at base (deadlock.one)Mobilitytrue flight for Ivy and the carried ally1about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power2adds a slow to the drop effect5adds a silence and improved scaling — it drops her and the carried ally out of the sky and cancels the delivery entirely
Apply constant chip damage: taking damage briefly disables Air Drop, so pressured Ivy simply cannot cast her ult
Stop shooting during 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 (she is impervious) and instead back out of the roughly 5.75m landing radius so the Stun whiffs
Break the Kudzu ConnectionKudzu Connection16m Range12s Duration37s CooldownForms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting.Damageno direct damage; about +10% fire rate, +15% bullet lifesteal and 35%…Mobilityremoves the move-speed penalty while shooting, which is effectively a large…Defensivethe bullet lifesteal and replicated healing are her main sustain for both…1about +8% fire rate and +8% bullet lifesteal2-37s cooldown (37s to 0s), so the connection is always active pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy
Stack anti-heal — 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 tier 3, Decay or Cursed RelicCursed Relic6,400 soulsTier 4TechPress+55sCooldown+3.25sDuration+0.1sCast Delay-25%Damage Penalty — because the bullet Lifesteal, replicated healing and Stone Form heal are her whole sustain package
Spread out on objectives so 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 cannot hit multiple people and Air Drop has no clustered landing target
Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached
Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you
Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you
Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one
Stone Form eats your entire burst window while healing her, then stuns you when it ends
Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline
Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry
Do not try to bait Kudzu Connection; it is a persistent buff, not a spendable cooldown — break it with geometry or kill the linked ally
Whenever she has recently taken damage — Air Drop is locked out, so she has no flight and no escape
The entire Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition
Mid-flight during Air Drop — she and her passenger are a slow, visible, committed target for Knockdown or sustained gunfire
Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group
Any fight where her linked ally has died — she drops to half Kudzu Connection value and has almost no independent kill pressure
True flight — she can cross terrain and take an ally with her
Kudzu Connection is a permanent ally buff, and at tier 3 it never turns off
Stone Form provides a real invulnerability window plus a percentage-of-max-health heal plus a Stun
Layered teamfight contribution: buff, zone, barrier, Stun, Silence — she touches every phase of a fight
Weak to
Very low burst; she cannot convert a short window into a kill on her own
Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button
Her value is heavily tied to having a competent linked ally and a correct target for the drop
Stone Form pins her in place — a team that simply walks away during it wastes the whole cooldown
In lane, good at
Entangling Thorns clears the wave and denies the orb area at the same time
Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining
Stone Form is a full invulnerability window plus a heal, which makes her extremely hard to gank
Long weapon falloff band (about 20m to 58m) lets her contest from safe positions
In lane, weak to
Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent
Low burst — she cannot punish a mistake quickly, only grind
Air Drop is locked out briefly after she takes damage, so under sustained pressure her escape is unreliable
Her whole engage pattern telegraphs itself; a lane that watches the sky is never surprised
Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend
Kudzu Connection tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight
Entangling Thorns tier 3 — The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter
Air Drop tier 3 — The Silence on drop shuts down channelled ultimates on arrival
Rapid-Fire Automatic Weapon
Rapid FireMedium Range
60.5DPS
Falloff Range 20m → 58m
High rate of fire with a large 33-round magazine and roughly 61 base DPS, sustained by a long 2.44s reload. Falloff runs from about 20m out to 58m, which is a long usable band, and Kudzu Connection's fire rate and bullet lifesteal bonuses are what make the gun her main damage source.
4.45Bullet Damage
1Pellets per Shot
13.61Bullets per sec
33Ammo
2.44sReload Time
572m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
755Health
2Health Regen
7.20m/sMove Speed
1.60m/sSprint Speed
4Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Ivy wins most with, against what their two win rates would predict.
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)60.3% together+6.1% 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)59.9% together+5.1% 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)58.9% together+5.0% 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)60.0% together+4.9% above expected
DynamoDynamoSupportControllerMid rangeSpirit damageSingularity is a multi-target hard CC long enough to decide a teamfight outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)56.7% together+4.2% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)57.2% together+3.9% above expected
Ivy wins 53.0% of games overall.
Who counters Ivy and who Ivy counters: all 43 opponents, from Ivy's hardest to easiest, with how far each sits from that average. Ivy strugglesIvy does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
Beyond them, the matchups that are hardest for Ivy in particular: Seven (Ivy wins 47.4%), Baba (Ivy wins 47.6%) and Kelvin (Ivy wins 47.9%).
Pick an ability to see what it does and how to play around it.
Entangling Thorns
Ability 1 · Placed Damaging Zone with Slow
Summons a patch of choking thorns that damages and slows every enemy inside its radius. (Renamed from Kudzu Bomb in the March 6, 2026 update.)
Purpose: Area denial and target-sticking — it makes a chokepoint or an objective circle costly to stand in and holds a target in place for her gun.
