Buy anti-heal (Healbane / Toxic Bullets) before his first big spirit item; FlogFlog20m Range26s CooldownA whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health.Crowd ControlNone at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate…Damage65 base (deadlock.one).DefensiveThe heal is his only self-sustain;128% movement slow for 3s.230% fire rate reduction on hit, -16s cooldown.5+80 damage, wider angle (+25), +15% heal.'s 40% conversion is the load-bearing part of every dive he makes.
Hold one interrupt — Bebop hook, a Stun, Mo & Krill Sand BlastSand Blast25m Range2.5s Duration40s CooldownA spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon.Crowd ControlDisarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction…Damage35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s…DefensiveDisarming the biggest gun in the fight is a defensive cooldown in practice.1+45 damage, +5m range.224% slow and 26% dash distance reduction.5+1.5s duration, -25s cooldown.Disarm, any knockdown — exclusively for the Death SlamDeath Slam20m Range170s CooldownLash locks whips onto enemies he is looking at, channels briefly, then hoists everyone connected into the air and drives them into the ground, stunning them and dealing impact damage.Crowd ControlLift plus a stun on landing, with a slow applied after.Damage105 impact damage, thrown up to 14m (deadlock.one).MobilityCan relocate the grabbed enemies up to 14m — that displacement is often the…1-35s cooldown.2+6m cast range and a 1.2s stun on enemies inside the radius. channel. Interrupting it costs him a 170s ultimate (135s at T2) for nothing.
Take fights indoors, in tunnels, and under walkways. Ground StrikeGround Strike18s CooldownLash slams the ground in front of him for damage.Crowd ControlNone at base. T2 adds a knockup plus a 40% movement slow for 3s, which is…Damage60 base stomp damage plus 5.5 damage per meter of fall height, with the…MobilityAirborne cast is a fast downward dive;1-10s cooldown.2knockup plus 40% slow for 3s on hit.5+120% damage per meter with improved spirit scaling. damage is fall distance; a ceiling caps it, and GrappleGrapple30m Range35s CooldownLash hurls his whip at a point or target and yanks himself through the air toward it.DamageNo direct damage. T2 grants +7 weapon damage for 6s.MobilityLong-range aerial pull that also resets air jumps and dashes, letting him…DefensiveIndirectly — grappling away over a rooftop is often his only exit.1-17s cooldown.2+20m cast range and +7 weapon damage for 6s.5+1 charge, +4m jump velocity, and on cast grants +1 stamina and 60% air control. with no overhead anchor is just a short dash.
Spread to 8-10m apart when pushing. Death Slam grabbing one target instead of three limits it to a single-target hit.
Punish his falloff: post-09-16-2026 his rifle drops off from roughly 16m, so a mid-range hero who holds 20m+ and uses cover simply wins the damage trade.
Curse, Silence or Root him mid-air. He has no answer to being denied Grapple while airborne and lands inside your team.
Lash arrives from above with no ground approach to react to: Grapple onto a roof, then Ground Strike down for 60 + 5.5 per meter of fall, which routinely deletes a support before their team can turn.
Ground Strike at T2 knocks you up and slows you 40% for 3s, meaning the opening hit takes your dash away and locks you in place for the rest of his combo.
Death Slam grabs your whole grouped team, lifts, stuns and slams them up to 14m into a position his team already has covered.
Flog heals him for 40% of the damage dealt across a frontal cone, so a 2v1 in his favour often still leaves him near full.
Grapple's jump and dash reset means disengaging on foot does not work — he re-closes faster than you can leave.
Grapple first. It is the reset that makes every other ability safe; bait it with a fake overextend, then commit once he is on the ground with it down.
Ground Strike second — once the airborne dive is spent he has no way to reopen distance downward and must walk at you into your gun.
Flog third. Force him to use it as damage on a trooper wave or a tank rather than as heal on a kill; his sustain clock is long.
