vs summons and turretsMonster RoundsMonster Rounds800 soulsTier 1WeaponPassive+25%Weapon Damage vs. NPCs+1Out of Combat Regen+25%Bullet Resist vs. NPCsSplit ShotSplit Shot1,600 soulsTier 2WeaponInstantCast+27sCooldown+5Weapon Multishot+12sBonus Duration+8%Weapon Damage per Stack+5Max StacksAlchemical FireAlchemical Fire3,200 soulsTier 3WeaponPress+30sCooldown+5sDuration+0.2sCast Delay+10Spirit Power
Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit
Delay your dodge on Vexing BoltVexing Bolt500m Range24s CooldownSinclair fires a bolt of magic whose damage grows the further it travels.Crowd ControlNone at base. The 1 AP upgrade applies -25% fire rate for 5s.Damage60 minimum to 120 maximum depending on distance travelled;DefensiveThe fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary…11 AP: applies -25% fire rate for 5s22 AP: -13s cooldown (24s to roughly 11s)55 AP: +50% maximum damage and +50% assistant bolt damage until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow
If you are hexed mid-ability, finish the ability. Rabbit HexRabbit Hex24m Range26s CooldownSinclair hexes an area, turning every enemy inside it into a rabbit for a short time.Crowd ControlA hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP).DamageNo direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s…MobilityNone for Sinclair. Hexed enemies move faster, which is a real drawback of…11 AP: -10s cooldown (26s to 16s)22 AP: +1s duration (2s to 3s)55 AP: +7% damage amplification and +2m radius (was +3m before 5 October) does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification
Find the Spectral AssistantSpectral Assistant15m Range6s Duration40s CooldownSinclair summons an Assistant at a targeted location.Damage15 damage per Assistant attack, +14 at 5 AP.MobilityThe swap is a functional blink to a pre-chosen location, usable twice per…DefensiveHis only escape tool — placing the Assistant behind cover and swapping is…11 AP: -10s cooldown (40s to 30s)22 AP: +7s duration and +5m placement range55 AP: +60% Assistant fire rate and +14 Assistant damage before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast
Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts Audience ParticipationAudience Participation20m Range85s CooldownSinclair copies an enemy hero's ultimate for a limited time.Crowd ControlWhatever CC the copied ultimate providesDamageNo inherent damage — output depends entirely on the copied ultimate.MobilityWhatever mobility the copied ultimate provides11 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step on the full 85s instead of about 51s
Close inside 15m whenever possible: Vexing Bolt scales with travel distance, so short range weakens it, though his gun still does full damage there
Vexing Bolt is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it
Rabbit Hex catches everyone in a 6m radius (8m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe
Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach
Audience Participation copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds
He fights at 60m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both
Rabbit Hex first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage
Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window
Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful
Bait Audience Participation by threatening to ultimate: if he copies and your team disengages, the 9s copy window expires unused and he gets only the shorter cooldown, not the value
After both Spectral Assistant swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame
During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable)
Rabbit Hex on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back
Immediately after a Vexing Bolt is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade
The 9 seconds after Audience Participation is cast and not used — the copy expires and he is left on the shorter (about 51s) cooldown with nothing gained
Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through
Sinclair is slow on foot, so land Slowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash Distance on him before a dive and he has little room to get away. (Mobalytics, Deadlock Item Builder)
1 AP into Rabbit Hex — -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight
2 AP into Vexing Bolt — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure
Audience Participation unlock, plus a fed enemy ultimate — Copies with inherited upgrade points, so the spike is really the enemy's ultimate spike
2 AP into Spectral Assistant — +7s duration (6s to 13s) makes the swap a reliably banked escape rather than a burst-window tool
Burst-Fire Pistol
Burst FireLong RangeProjectile
44.9DPS
Falloff Range 20m → 60m
About 45 DPS from a heavy 16.5 damage per bullet (cut from 17.76 on 5 October) at only 2.72 bullets/second, 16-round clip, 2.50s reload and a slow 300 m/s projectile with falloff from 20m to 60m (25m to 61m before 5 October). The slow projectile speed means long-range shots must be led — it rewards deliberate aim rather than tracking.
