Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Ivy

SupportInitiatorSkirmisher Hybrid Damage Mid Game High Difficulty

Patch 10-30-2026, 202,405 matches. Updated daily.

How to counter and play Ivy

Items to buy

  • vs silences and ability denial Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier
  • 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 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
  • 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 Air Drop Air Drop 22m Range21s Duration100s Cooldown Picks up an ally and takes flight with them; Crowd Control tier 2 adds a slow on the drop; Damage about 115 spirit explosion damage at base (deadlock.one) Mobility true flight for Ivy and the carried ally 1 about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power 2 adds a slow to the drop effect 5 adds 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 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 (she is impervious) and instead back out of the roughly 5.75m landing radius so the Stun whiffs
  • Break the Kudzu Connection Kudzu Connection 16m Range12s Duration37s Cooldown 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. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -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 — 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 tier 3, Decay or Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast 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 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 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

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

Good at

  • 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

60.5 DPS

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.

  • 4.45 Bullet Damage
  • 1 Pellets per Shot
  • 13.61 Bullets per sec
  • 33 Ammo
  • 2.44s Reload Time
  • 572m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 755 Health
  • 2 Health Regen
  • 7.20m/s Move Speed
  • 1.60m/s Sprint Speed
  • 4 Stamina
  • 4.50s Stamina 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.

  • 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) 60.3% together +6.1% 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) 59.9% together +5.1% 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) 58.9% together +5.0% 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) 60.0% together +4.9% above expected
  • Dynamo Dynamo SupportControllerMid rangeSpirit damage Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 56.7% together +4.2% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 57.2% together +3.9% above expected

Every Ivy duo →

Every Ivy matchup

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 struggles Ivy 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%).

Only matches whose average rank was Oracle and above, where Ivy wins 52.5% overall.

Abilities

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
  • 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 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 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 or a 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… 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.

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: 48.1% over 1,183 games 48.1% 15–20 min: 49.8% over 2,311 games 49.8% 20–25 min: 53.3% over 6,890 games 53.3% 25–30 min: 54.0% over 23,528 games 54.0% 30–35 min: 54.1% over 49,818 games 54.1% 35–40 min: 53.2% over 54,013 games 53.2% 40–45 min: 52.4% over 35,529 games 52.4% 45–50 min: 50.9% over 17,866 games 50.9% 50–55 min: 50.3% over 7,802 games 50.3% 55–60 min: 50.5% over 2,914 games 50.5% 60+ min: 49.9% over 1,414 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 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 (★★★)