Do not bait Death Slam by scattering and then regrouping — bait it by staying spread so he either wastes it on one target or holds it and plays a fight without it.
The Death Slam channel between whip attachment and the slam: he is stationary, visible, and any Hard CC cancels it outright.
Immediately after Ground Strike lands — he is grounded, in your face, and his dive is on cooldown.
Mid-Grapple flight: he is on a fixed arc with no steering and is a free target for guns and skillshots alike.
The first several seconds after Grapple's cooldown starts, before T3 gives him a second charge — that is his only true no-escape window.
Any moment he is more than ~16m from you post-patch; his gun no longer threatens at that range and he must reveal the dive to do anything.
Pop UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer before the Death Slam lift lands, or carry IndomitableIndomitable6,400 soulsTier 4ArmorPassive+55sCooldown+10sDuration+10%Bullet Resist+10%Spirit Resist+20sCooldown On Apply+2Out of Combat RegenBuilds from Reactive Barrier if you cannot react in time. (Deadlock Item Builder, Guides Factory)
Vertical engage: he converts altitude into damage and pickups.
Death Slam can open a teamfight by hitting a team that stands together.
Flog sustain plus spirit scaling makes him hard to chip down in extended brawls.
Good at picking off isolated supports and farmers who cannot answer a rooftop approach.
Weak to
Nearly all of his threat is in cooldowns; with Grapple and Death Slam down he is an average-statline bruiser.
Extremely interruptible — Death Slam's channel and his mid-air grapple state are both punishable windows.
Post-09-16-2026 his gun falls off hard past ~16m, so he loses any fight he cannot physically reach.
Weak into McGinnis, whose Spectral WallSpectral Wall50m Range6s Duration50s CooldownProjects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby.Crowd ControlSlow on anyone passing through, increased by +24% at T3.Damage60 damage on eruption (deadlock.one).DefensiveBlocks line of sight and physical pathing;1+20% damage amp for McGinnis on hit enemies for 7s.2-20s cooldown, +2s duration.5deploys 2 Mini Turrets near the wall for 8s, +24% slow. and turrets shut down the approach lane he needs.
Anti-heal items cut through Flog, which is his only sustain.
In lane, good at
Flog lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 09-16-2026 nerf to 40% heal conversion.
Grapple gives him a lane exit and re-entry; he can dive an orb, take it, and grapple out.
Ground Strike off even a small piece of geometry hits for well above what a slot-1 ability normally does in lane.
In lane, weak to
The 09-16-2026 falloff nerf (to roughly 16m-48m) makes his gun genuinely bad at safe-lane range, so a mid-range laner can just out-shoot him.
His slot-1 and slot-3 both require him to be in a cone at close range; a laner who holds distance and uses cover gives him nothing.
Low base wave-clear means he is slow to shove and can be pinned under his own tower by a heavy-clear hero like McGinnis.
Grapple T2 / first Mystic BurstMystic Burst800 soulsTier 1TechPassive+14sCooldown+40Damage+14sCharge-Up Time (roughly 3k souls) — Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own.
Ground Strike T2 — Knockup plus 40% slow turns his damage ability into a pickup, so a Lash dive stops being avoidable by simply walking away.
Death Slam unlock — Any grouped enemy formation becomes a punishable mistake; his teamfight contribution roughly doubles.
Grapple T3 (late) — The second charge means he can dive and still hold an exit, which removes the main reason to punish his engages.
Burst-Fire Rifle
Burst FireMedium Range
49.3DPS
Falloff Range 16m → 48m
Burst rifle firing fast 635 m/s bullets, roughly 8.5 damage per bullet from a 29-round clip for about 49 DPS, 2.35s reload. The 09-16-2026 patch shortened his falloff window to about 16m-48m, so his gun is meaningfully worse at range than it used to be and he is pushed even harder into closing distance.