16.50Bullet Damage
1Pellets per Shot
2.72Bullets per sec
16Ammo
2.50sReload Time
300m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
730Health
1Health Regen
7.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Sinclair 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)53.4% together+2.3% above expected
Sinclair wins 45.0% of games overall.
Who counters Sinclair and who Sinclair counters: all 43 opponents, from Sinclair's hardest to easiest, with how far each sits from that average. Sinclair strugglesSinclair 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 Sinclair in particular: Baba (Sinclair wins 37.9%), McGinnis (Sinclair wins 42.8%) and Kelvin (Sinclair wins 38.5%).
Pick an ability to see what it does and how to play around it.
Vexing Bolt
Ability 1 · Redirectable Travelling Skillshot with Distance-Scaling Damage
Sinclair fires a bolt of magic whose damage grows the further it travels. Pressing the ability again redirects the bolt toward his crosshair mid-flight. If a Spectral Assistant is active, it fires a reduced-damage copy of the bolt as well.
Purpose: His primary poke. The redirect is what makes it land — he can throw it long for the damage bonus and then steer it around a dodge.
Damage
60 minimum to 120 maximum depending on distance travelled; +50% max damage and assistant damage at 5 AP. 24s cooldown with 4s between charges (mobalytics 2026, corroborated by deadlock.one's 60-120 range)
Crowd control
None at base. The 1 AP upgrade applies -25% fire rate for 5s.
Defensive
The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary divers
How to play against it
Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
At 2 AP this is an ~11s cooldown with charges, so treat it as a permanent ambient threat rather than something to wait out
Interactions
Damage scales with distance travelled, not with distance to target — a redirected bolt that loops long hits harder than a point-blank one
The Spectral Assistant fires its own reduced-damage copy, so the two abilities are designed to be used together
The fire-rate slow at 1 AP stacks with Rabbit Hex's damage amplification for an unusually strong single-target burst setup
Because the bolt is steerable, standard 'strafe the skillshot' counterplay does not work in isolation
Since 5 October the bolt does only half damage to objectives, so it is a hero-poke tool rather than a way to chip guardians and walkers
Upgrade tiers
1 AP: applies -25% fire rate for 5s
2 AP: -13s cooldown (24s to roughly 11s)
5 AP: +50% maximum damage and +50% assistant bolt damage
Spectral Assistant
Ability 2 · Placed Summon That Mirrors His Fire, with a Position Swap
Sinclair summons an Assistant at a targeted location. The Assistant attacks whenever Sinclair fires his weapon. Pressing the ability again swaps Sinclair's position with the Assistant's and reloads his weapon.
Purpose: It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.
Damage
15 damage per Assistant attack, +14 at 5 AP. 40s cooldown, 6s base duration (game data), maximum 2 swaps (mobalytics 2026)
Mobility
The swap is a functional blink to a pre-chosen location, usable twice per cast
Defensive
His only escape tool — placing the Assistant behind cover and swapping is how he survives a gap-closer
How to play against it
Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
Engage during the 6s base duration gap when no Assistant is placed — before the 2 AP duration upgrade, the window where he is undefended is large
Interactions
The swap also reloads his weapon, so it doubles as a way to skip the 2.50s reload mid-fight
Limited to 2 swaps per cast — after the second swap it is purely a damage summon
The 2 AP upgrade extends duration by 7s (5s to 12s), which is what makes it viable as a banked escape rather than a burst tool
Placing the Assistant on high ground gives him an angle he can swap to and back from
Upgrade tiers
1 AP: -10s cooldown (40s to 30s)
2 AP: +7s duration and +5m placement range
5 AP: +60% Assistant fire rate and +14 Assistant damage
Rabbit Hex
Ability 3 · Targeted Area Transformation Disable with Damage Amplification
Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Hexed enemies move faster but take increased damage and cannot perform most actions. The hex does not interrupt an ability that is already in progress.
