vs backline assassinationGuardian WardGuardian Ward1,600 soulsTier 2ArmorPress+60sCooldown+0.2sCast Delay+1.5Out of Combat Regen+6sBuff Duration+8%Ability Range+8%RadiusBuilds from GritSlowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
vs slowsDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsDispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal Amount
vs gap closers and escapesHigh-Velocity RoundsHigh-Velocity Rounds800 soulsTier 1WeaponPassive+45%Bullet Velocity+8%Weapon DamageMystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%RadiusCold FrontCold Front1,600 soulsTier 2TechInstantCast+25sCooldown+4sDuration+0.6sSpread Duration:+48%Move Speed+6%Spirit Resist
Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and DiceSlice and Dice16s CooldownShiv dashes forward, cutting everything along the line he travels.Damage75 impact damage base, 12m range, 16s cooldown;MobilityA fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool…DefensiveUsable to escape, but only along the direction he is already facing, so it…11 AP: -6s cooldown (16s to 10s)22 AP: -4% spirit resistance on hit (stacking) and +2m range55 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage is interrupted mid-commit
Keep a burst heal for the execute window specifically: any heal that lifts a target above the 18-23% threshold wastes his 145s ultimate
Keep fighting after he 'survives' your burst — BloodlettingBloodletting25s CooldownA portion of the damage Shiv takes is not applied immediately;DamageNo damage dealt. Defers 30% of incoming damage over 6s; activating clears…DefensiveHis entire defensive layer — effectively an on-demand partial heal for…11 AP: -15s cooldown (25s to roughly 10s)22 AP: +40% of deferred damage cleared on activation55 AP: +15% of incoming damage deferred defers the damage, it does not remove it, and disengaging is exactly what lets him clear it
Outrange the shotgun: his weapon falls off from 20m to 41m and his only closer is a 12m line dash on a 16s (10s at 1 AP) cooldown
Cleanse Serrated KnivesSerrated Knives16s CooldownShiv throws a knife that damages and bleeds the target.Crowd ControlApplies a movement slow with the bleed;Damage32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff;11 AP: +2s debuff duration22 AP: +2 charges (four knives available for a full stack dump)55 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage once he has 3-4 stacks up, not on the first knife; one cleanse removes the whole stacked bleed
Do not let a single low-health hero stand alone within 18m of him with ult available — grouping denies the pick and denies the 5 AP reset chain
Killing BlowKilling Blow12m Range145s CooldownShiv leaps to an enemy hero and instantly kills them if they are below a health threshold;DamageInstant kill below 18% of the target's health (23% at 2 AP);MobilityThe leap itself is a 12m-18m targeted gap-close, separate from Slice and…Defensivenone directly, though the 5 AP reset on kill effectively removes the risk of…11 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m)22 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%…55 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… executes you outright below 18% (23% with 2 ability points) from 12-18m away — no positioning, wall or escape ability saves you once you are under the line
Stacked Serrated Knives plus the full-Rage current-HP impact damage will walk your health bar down to that threshold from outside shotgun range, without him ever committing
Slice and Dice at 2 AP shreds your Spirit Resist per hit, so the follow-up bleed and any Spirit Damage from his team lands amplified
Bloodletting means your opening burst does not actually register — you spend your cooldowns, he clears 40% of the queued damage, and then executes you
At 5 AP his ultimate resets on a kill, so a single low-health teammate dying inside your group starts a chain that can take three heroes in one fight
Slice and Dice first. It is his engage AND his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds
Then Bloodletting's active. Force it with a burst from a durable body early in the fight — on the 25s base cooldown he cannot clear a second spike
Bait Serrated Knives charges in lane: both charges on a 16s cooldown with 2s between means an empty charge bar is a real trade window
Do not bait Killing Blow with a low-health body — it is a 145s cooldown but the cost of a failed bait is a free kill and, at 5 AP, a reset
Immediately after Slice and Dice is spent — he has zero mobility for 16s (10s at 1 AP) and 830 HP with 0% base resists
Right after Bloodletting's active is used: the 25s base cooldown means the next burst hits him at full rate with a partially loaded deferred pool
While Killing Blow is on cooldown (145s base) he has no execute and no second gap-closer — this is the window to force objectives
During the 2.8s shotgun reload, which is long for a weapon he must be inside 20m to use
Rage meter empty: without full Rage his knives lose the current-HP impact, his dash loses the echo, and his deferral drops from 44% back to 30% — check the meter before engaging him
Killing Blow ignores positioning once the target is low, giving reliable single-target removal
Bloodletting lets him win commits that the health bars say he should lose
Strong against immobile, low-health heroes: Rem, Sinclair and other sub-750 HP backliners are natural prey
Snowballs hard: the 5 AP reset means one good pick can cascade into a whole teamfight
Weak to
No native healing reduction and no native healing — enemy sustain both undoes his damage and denies his execute
Poor teamfighter: everything in his kit is single-target and his shotgun falls off past 20m
One directional mobility ability means Hard CC on the dash or on the leap ends his fight
Bloodletting punishes him if opponents keep pressuring — the deferred damage still lands
In lane, good at
Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range
Bloodletting means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back
Slice and Dice at 75 damage plus the shotgun is a genuine all-in threat from 12m as soon as the enemy drops below half
In lane, weak to
830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage
Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane
No native healing and no anti-heal — an enemy duo with any sustain undoes his knife chip for free
Slice and Dice is his only mobility; if he uses it to engage he cannot use it to leave
Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities
1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight
2 AP into Killing Blow — Threshold rises from 18% to 23% and full-Rage damage jumps, widening the window where a fight is already lost for the target
5 AP into Killing Blow (late 35min+) — Cooldown reset on elimination plus a 12s recast — one successful pick becomes a chain of executes through a whole team
Shotgun ("Busted Flush" Spreadshot)
SpreadshotClose Range
52.3DPS
Falloff Range 20m → 41m
A close-range spreadshot doing roughly 52 DPS at 4.8 damage per pellet-burst with a 10-round clip, 2.8s reload and 610 m/s bullet speed, falling off hard from 20m to 41m. It is only relevant inside knife-and-dash range, which is exactly where the rest of his kit wants him.
