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

Sinclair

MageControllerSummoner Spirit Damage Mid Game High Difficulty

Patch 10-30-2026, 98,426 matches. Updated daily.

How to counter and play Sinclair

Items to buy

  • vs summons and turrets Monster Rounds Monster Rounds 800 souls Tier 1WeaponPassive +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Split Shot Split Shot 1,600 souls Tier 2WeaponInstantCast +27s Cooldown +5 Weapon Multishot +12s Bonus Duration +8% Weapon Damage per Stack +5 Max Stacks Alchemical Fire Alchemical Fire 3,200 souls Tier 3WeaponPress +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power
  • vs long-range poke Extra Regen Extra Regen 800 souls Tier 1ArmorPassive +2.5 Health Regen +1.5 Out of Combat Regen Healing Rite Healing Rite 800 souls Tier 1ArmorPress +70s Cooldown +0.2s Cast Delay +20s Regen Duration High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage
  • vs gap closers and escapes High-Velocity RoundsMystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist
  • 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 Bolt Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 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 Hex Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -10s cooldown (26s to 16s) 2 2 AP: +1s duration (2s to 3s) 5 5 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 Assistant Spectral Assistant 15m Range6s Duration40s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 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 Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 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 Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance on him before a dive and he has little room to get away. (Mobalytics, Deadlock Item Builder)

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

Good at

  • Long effective weapon range (60m falloff end) combined with a steerable skillshot
  • Rabbit Hex is a genuine multi-target hard disable with built-in damage amplification
  • The Assistant swap gives a fragile mage a pre-planned escape
  • Audience Participation scales with the enemy team's power rather than his own farm

Weak to

  • 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape
  • Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns
  • Rabbit Hex does not interrupt in-progress abilities, so it fails against channelled ultimates
  • His own ultimate can be worthless depending on what the enemy team drafted

In lane, good at

  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane
  • Spectral Assistant swap doubles as an instant reload, so his 2.50s reload rarely costs him a trade
  • Rabbit Hex at 24m range stops an all-in cold and amplifies the damage he puts back

In lane, weak to

  • 730 max health with no healing whatsoever in the kit
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
  • At only 2.72 bullets/second, a single missed burst is a large share of his damage window
  • Base cooldowns are long before the 1 AP cuts (Vexing Bolt 24s, Spectral Assistant 40s, Rabbit Hex 26s), so a dodged bolt leaves real dead time
  • 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

44.9 DPS

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.

  • 16.50 Bullet Damage
  • 1 Pellets per Shot
  • 2.72 Bullets per sec
  • 16 Ammo
  • 2.50s Reload Time
  • 300m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 1 Health Regen
  • 7.20m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • 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) 53.4% together +2.3% above expected

Every Sinclair duo →

Every Sinclair matchup

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 struggles Sinclair 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%).

Only matches whose average rank was Oracle and above, where Sinclair wins 45.6% overall.

Abilities

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
  • Hex into Vexing Bolt into a stolen ultimate from Audience Participation is his full combo
Upgrade tiers
  • 1 AP: -10s cooldown (26s to 16s)
  • 2 AP: +1s duration (2s to 3s)
  • 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.

35% 40% 45% 50% 55% 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: 45.0% over 531 games (few games, read with care) 45.0% 15–20 min: 43.7% over 1,214 games 43.7% 20–25 min: 39.5% over 3,380 games 39.5% 25–30 min: 39.8% over 10,508 games 39.8% 30–35 min: 42.4% over 22,110 games 42.4% 35–40 min: 45.6% over 26,087 games 45.6% 40–45 min: 47.6% over 17,916 games 47.6% 45–50 min: 49.3% over 9,594 games 49.3% 50–55 min: 50.0% over 4,677 games 50.0% 55–60 min: 48.1% over 1,866 games 48.1% 60+ min: 49.9% over 970 games (few games, read with care) 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 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