Purpose: His Hard CC and his burst multiplier. Turning a target into a rabbit both stops them acting and makes everything that follows hit harder, which is how a poke mage converts chip into kills.
Damage
No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s cooldown, 2s duration (+1s at 2 AP), 24m range, 6m radius (cut from 6.5m on 5 October; mobalytics 2026, corroborated by deadlock.one)
Crowd control
A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Notably it does NOT interrupt an ability already being channelled or executed.
Mobility
None for Sinclair. Hexed enemies move faster, which is a real drawback of the ability.
Defensive
Hexing a diver mid-approach stops them acting, though their increased move speed means they still arrive
How to play against it
If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
Spread out: the 6m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
Cleanse or debuff-removal ends the transformation and the damage amplification together
Stay outside 24m cast range in a standoff; he cannot hex what he cannot reach, and his weapon falloff goes to 60m so he is happy to poke instead
Interactions
It does not interrupt in-progress abilities, so hexing someone mid-channel does not stop the channel — know this limitation
Hexed enemies move faster, so using it on a fleeing target can actually help them escape
The 6m radius (8m at 5 AP since 5 October) makes it a multi-target disable against a grouped team, not just a single-target hex
5 AP: +7% damage amplification and +2m radius (was +3m before 5 October)
Audience Participation
Ultimate · Targeted Ultimate Theft with a Limited-Duration Recast
Sinclair copies an enemy hero's ultimate for a limited time. Reactivating the ability casts the copied ultimate instead of his own. The copy inherits the original's upgrade points and cooldown state.
Purpose: A flexible fight-swinger whose value is entirely determined by what the enemy team brought. Against a team with a strong teamfight ultimate it effectively doubles that ultimate for Sinclair's side.
Damage
No inherent damage — output depends entirely on the copied ultimate. 85s cooldown; after a successful copy it comes back at 60% of that (about 51s; 40% before 5 October), 20m range, 9s copy duration (cut from 12s on 5 October; Valve's notes)
Crowd control
Whatever CC the copied ultimate provides
Mobility
Whatever mobility the copied ultimate provides
Defensive
Can copy a defensive or disengage ultimate when that is what the fight needs
How to play against it
It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
The copy lasts only 9s: if you force a disengage immediately after he copies, the window expires with nothing spent
Because the shorter cooldown only applies after a successful copy, denying the copy puts it on the full 85s
Team composition is real counterplay here — a team whose ultimates are self-targeted buffs gives him very little to steal
Interactions
The copy inherits upgrade points, so copying a late-game enemy's 5 AP ultimate gives the strongest version
A successful copy puts it on a shorter cooldown (60% of the full 85s since 5 October, up from 40%), which is what makes it repeatable across a long fight
The 9s copy window means he must copy and use it in the same engagement — he cannot bank it
Each upgrade tier improves the copied ultimate by one further step
Its value swings enormously by matchup: near-useless against self-buff ultimates, decisive against area-control or lockdown ultimates
Upgrade tiers
1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step
Sinclair's win rate by game length
Sinclair gets stronger the longer the game goes: 41.1% in games under 25 minutes (#44 of 44), 48.5% in games past 40 (#31 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Sinclair pulls ahead of other heroes.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
45.0%
−0.1%
531
15–20
43.7%
−1.4%
1,214
20–25
39.5%
−5.6%
3,380
25–30
39.8%
−5.3%
10,508
30–35
42.4%
−2.7%
22,110
35–40
45.6%
+0.5%
26,087
40–45
47.6%
+2.5%
17,916
45–50
49.3%
+4.2%
9,594
50–55
50.0%
+4.9%
4,677
55–60
48.1%
+3.0%
1,866
60+
49.9%
+4.8%
970
"vs usual" is against Sinclair's 45.1% 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 Sinclair 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 Sinclair complexity 4/5 and describes him as spirit-primary off-lane or mid — https://deadlock.io/en/heroes/sinclair