vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending
Fight him in open ground — away from walls, GutshotGutshot10m Range23s CooldownA point-blank shotgun burst within about 10m that shoves everyone hit backwards.Crowd Controlknockback on everyone hit;Damage60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when…Mobilitynone for Venator himself1+25 damage2-10s cooldown (23s base) and +0.4s stun duration5after a wall stun, Venator's next heavy melee becomes blessed is only a knockback and he has no Hard CC left
Punish his 6.4 m/s speed: he cannot disengage, so gap-closers (Yamato's Flying SlashFlying Slash23m Range36s CooldownThrows a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival.Crowd Control-40% movement slow for 2.5s on the targetDamage66 melee damageMobilityPulls her to the target from 23m base (T3 adds +8m, up to 31m)1-18s cooldown (36s base down to 18s)2gain +35 Spirit Power for 6s5alt-cast to grapple allies, +8m cast range, and +1 charge, Abrams' Shoulder ChargeShoulder Charge1.4s Duration33s CooldownAbrams barrels forward, scooping up any hero he contacts and carrying them along.Crowd ControlStun on wall impact only.Damage30 base impact damage (deadlock.one).MobilityForward charge with a speed bonus after connecting with a hero.1applies a 32% move-speed slow for 3s, giving the ability value even when no wall is…2+0.8s wall-slam stun duration5roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero, Wraith's Project MindProject Mind25m Range50s CooldownAfter a brief channel, Wraith teleports to a chosen location at range.MobilityTeleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible…DefensiveT2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power1+15m cast range (25m base up to 40m)2300 barrier for 5s on arrival, scaling with Spirit Power5-32s cooldown (50s base down to 18s)) reach him and he cannot leave
Delay big heals until his grenade burn expires rather than healing into 30-50% reduction
Bullet-resist items blunt his weapon-scaling kit far more than Spirit Resist does, since Consecrating GrenadeConsecrating Grenade25s CooldownLobs a grenade that bounces once or twice before detonating in a roughly 4.5m area.Damage35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x…1-5s cooldown (25s base)2+1.5m radius and +1s burn duration5an additional 20% healing reduction on top of the base 30%, and grants extra charges, Gutshot and Ira DominiIra Domini15s Duration160s CooldownFor a limited window Venator loads three heavy stakes instead of normal bolts.Damage120 per stake (about 1.5x weapon scaling);MobilityT1 grants +1.2 m/s move speed while active1+1.2 m/s move speed while Ira Domini is active2-15s cooldown (160s base) and +65 bonus damage5all three stakes become blessed all scale off weapon damage
Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative ShotRestorative Shot800 soulsTier 1WeaponPassive+6sCooldown+100%Proc Chance+50Healing From Heroes+20Healing From NPCs / Orbs+6%Weapon Damage, Healing RiteHealing Rite800 soulsTier 1ArmorPress+70sCooldown+0.2sCast Delay+20sRegen Duration and Lifesteal all stop mattering for 3.5-4.5 seconds
Hex-Lined Snap TrapHex-Lined Snap Trap28s CooldownKicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds.Crowd Control1.25s immobilize (T2 pushes it to 2.25s)Damage80 spirit (about 2.2x spirit scaling);DefensiveActs as a tripwire behind Venator so flankers cannot reach him unpunished1-11s cooldown (28s base)2+1s immobilize duration5+1 charge and +30% damage dealt to revealed targets sitting invisible-until-triggered on your flank route roots you for 1.25-2.25s and reveals you for 6s
Gutshot into a wall is a 0.6-1.0s Stun plus 90 damage, and in corridors or around the Patron that is a free chain into his whole kit
Ira Domini stakes hit for 120 each with a blessed stake adding 95 pure damage and executing anyone under 8% max health — running away at low HP does not work
Since the 09-16-2026 patch his stakes RicochetRicochet6,400 soulsTier 4WeaponPassive+65%Ricochet Damage+18%Fire Rate and split, so standing in a line behind a focused ally now shares the ultimate damage across your team
Hex-Lined Snap Trap first — it is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating
Gutshot second — it is his self-peel; once it is on a 13-23s cooldown a melee diver can sit on him with impunity
Consecrating Grenade third — force it out on a frontliner so your support can heal freely for the next 20-25s
Ira Domini last and hardest: make him spend the 15s window and all three stakes on a tanky target or into a Viscous Cube, then all-in during the 145-160s downtime
