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 HexDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
Buy KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius and use it the instant she lifts off — FlightFlight13s Duration42s CooldownVindicta lifts off and flies freely for an extended duration.Damage+10 spirit damage per bullet while airborne (T3 adds +10 more with improved…Mobility13s of free flight on a 42s cooldown;DefensiveBeing airborne dodges most ground-targeted abilities and puts her out of…1+50% base ammo capacity during Flight2+10s duration (13s base up to 23s)5hero kills refresh Flight's duration; is her only escape and she has 2 stamina and 755 HP on the ground
Interrupt the 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%) scope: Warden's Binding WordBinding Word15m Range34s CooldownCurses a targeted enemy hero.Crowd Control1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the…Damage110 (about 2.44x spirit scaling) when it landsDefensiveRooting a diver in place is a strong self-peel1Warden deals +20% bullet damage to trapped heroes for 5s2+0.75s immobilise duration5-14s cooldown (34s base) and silences the target until they escape or are immobilised, Wraith's TelekinesisTelekinesis10m Range2.3s Duration150s CooldownLifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses.Crowd Controlstunned during the 1.25s channel, then the target is airborne and unable to…Damage100 spirit base (about 1.0x spirit scaling);Mobilitynone for Wraith — she channels for 1.25s while aiming the throw1+100 damage2-45s cooldown (150s base down to 105s)5+1.5s debuff duration and +6m throw and cast range, Viscous's Puddle PunchPuddle Punch40m Range24s CooldownMaterialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward.Crowd ControlKnockup on everyone in the 4m radius plus a -24% movement slow for 3sDamage20 damage base plus about 0.6x melee scaling;MobilityGrants Viscous and allies increased air control when caught in it1+1 charge and +20 damage2+1.5m radius and +60% lifesteal5-14s cooldown and deals Heavy Melee damageKnockup, or any Stun forces a 50%-damage or cancelled shot
Hold heals until you cross back above 50% health rather than sitting in her bonus-damage bracket, and time them outside the 5-7s Crow anti-heal window
Fight indoors and in tunnels where Flight gains no firing angle and her rifle range is wasted
Contest her landing zone instead of chasing her into the air; the 42s Flight cooldown guarantees she has to come down
Assassinate does up to roughly 260 damage at T2 against anyone under 50% health, fired from a range where you cannot see or reach her — dropping below half health anywhere in her line of sight is a death sentence
StakeStake40s CooldownThrows a stake that embeds where it lands.Crowd ControlTether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a…Damage40 spirit base, scaling with Spirit Power;Mobilitynone for Vindicta1+45 damage2-22s cooldown (40s base down to 18s)5+0.75s tether duration and +2m capture radius leashes you to a 9m radius for 1.75-2.5s with a 40% slow, which exists specifically so you cannot break line of sight before the Assassinate charge finishes
Crow FamiliarCrow Familiar32s CooldownSends out a crow that strikes a target for impact damage, strips some of their bullet and spirit resistance, and applies a bleed that ticks for a percentage of the target's current health.Damage40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)…1applies -35% healing reduction2+0.5% bleed damage per second and -16s cooldown (32s base down to 16s)5+2s debuff duration and an additional -8% bullet and spirit resist bleeds you for 2.2-2.7% of current health per second, strips up to 14% bullet AND Spirit Resist, and cuts your healing by 35% — it makes your whole team's damage land harder on you
Flight lets her take angles over every piece of cover on the map and adds +10-20 Spirit Damage per bullet while she does it
Every kill she lands with Assassinate is a permanent +6-10% weapon damage, so a fed Vindicta gets strictly worse to fight as the game goes on
Flight first and above all else — force her to use it as an escape, then collapse during the 32-42s it is down, because that is the only window in which she is actually killable
Stake second: a dodged Stake pre-T2 means nearly 40 seconds in which she cannot lock a target for Assassinate
Crow Familiar third: making her spend it on a frontliner keeps the -35% anti-heal and resist shred off your carry for 16-32s
Assassinate is not worth baiting directly — it has 2 charges and a short recharge; instead deny it by never being under 50% health in her sight line
The one-second Assassinate scope charge — she is stationary and committed, and any interrupt costs her half the damage or all of it
The 32-42s Flight downtime, when she is a 755 HP hero with 2 stamina and no escape
The moment she lands from Flight, before Flight's cooldown recovers