Damage
About 40 damage per second at base Spirit Power (deadlock.one)
Crowd control
Movement slow; tier 3 upgrades the effect to an immobilize
Defensive
Dropped at her own feet it discourages a melee chase
How to play against it
It is a static circle with a visible model — leave the radius rather than trading inside it
Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
Dispel Magic clears the slow, and the tier-3 immobilize, in one press
Spirit Armor is the correct resist; do not stand on objectives she has already thorned
Interactions
Tier 3's immobilize converts it from soft CC into Hard CC, which is a large power jump for her setup game
Hits invisible enemies inside the radius, so it flushes a cloaked Haze
Stacks naturally with Air Drop's landing effects and with Stone Form's Stun for a full lockdown chain
Good wave-clear, which keeps her lane tempo up while she supports
Upgrade tiers
Tier 2: +2m radius and improved spirit scaling on the DPS
Tier 3: immobilizes enemies in the patch
Kudzu Connection
Ability 2 · Ally-Linked Self and Ally Buff
Forms a link with a nearby ally, granting both of them fire rate, bullet Lifesteal and replicated healing, and removing the movement penalty while shooting. Line of sight to the ally is required; without a connection she receives only half the bonuses. (Renamed from Watcher's Covenant in the March 6, 2026 update.)
Purpose: The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.
Damage
No direct damage; about +10% fire rate, +15% bullet Lifesteal and 35% replicated healing at base (deadlock.one)
Mobility
Removes the move-speed penalty while shooting, which is effectively a large practical mobility gain in a firefight
Defensive
The bullet Lifesteal and replicated healing are her main sustain for both herself and the linked ally
How to play against it
Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
Anti-heal (Napalm tier 3, Decay, Cursed Relic) is disproportionately effective because the Lifesteal and replicated healing are the link's main payoff
Note that at tier 3 it is permanent, so plan to fight the buffed duo rather than to break the link
Interactions
Requires line of sight, so the buff drops when the pair splits around a corner — positioning discipline is the skill ceiling of the hero
Since March 10, 2026 she receives half the bonus even with no ally connected, so she is no longer dead weight when solo
Pairs best with a high-fire-rate ally who converts the Lifesteal into real healing
Tier 3 makes the connection always active, removing the uptime management entirely
Upgrade tiers
Tier 2: about +8% fire rate and +8% bullet Lifesteal
Tier 3: -37s cooldown (37s to 0s), so the connection is always active
Stone Form
Ability 3 · Self-Invulnerability with a Slam Landing
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.
Purpose: Her panic button and her engage finisher in one — she becomes untouchable during the transformation, heals, and lands with Hard CC.
Damage
About 75 at base Spirit Power (deadlock.one); radius reduced from 6m to 5.75m in the 09-16-2026 patch
Crowd control
Area Stun on landing; tier 3 extends the Stun duration
Mobility
A downward slam — it repositions her vertically, especially when combined with Air Drop flight
Defensive
Genuinely impervious during the form, plus a percentage-of-max-health heal
How to play against it
Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
The landing radius is only about 5.75m, so simply stepping back out of it denies the Stun entirely
UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer pre-cast makes the landing Stun irrelevant
She is committed and immobile during the form, so use the window to reposition, break line of sight, or re-establish range
Interactions
The classic combo is Air Drop into altitude, then Stone Form down onto the backline for a Stun landing
Being impervious means it eats a committed burst window — it is a legitimate answer to 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 or a 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… detonation
She is stationary and predictable during the form, so the counterplay is to walk away rather than to keep shooting
Radius and heal were both trimmed on 09-16-2026, so it is slightly less forgiving than earlier in 2026
Upgrade tiers
Tier 2: -25s cooldown
Tier 3: increased Stun duration and improved damage scaling
Air Drop
Ultimate · Ally-Carrying Flight with an Explosive Drop
Picks up an ally and takes flight with them; releasing the ally causes an explosion for Spirit Damage. Both players gain bonus outgoing damage after the flight ends, and taking damage briefly prevents her from using it.
Purpose: A delivery tool — it puts a teammate on top of a backline, over a wall, or safely out of a collapsing fight, and then buffs them for the fight that follows.
Damage
About 115 spirit explosion damage at base (deadlock.one)
Crowd control
Tier 2 adds a slow on the drop; tier 3 adds a Silence
Mobility
True flight for Ivy and the carried ally
Defensive
An extraction tool: she can lift an ally out of a lost fight, and tier 1 grants around 300 barrier to both of them when the flight ends
How to play against it
Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery
Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
Focus the carried ally on landing rather than Ivy — they are the payload and they have just been isolated from the rest of their team
Interactions
The cooldown reduction is about 30% when used on an ally, so the intended pattern is carrying a teammate, not flying solo
Taking damage briefly locks her out of casting it, so she cannot use it as a reactive escape while being focused
Air Drop into Stone Form is her signature engage: gain altitude, then slam down with a Stun
Tier 3's Silence on the drop makes it a hard shutdown on a channelling ultimate
Upgrade tiers
Tier 1: about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power
Tier 2: adds a slow to the drop effect
Tier 3: adds a Silence and improved scaling
Patch history for these abilities (1)
Stone Form Tier 1 heal reduced from 7% to 6% in the 09-16-2026 patch.
Values were last changed in patch 10-30-2026.
Ivy's win rate by game length
Game length changes little for Ivy compared with other heroes: #14 of 44 in games under 25 minutes, #8 of 44 from 25 to 40, #9 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
48.1%
−4.8%
1,183
15–20
49.8%
−3.1%
2,311
20–25
53.3%
+0.4%
6,890
25–30
54.0%
+1.1%
23,528
30–35
54.1%
+1.2%
49,818
35–40
53.2%
+0.3%
54,013
40–45
52.4%
−0.5%
35,529
45–50
50.9%
−2.0%
17,866
50–55
50.3%
−2.6%
7,802
55–60
50.5%
−2.4%
2,914
60+
49.9%
−3.0%
1,414
"vs usual" is against Ivy's 52.9% 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 Ivy 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 (★★★)