The moment Gutshot and both Snap Trap charges are on cooldown, he has no CC and no escape — that is the all-in window
During the 2.8s weapon reload (33-round magazine at nearly 8 shots/sec empties fast)
The arming delay on a freshly kicked trap: the trap does nothing for that brief period, so pushing through immediately after you watch him kick it is safe
After all three Ira Domini stakes are spent, his damage collapses back to a 63.5 DPS bolt gun for the next ~145 seconds
Any moment he is in open ground away from walls: his Hard CC is trap-only and traps must be pre-placed
Buy Bullet Resist such as Metal SkinMetal Skin3,200 soulsTier 3ArmorInstantCast+24sCooldown+5sDuration+12%Bullet Resist-20%Dash Distance+20%Gravity Scale, because Venator's gun and most of his abilities scale with weapon damage. (Deadlock Handbook, Deadlock Item Builder)
Layered crowd control from three separate slots: knockback plus wall Stun, a 30s-lifetime immobilizing trap, and area denial from burn
Native anti-heal on a 20-25s cooldown, which no item purchase is required to enable
Reveal on the trap gives his team map information and a 30% damage amplifier at T3
820 base health, so he is not deleted by a single dive
Weak to
Zero sustain, zero barrier and no escape ability — the entire kit is offense and control
6.4 m/s base speed makes him the slowest of this group and an easy gank target
Gutshot's Stun is conditional on terrain, so his Hard CC evaporates in open-field fights
Only three stakes per ultimate on a 145-160s cooldown makes every whiff extremely costly
In lane, good at
Consecrating Grenade denies the enemy laner's Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid
Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push
820 base health is on the higher side for a marksman, so he survives early all-ins that would kill a 730 HP hero
In lane, weak to
Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can
No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer
Gutshot is only 10m and needs a wall for the Stun, so in an open lane it is a weak trade button
Laning 0-10min — Consecrating Grenade's 30% healing reduction makes him a strong counter-laner against any regen-based opponent
Hex-Lined Snap Trap T2 (+1s immobilize) — A 2.25s Root is long enough to chain a full Gutshot plus weapon burst without help
Ira Domini unlock — Gives him an execute for the first time, converting his CC chain into confirmed kills
Late 35min+ with Ricochet — Post 09-16-2026 Ira Domini bounces and splits, turning the ultimate from a single-target execute into a teamfight nuke
Rapid-Fire Crossbow
Rapid FireMedium Range
63.5DPS
Falloff Range 18m → 47m
Fast-cycling bolt weapon listed at roughly 8 damage per bolt, about 7.9 shots per second, 33 rounds and a 2.8s reload, giving around 63.5 DPS. Bolts travel as fast projectiles (about 1590 m/s), so at long range you must lead slightly; effective reach is medium-long (falloff out toward the high-40m band).
8Bullet Damage
1Pellets per Shot
7.94Bullets per sec
33Ammo
2.80sReload Time
1588m/sBullet Velocity
50Light Melee
125Heavy Melee
Vitality and movement
820Health
2Health Regen
6.40m/sMove Speed
1m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Venator wins most with, against what their two win rates would predict.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)54.2% together+2.7% above expected
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)54.4% together+2.6% 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)52.7% together+1.8% 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)52.4% together+1.6% above expected
Venator wins 46.4% of games overall.
Who counters Venator and who Venator counters: all 43 opponents, from Venator's hardest to easiest, with how far each sits from that average. Venator strugglesVenator does well
Paige and Graves are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Venator in particular: Rat King (Venator wins 41.5%).
Pick an ability to see what it does and how to play around it.
Consecrating Grenade
Ability 1 · Bouncing AoE Grenade with Burn and Healing Reduction
Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. The blast does weapon-scaling damage and ignites everyone caught, and burning enemies bleed pure damage into the space around them while their incoming healing is cut.
Purpose: His anti-heal and area-denial button. Venator throws it into a contested choke or onto a sustain hero before his team commits, so the enemy cannot regen or Lifesteal their way out of the fight.
