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Venator

CarryControllerSkirmisher Hybrid Damage Mid Game Medium Difficulty

Patch 10-30-2026, 415,378 matches. Updated daily.

How to counter and play Venator

Items to buy

  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds 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, Gutshot Gutshot 10m Range23s Cooldown A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after 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 Slash Flying Slash 23m Range36s Cooldown Throws 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 target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge , Abrams' Shoulder Charge Shoulder Charge 1.4s Duration33s Cooldown Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero , Wraith's Project Mind Project Mind 25m Range50s Cooldown After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -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 Grenade Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 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 duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Gutshot and Ira Domini Ira Domini 15s Duration160s Cooldown For a limited window Venator loads three heavy stakes instead of normal bolts. Damage 120 per stake (about 1.5x weapon scaling); Mobility T1 grants +1.2 m/s move speed while active 1 +1.2 m/s move speed while Ira Domini is active 2 -15s cooldown (160s base) and +65 bonus damage 5 all three stakes become blessed all scale off weapon damage
  • Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative Shot Restorative Shot 800 souls Tier 1WeaponPassive +6s Cooldown +100% Proc Chance +50 Healing From Heroes +20 Healing From NPCs / Orbs +6% Weapon Damage , Healing Rite Healing Rite 800 souls Tier 1ArmorPress +70s Cooldown +0.2s Cast Delay +20s Regen Duration and Lifesteal all stop mattering for 3.5-4.5 seconds
  • Hex-Lined Snap Trap Hex-Lined Snap Trap 28s Cooldown Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. Crowd Control 1.25s immobilize (T2 pushes it to 2.25s) Damage 80 spirit (about 2.2x spirit scaling); Defensive Acts as a tripwire behind Venator so flankers cannot reach him unpunished 1 -11s cooldown (28s base) 2 +1s immobilize duration 5 +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 Ricochet Ricochet 6,400 souls Tier 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

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

Good at

  • 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

63.5 DPS

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).

  • 8 Bullet Damage
  • 1 Pellets per Shot
  • 7.94 Bullets per sec
  • 33 Ammo
  • 2.80s Reload Time
  • 1588m/s Bullet Velocity
  • 50Light Melee
  • 125Heavy Melee
Vitality and movement
  • 820 Health
  • 2 Health Regen
  • 6.40m/s Move Speed
  • 1m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 54.2% together +2.7% above expected
  • 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) 54.4% together +2.6% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.7% together +1.8% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 52.4% together +1.6% above expected

Every Venator duo →

Every Venator matchup

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 struggles Venator 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%).

Only matches whose average rank was Oracle and above, where Venator wins 47.6% overall.

Abilities

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, Colossus Colossus 6,400 souls Tier 4ArmorInstantCast +37s Cooldown +7s Duration +25% Base Health +15% Weapon Damage +35% Bullet Resist +35% Spirit Resist +24% Move Speed -22% Dash Distance +20% Model Scale +30% Melee Damage Builds 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 Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing or Toxic Bullets Toxic Bullets 3,200 souls Tier 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 Transformation Shadow Transformation 5s Duration160s Cooldown Yamato 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… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +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 Assassinate Assassinate 55s Cooldown Scopes in for a long-range rifle shot. Damage 90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds… Mobility none — she is scoped and stationary during the charge 1 -15s cooldown (55s base) 2 +80 maximum bonus damage 5 +4% weapon damage per kill (from +6% to +10%) , a Card Trick Card Trick 500m Range0.6s Cooldown Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all 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 Haunt Haunts Neutral camps Lanes and Districts across the map Haunts 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. Souls 4168181 souls tier I / II / III a 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 Haunts Haunts Neutral camps Lanes and Districts across the map Haunts 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. Souls 4168181 souls tier I / II / III a 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
  • Bullet Resist items (Enduring Speed line, Metal Skin, Bullet Armor) cut the 120-per-stake body damage, though not the blessed pure-damage portion
  • 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 (Headhunter Headhunter 3,200 souls Tier 3WeaponPassive +8s Cooldown +5% Weapon Damage +50 Bonus Health +3s Move Speed Duration +100% Proc Chance Builds from Headshot Booster , Sharpshooter Sharpshooter 3,200 souls Tier 3WeaponPassive +10% Weapon Damage +60% Weapon Damage +20% Weapon Fall-off Range +25% Weapon Zoom +60% Bullet Velocity Builds from Long Range, High-Velocity Rounds , Glass Cannon Glass Cannon 6,400 souls Tier 4WeaponPassive +85% Weapon Damage -13% Max Health +2 Bonus Ammo Per Kill +7% Fire Rate per Kill +8 Max Stacks +30% Move Speed +3s Slow 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.

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: 53.7% over 2,422 games 53.7% 15–20 min: 50.8% over 5,259 games 50.8% 20–25 min: 50.3% over 14,461 games 50.3% 25–30 min: 47.7% over 45,779 games 47.7% 30–35 min: 45.9% over 97,396 games 45.9% 35–40 min: 45.4% over 110,698 games 45.4% 40–45 min: 46.3% over 74,444 games 46.3% 45–50 min: 46.5% over 38,917 games 46.5% 50–55 min: 46.1% over 17,616 games 46.1% 55–60 min: 47.4% over 6,772 games 47.4% 60+ min: 49.3% over 3,391 games 49.3% 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 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