8.46Bullet Damage
1Pellets per Shot
5.83Bullets per sec
29Ammo
2.35sReload Time
635m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
780Health
2Health Regen
7.20m/sMove Speed
2.10m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Lash 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)59.6% together+5.4% 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)58.1% together+4.8% 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)56.1% together+3.4% 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)56.4% together+3.1% above expected
AbramsAbramsBruiserTankClose rangeHybrid damageHeals himself through Siphon Life and Infernal Resilience's regenerationDurabilityvery high (3/3)Burstlow (1/3)Mobilitylow (1/3)Healingvery high (3/3)55.2% together+3.1% 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)56.0% together+3.0% above expected
Lash wins 51.2% of games overall.
Who counters Lash and who Lash counters: all 43 opponents, from Lash's hardest to easiest, with how far each sits from that average. Lash strugglesLash 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 Lash in particular: Kelvin (Lash wins 44.8%), Victor (Lash wins 46.4%) and Dynamo (Lash wins 48.8%).
Pick an ability to see what it does and how to play around it.
Ground Strike
Ability 1 · Directional Ground Slam / Air-to-Ground Dive
Lash slams the ground in front of him for damage. Used while airborne, it instead rockets him straight down, and the damage grows with the height he fell from.
Purpose: His primary damage payload on a dive: gain height with Grapple, then convert altitude into a large frontal slam. Also his fastest way to close vertical distance onto a target below him.
Damage
60 base stomp damage + 5.5 damage per meter of fall height, with the per-meter bonus tapering past roughly 25m of drop (deadlock.one). T3 raises damage-per-meter scaling substantially
Crowd control
None at base. T2 adds a Knockup plus a 40% movement slow for 3s, which is what turns it from damage into a pickup tool.
Mobility
Airborne cast is a fast downward dive; it is a commit, not a dodge.
How to play against it
Watch the skyline. A Lash gaining altitude is charging this ability; step under a ceiling or into a doorway so he cannot get a clean vertical line.
The dive is a fixed downward path with no steering — sidestep or dash laterally the moment he commits and the slam lands on empty floor.
Standing on a walkway with hard cover above you caps his fall distance and guts the per-meter damage.
Interactions
Grapple resets air jumps and dashes, so the standard combo is Grapple up, gain height, Ground Strike down.
T2 Knockup sets up Flog and Death Slam because airborne targets cannot dash away.
Spirit items scale it far harder than gun items.
Upgrade tiers
T1: -10s cooldown.
T2: Knockup plus 40% slow for 3s on hit.
T3: +120% damage per meter with improved spirit scaling.
Lash hurls his whip at a point or target and yanks himself through the air toward it. Casting it refreshes his air jump and air dash allowance.
Purpose: The engine of the whole hero. It is his engage, his chase, his escape, and his altitude generator for Ground Strike, all on one button.
Damage
No direct damage. T2 grants +7 weapon damage for 6s.
Mobility
Long-range aerial pull that also resets air jumps and dashes, letting him chain several airborne moves off one cast.
Defensive
Indirectly — grappling away over a rooftop is often his only exit.
How to play against it
Grapple is the cooldown to track, not Death Slam. Once it is spent (and before T3 gives him a second charge) he is a 780-ish HP bruiser with no exit.
Fight him in tight interiors and tunnels where there is no grapple anchor above the fight.
Curse, Silence or a Knockdown-style effect applied mid-air strands him with no reset and drops him into your team.
Interactions
The jump/dash reset is the real value; a Lash with Grapple up effectively has double the aerial resources of anyone chasing him.
T3 adds a second charge, which means he can engage and still hold an exit.
Cooldown reduction items are what let him grapple on every fight rather than once per fight.
Upgrade tiers
T1: -17s cooldown.
T2: +20m cast range and +7 weapon damage for 6s.
T3: +1 charge, +4m jump velocity, and on cast grants +1 stamina and 60% air control.
Flog
Ability 3 · Frontal Cone Whip Strike with Lifesteal
A whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health.
Purpose: His sustain button and his short-range finisher. In lane it is how he wins trades he should have lost; in a dive it is how he survives long enough to leave.