Damage
35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x scaling) over 3.5s; T2 extends burn by 1s
How to play against it
The grenade bounces before it explodes, so step back through the bounce arc rather than sprinting forward into the detonation point
Burning spreads damage to allies standing next to you, so break formation the instant one teammate ignites instead of grouping for a heal
Do not pop a big heal (Restorative Shot, Healing Rite, ColossusColossus6,400 soulsTier 4ArmorInstantCast+37sCooldown+7sDuration+25%Base Health+15%Weapon Damage+35%Bullet Resist+35%Spirit Resist+24%Move Speed-22%Dash Distance+20%Model Scale+30%Melee DamageBuilds from Extra Health) while burning; hold it until the 3.5s burn expires or the anti-heal is wasted
Fight him in open ground where the 4.5m radius is easy to walk out of, not in a lane choke or a stairwell
Interactions
Stacks multiplicatively with item anti-heal such as HealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming Healing or Toxic BulletsToxic Bullets3,200 soulsTier 3WeaponPassive-40%Incoming Healing, which can take a Lifesteal bruiser from sustainable to killable
Because the burn is pure damage, armor and spirit-resist items do not blunt the damage-over-time portion the way they blunt his bolts
The bounce means it can be thrown around a corner or off a ceiling to hit a defender behind cover
Upgrade tiers
T1: -5s cooldown (25s base)
T2: +1.5m radius and +1s burn duration
T3: an additional 20% healing reduction on top of the base 30%, and grants extra charges
Gutshot
Ability 2 · Short-Range Shotgun Cone with Knockback and Conditional Wall Stun
A point-blank shotgun burst within about 10m that shoves everyone hit backwards. If the shove drives a target into a wall or other geometry, that target eats bonus damage and is stunned briefly.
Purpose: Self-peel and a terrain-dependent hard-CC setup. Venator uses it to shove a diver off him, or in tight corridors to pin someone against a wall for a Stun his team can convert on.
Damage
60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when the target is slammed into geometry; T1 adds +25
Crowd control
Knockback on everyone hit; 0.6s Stun on targets driven into a wall (T2 adds +0.4s, so up to 1.0s)
Mobility
None for Venator himself
Defensive
The knockback creates separation from melee and gap-closers
How to play against it
Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
Divers with Unstoppable (Abrams' Siege, Yamato's Shadow TransformationShadow Transformation5s Duration160s CooldownYamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily…DamageNo direct damage; the power is in refreshed abilities cast 60% fasterMobilityT2 adds +4 m/s move speed during the transformation, on top of her already…DefensiveInitial invincibility during the 1.5s transformation channel, immunity to…1+7 weapon damage2+4 m/s move speed and -30s cooldown (160s base)5+3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) walk through the shove and the Stun
Do not back yourself into a corner while pressuring him; the shove has no value if there is nothing behind you
It is a short 10m cone — an AssassinateAssassinate55s CooldownScopes in for a long-range rifle shot.Damage90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds…Mobilitynone — she is scoped and stationary during the charge1-15s cooldown (55s base)2+80 maximum bonus damage5+4% weapon damage per kill (from +6% to +10%), a Card TrickCard Trick500m Range0.6s CooldownDealing weapon damage generates cards of a random suit, which she can then throw.Crowd Controlnone directlyDamage45 spirit base (about 0.55x spirit scaling);MobilityA Club card grants +24% move speed1+2 charges2+40 damage and increased spirit scaling5all suits improved and a higher chance for Jokers or any mid-range poke never triggers it
Interactions
Wall Stun range is about 7m, so it only converts when the target is already close to a surface — in open mid-lane it is pure knockback
The knockback can push an enemy out of a friendly zone ability or, badly used, shove a target out of your own team's follow-up
Displacement resistance and Unstoppable effects negate the shove and therefore the wall Stun entirely
Upgrade tiers
T1: +25 damage
T2: -10s cooldown (23s base) and +0.4s Stun duration
T3: after a wall Stun, Venator's next heavy melee becomes blessed
Hex-Lined Snap Trap
Ability 3 · Deployed Ground Trap, Immobilize Plus Reveal
Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. The first enemy to walk into its roughly 2m footprint takes Spirit Damage, is locked in place, and is revealed to Venator's team for several seconds afterwards.
Purpose: Flank denial and pick setup. Traps go on the doorways, zip-line landings and jungle entrances the enemy must path through, turning a rotation into a free Root plus wallhack for his team.