4.80Bullet Damage
6Pellets per Shot
1.81Bullets per sec
10Ammo
2.80sReload Time
610m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
830Health
2Health Regen
6.50m/sMove Speed
1.60m/sSprint Speed
3Stamina
6sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Shiv 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)52.1% together+1.1% above expected
Shiv wins 44.8% of games overall.
Who counters Shiv and who Shiv counters: all 43 opponents, from Shiv's hardest to easiest, with how far each sits from that average. Shiv strugglesShiv 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 Shiv in particular: McGinnis (Shiv wins 42.9%) and Haze (Shiv wins 40.3%).
Pick an ability to see what it does and how to play around it.
Serrated Knives
Ability 1 · Thrown Projectile Applying a Stacking Damage-over-Time
Shiv throws a knife that damages and bleeds the target. Every additional knife adds a stack and refreshes the debuff timer, so the bleed damage climbs the longer he keeps hitting.
Purpose: Shiv's ranged chip and his execute setup. Stacked bleed is what drops a target under the Killing Blow threshold from outside dash range.
Damage
32 impact damage + 10 bleed DPS per knife stack over a 5s debuff; +7 bleed DPS at 5 AP. 2 charges at base, 16s cooldown with 2s between charges (mobalytics 2026)
Crowd control
Applies a movement slow with the bleed; at full Rage the slow on bleeding targets is 35% (mobalytics 2026)
How to play against it
Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
Break line of sight to deny stack refreshes; the debuff falls off in 5s (7s at 1 AP) once he cannot re-hit you
Because he has no native anti-heal, a single healer or a Restorative/Extra RegenExtra Regen800 soulsTier 1ArmorPassive+2.5Health Regen+1.5Out of Combat Regen purchase fully negates bleed chip between fights
The knives are projectiles at short-to-mid range — strafe and use cover rather than trading at the edge of his shotgun falloff
Interactions
Stacks refresh rather than expire independently, so continuous pressure keeps the full bleed alive indefinitely
Shiv has NO native healing reduction — the bleed is raw damage over time and is fully undone by an enemy healer unless Shiv buys anti-heal items himself
In the 09-16-2026 patch, at full Rage the knives deal current-HP damage on impact instead of ricocheting; since 30 October 2026 that is 4% of current health with 0.015 spirit scaling
Bleed damage counts toward filling the Rage meter on the Killing Blow passive
Upgrade tiers
1 AP: +2s debuff duration
2 AP: +2 charges (four knives available for a full stack dump)
5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage
Slice and Dice
Ability 2 · Forward Dash Dealing Damage Along the Path
Shiv dashes forward, cutting everything along the line he travels. Enemies hit have their spirit resistance reduced, and the debuff can stack with repeated hits.
Purpose: His gap-closer, his escape (forward only) and his damage amplifier. Hitting heroes with it is how he keeps it up in extended fights.
Damage
75 impact damage base, 12m range, 16s cooldown; +50 impact damage at 5 AP (mobalytics 2026; deadlock.one confirms 75 base)
Mobility
A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool in his kit
Defensive
Usable to escape, but only along the direction he is already facing, so it commits him to a line
How to play against it
It is a straight fixed-length line — step perpendicular to his facing, not backwards, and the dash overshoots you
Time your own displacement or Stun for the dash frames; a Stun landing as he commits leaves him inside your team with no second mobility tool
Deny the 5 AP cooldown refund by not clustering: each hero he clips through returns 2s to the dash
Bait it out against a trooper wave — the dash is his only way in and his only way out
Interactions
5 AP refunds 2s of cooldown per enemy hero hit (1s for non-heroes, capped at -8s), so diving into a group actually resets it faster than diving one target
At full Rage an echo of Shiv retraces the dash path after a delay and damages again
The dash is directional and cannot be redirected mid-flight, so it is both his engage and his commitment
Upgrade tiers
1 AP: -6s cooldown (16s to 10s)
2 AP: -4% spirit resistance on hit (stacking) and +2m range
5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage
Bloodletting
Ability 3 · Passive Damage Deferral with an Active Cleanse Component
A portion of the damage Shiv takes is not applied immediately; it is queued and dealt to him over the following seconds. Activating the ability erases part of that queued damage outright.