Damage
65 base (deadlock.one). T3 adds +80 damage and +15% healing.
Crowd control
None at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate reduction.
Defensive
The heal is his only self-sustain; against multiple targets in the cone it is substantial.
How to play against it
Do not stand in the cone in front of him — Flog is frontal, so strafing behind or past him denies both the damage and the heal.
Buy anti-heal early. With the 09-16-2026 nerf to 40% conversion, a single Healbane makes his dive math stop working.
Fight him away from trooper waves; he cannot top up off creeps mid-duel.
Interactions
Heals far more when the cone catches several enemies or a trooper wave, so he is hardest to kill in clumped fights.
Anti-heal items (Healbane, Toxic Bullets) directly attack his only sustain and are the standard answer.
Healing scales with the spirit build he is already buying, so a fed Lash sustains disproportionately.
Upgrade tiers
T1: 28% movement slow for 3s.
T2: 30% fire rate reduction on hit, -16s cooldown.
T3: +80 damage, wider angle (+25), +15% heal.
Death Slam
Ultimate · Channeled Multi-Target Grab, Lift, Stun and Slam
Lash locks whips onto enemies he is looking at, channels briefly, then hoists everyone connected into the air and drives them into the ground, stunning them and dealing impact damage.
Purpose: A teamfight-starting AoE pickup. The value is not the damage, it is that several enemies are stunned, grouped and grounded in a spot his team chose.
Damage
105 impact damage, thrown up to 14m (deadlock.one). T3 additionally stuns everyone in the radius for 1.2s.
Crowd control
Lift plus a Stun on landing, with a slow applied after. T3 adds a 1.2s Stun to enemies in the landing radius, not just the grabbed targets.
Mobility
Can relocate the grabbed enemies up to 14m — that displacement is often the point (dragging targets off a high ground or into his team).
How to play against it
Spread out. Death Slam only pays for itself when it grabs two or more — walking as a spread line through mid makes it a single-target 105-damage ult.
Stun, Silence, or displace Lash during the channel and the ultimate is wasted entirely; hold one interrupt specifically for this.
Unstoppable-style or Stun-immunity timings used as the whips attach ignore the pickup.
Fight under low ceilings and inside buildings where he cannot get above the group to line up a multi-grab.
Interactions
There is a visible channel between lock-on and the slam; anything that interrupts Lash during it cancels the whole cast.
Pairs with any AoE follow-up ult.
Enemies grouped for a push or an objective are exactly the shape he is looking for.
Upgrade tiers
T2: -35s cooldown.
T3: +6m cast range and a 1.2s Stun on enemies inside the radius.
Patch history for these abilities (4)
Ground Strike The 09-16-2026 patch further increased T3 spirit and per-meter scaling.
Grapple The 09-16-2026 patch cut that buff's duration from 10s to 6s.
Flog The 09-16-2026 patch reduced the heal conversion from 50% to 40% of damage dealt and adjusted its angle and T3 bonuses.
Values were last changed in patch 10-30-2026.
Lash's win rate by game length
Game length changes little for Lash compared with other heroes: #18 of 44 in games under 25 minutes, #16 of 44 from 25 to 40, #12 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
48.7%
−2.5%
1,747
15–20
48.7%
−2.5%
3,282
20–25
51.6%
+0.4%
8,819
25–30
51.6%
+0.4%
31,146
30–35
51.5%
+0.3%
70,781
35–40
51.2%
0.0%
82,473
40–45
50.9%
−0.3%
56,460
45–50
51.5%
+0.3%
29,483
50–55
51.2%
0.0%
13,465
55–60
49.1%
−2.1%
5,171
60+
49.7%
−1.5%
2,597
"vs usual" is against Lash's 51.2% 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 Lash 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: deadlock.io rates Lash complexity 3/5 and explicitly calls him not beginner-friendly, citing a large skill gap (roughly 49% in average hands vs ~54% at Phantom+). Treated as Medium leaning High.