Damage
80 spirit (about 2.2x spirit scaling); T3 adds +30% damage against revealed targets
Crowd control
1.25s immobilize (T2 pushes it to 2.25s)
Defensive
Acts as a tripwire behind Venator so flankers cannot reach him unpunished
How to play against it
Push a minion wave, a Seven stormcloud drone, an Ivy ally or any summon down a choke first — the trap springs on the first thing through
Vary your rotation path; traps cover fixed geometry, so take the zipline or the roof instead of the same HauntHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute-camp door twice
On Graves, shoot the trap: since the 09-29-2026 patch her gun destroys it outright
Buy or hold a cleanse-style active (Debuff Remover / Unstoppable timing) for the 1.25-2.25s immobilize, because that lock is what turns into a Gutshot or Ira Domini stake
Once revealed you have 6 seconds of being tracked — retreat immediately rather than trying to reposition for a re-engage
Interactions
Two charges on an 8s recharge means he can cover two entrances at once; a third charge comes at T3
Reveal persists through cover and stealth-adjacent effects, which is why it doubles as a ward on objectives like the Urn route and Patron approaches
The trap is a physical object on the ground — it is visible if you are looking for it and it triggers on the first body through, so a minion or a summon soaks it
As of the 09-29-2026 patch Graves can destroy a trap by shooting it, so a Graves lane clears his doorway set-ups before walking through them
Since the 30 September 2026 build (6723, not in Valve's notes) troopers and HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute no longer target the traps, so a lane wave will not shoot one out for you
Upgrade tiers
T1: -11s cooldown (28s base)
T2: +1s immobilize duration
T3: +1 charge and +30% damage dealt to revealed targets
Ira Domini
Ultimate · Temporary Weapon Transformation, 3 Empowered Stakes with an Execute
For a limited window Venator loads three heavy stakes instead of normal bolts. Each stake hits for massively increased weapon damage, and the third and final stake is blessed, adding pure damage and outright executing enemies under a low health threshold.
Purpose: His kill-confirm. After a Root, a wall Stun or an anti-heal burn he loads up and converts, and the blessed final stake takes a target that thinks it has escaped at low HP.
Damage
120 per stake (about 1.5x weapon scaling); blessed stake adds 95 bonus pure damage (about 3.6x scaling), with T2 adding +65; execute triggers at 8% max health
Mobility
T1 grants +1.2 m/s move speed while active
How to play against it
Ira Domini is a loud, visible transformation — the moment you see him load stakes, break line of sight for the 15s window instead of trading
At low HP, the 8% execute means a Restorative Shot or Colossus that puts you over the threshold is worth more than a damage item
He only has three stakes and a long 145-160s cooldown; forcing him to dump them on a tanky frontliner or a Viscous Cube wastes the whole ultimate
Post 09-16-2026 he can Ricochet and split stakes, so do NOT stand in a line behind a teammate he is aiming at
Interactions
Changed in the 09-16-2026 patch: Ira Domini now works with Ricochet, so every stake bounces, and it can split-shot (one extra bolt to each side, three total per trigger) — this is the first patch where the ultimate scales off weapon modifier items
Because stakes scale off weapon damage, weapon-damage items (HeadhunterHeadhunter3,200 soulsTier 3WeaponPassive+8sCooldown+5%Weapon Damage+50Bonus Health+3sMove Speed Duration+100%Proc ChanceBuilds from Headshot Booster, SharpshooterSharpshooter3,200 soulsTier 3WeaponPassive+10%Weapon Damage+60%Weapon Damage+20%Weapon Fall-off Range+25%Weapon Zoom+60%Bullet VelocityBuilds from Long Range, High-Velocity Rounds, Glass CannonGlass Cannon6,400 soulsTier 4WeaponPassive+85%Weapon Damage-13%Max Health+2Bonus Ammo Per Kill+7%Fire Rate per Kill+8Max Stacks+30%Move Speed+3sSlow Duration) inflate the ultimate far more than spirit items do
Only three stakes exist per cast and the window is about 15s, so every miss is a large fraction of the ultimate
Pure damage on the blessed stake is not reduced by bullet or Spirit Resist
Upgrade tiers
T1: +1.2 m/s move speed while Ira Domini is active
T2: -15s cooldown (160s base) and +65 bonus damage
T3: all three stakes become blessed
Venator's win rate by game length
Venator wants the game over early: 50.8% in games under 25 minutes (#17 of 44), 46.5% in games past 40 (#43 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Venator falls behind other heroes in long games.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
53.7%
+7.3%
2,422
15–20
50.8%
+4.4%
5,259
20–25
50.3%
+3.9%
14,461
25–30
47.7%
+1.3%
45,779
30–35
45.9%
−0.5%
97,396
35–40
45.4%
−1.0%
110,698
40–45
46.3%
−0.1%
74,444
45–50
46.5%
+0.1%
38,917
50–55
46.1%
−0.3%
17,616
55–60
47.4%
+1.0%
6,772
60+
49.3%
+2.9%
3,391
"vs usual" is against Venator's 46.4% 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 Venator 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: DramaLock hero guide rates Venator complexity 2 of 3; deadlock.io calls him a moderate-difficulty Crossbow/Devout/Arms Expert hero