Purpose: This is what lets Shiv survive the initial burst of a dive he loses. It turns a spike of incoming damage into a bar he can partly delete, which is why he can commit into a fight that should kill him.
Damage
No damage dealt. Defers 30% of incoming damage over 6s; activating clears 40% of the deferred pool on a 25s cooldown (mobalytics 2026)
Defensive
His entire defensive layer — effectively an on-demand partial heal for damage he has already taken
How to play against it
Do not disengage when Shiv 'survives' your burst — the deferred pool is still ticking into him, and continued pressure kills him where backing off gives him a free reset
Force him to use the active early in a fight; on the base 25s cooldown he cannot clear a second burst
Burst damage is worse against him than sustained damage. A single spike gets deferred and cleared; steady DPS outpaces both the deferral window and the clear
Anti-heal items still matter against Shiv because he buys Lifesteal to cover the deferred damage, even though the ability itself is not healing
Interactions
It defers, it does not negate — if you keep applying pressure, the deferred pool still lands and can kill him
At full Rage the deferred share rises to 44% (30% base + 14%)
Combines with Lifesteal items, which Shiv commonly builds because his kit has no native healing at all
The active clear is the tell: seeing him press it means he has taken a large burst and is at his most committed
Upgrade tiers
1 AP: -15s cooldown (25s to roughly 10s)
2 AP: +40% of deferred damage cleared on activation
5 AP: +15% of incoming damage deferred
Killing Blow
Ultimate · Targeted Leap Execute with a Passive Rage Meter
Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; otherwise it deals flat damage. Passively, damaging enemies fills a Rage meter, and at full Rage Shiv deals more damage and his other three abilities gain extra properties.
Purpose: An anti-carry tool: it converts any low-health enemy into a guaranteed kill from 12m away, and at 5 AP it resets on a successful execute so he can chain through a team.
Damage
Instant kill below 18% of the target's health (23% at 2 AP); otherwise 200 damage. 12m range (18m at 1 AP), 145s cooldown (game files, Oct 2026)
Mobility
The leap itself is a 12m-18m targeted gap-close, separate from Slice and Dice
Defensive
None directly, though the 5 AP reset on kill effectively removes the risk of committing
How to play against it
Track the threshold, not your health bar: above roughly 18% (23% at 2 AP) he only deals 200 damage, so the panic point is much lower than it feels
A single burst heal that pushes you back over the threshold wastes his 145s ultimate entirely
Never be the lowest-health hero standing within 18m of a Shiv with ult up; he leaps to the target, so distance is a real defence
Deny the 5 AP reset chain by not having a second low-health body nearby — the reset only matters if there is another execute target in range
Hold a Stun or knockdown for the leap; interrupting mid-commit strands him in your team without Slice and Dice if he already spent it
Interactions
The threshold is percentage-based, so it scales with the enemy's health pool — tanks are not safe from it, they just need to be brought lower first
5 AP resets the cooldown on a successful elimination and allows a recast within 12s on a hero kill, which is how a fed Shiv chains three executes in one fight
Any healing that lifts the target back above the threshold turns a guaranteed kill into a 200-damage whiff
Upgrade tiers
1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m)
2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16% full-Rage bonus damage
5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a hero kill
Patch history for these abilities (1)
Killing Blow Current-HP damage on impact after the 09-16-2026 patch.
Values were last changed in patch 10-30-2026.
Shiv's win rate by game length
Game length changes little for Shiv compared with other heroes: #40 of 44 in games under 25 minutes, #40 of 44 from 25 to 40, #42 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
46.3%
+1.5%
1,747
15–20
45.7%
+0.9%
3,239
20–25
41.3%
−3.5%
8,685
25–30
42.2%
−2.6%
29,666
30–35
43.5%
−1.3%
65,591
35–40
44.4%
−0.4%
75,199
40–45
46.6%
+1.8%
51,610
45–50
47.2%
+2.4%
26,761
50–55
48.3%
+3.5%
12,627
55–60
47.6%
+2.8%
4,848
60+
47.8%
+3.0%
2,425
"vs usual" is against Shiv's 44.8% 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 Shiv 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 hero page rates Shiv 3/5 and describes him as mid-complexity — https://deadlock.io/en/heroes/shiv