While Flight is active she is fully silhouetted with no cover, so gun burst (Wraith's Full AutoFull Auto5s Duration45s CooldownFor a short window Wraith's fire rate increases and every bullet carries bonus spirit damage.Damage+2 spirit damage per bullet on top of her weapon damage1-20s cooldown (45s base down to 25s)2+10% fire rate and +3s duration5unlimited ammo and increased scaling on spirit damage per bullet, a Warden rifle window) gets uncontested lines on her
Immediately after a thrown Stake misses — pre-T2 that is a 40s window in which she has no control tool at all
Escape and repositioning via 13-23s of free Flight
Genuine long-range execute threat with Assassinate plus two charges
Native anti-heal and dual resist shred on Crow Familiar, so she hurts both squishies and tanks
Permanent weapon damage stacking from Assassinate kills lets her scale if she gets ahead
High movement speed (7.9 m/s) for map presence and split pressure
Weak to
755 HP with no dedicated defensive abilities
Hard-countered by Knockdown, which removes her only escape
Assassinate requires a stationary one-second charge, which is trivially interruptible
Only 2 base stamina leaves her helpless on the ground with Flight down
Falls off relative to her own potential if denied early kills, since her scaling is kill-dependent
In lane, good at
Rifle range and headshot bonus let her win the last-hit and deny war against short-range laners without ever entering their threat radius
Crow Familiar's current-health bleed plus T1 anti-heal shuts off the enemy laner's Healing Rite regen loop
Flight gives an escape from the standard 2-man lane gank
In lane, weak to
755 max health is the lowest of this group — any laner who actually reaches her wins the trade outright
Only 2 base stamina, so without Flight up she has almost no dodge resource
No self-heal, no barrier and no damage reduction anywhere in the kit
Stake's 40s pre-T2 cooldown means she has one control attempt per minute early
Assassinate unlock — Turns any poked target under 50% health into a confirmed kill from outside all counterplay range
Crow Familiar T1 — -35% healing reduction gives her native anti-heal and flips her matchups against sustain brawlers
Stake T2 (-22s cooldown) — 18s Stake means she can leash a target nearly every fight instead of once a minute
Late 35min+ — Accumulated +6-10% weapon damage per Assassinate kill, plus Flight T3 kill-refresh, makes a fed Vindicta's weapon hit harder with every kill
Long-Range Marksman Rifle (Wallflower's Revenge)
Rapid FireLong Range
53.4DPS
Falloff Range 20m → 64m
Slow-firing, high-accuracy rifle built for long-range single shots rather than sustained spraying, with a meaningful headshot bonus (+20% weapon damage). While Flight is active each bullet also carries bonus spirit damage, so her airborne DPS is materially higher than her grounded DPS.
12.33Bullet Damage
1Pellets per Shot
4.33Bullets per sec
19Ammo
2.91sReload Time
660m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
755Health
2Health Regen
7.90m/sMove Speed
1.60m/sSprint Speed
2Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Vindicta 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)57.1% together+3.6% above expected
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)56.4% together+3.2% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)55.0% together+3.0% above expected
Lady GeistLady GeistBruiserSkirmisherClose rangeHybrid damagePersonal sustain between 100% Life Drain conversion and lifesteal itemisationDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healingvery high (3/3)54.2% together+3.0% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)54.2% together+2.3% 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)54.5% together+1.9% above expected
Vindicta wins 49.8% of games overall.
Who counters Vindicta and who Vindicta counters: all 43 opponents, from Vindicta's hardest to easiest, with how far each sits from that average. Vindicta strugglesVindicta 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 Vindicta in particular: McGinnis (Vindicta wins 47.9%).
Pick an ability to see what it does and how to play around it.
Stake
Ability 1 · Thrown Anchor That Tethers Enemies to a Point
Throws a stake that embeds where it lands. Enemies caught in its capture radius are leashed to that point — they can move but only within the tether length, and they are slowed while tethered.
Purpose: Her setup tool. Vindicta stakes a target so they cannot break line of sight or reach cover, then takes the full-charge Assassinate or lets her team collapse on a target that physically cannot leave.
Damage
40 spirit base, scaling with Spirit Power; T1 adds +45
Crowd control
Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a 40% movement slow
Mobility
None for Vindicta
Defensive
Can be thrown at her own feet area to leash a chasing diver in place while she flies away
How to play against it
You are not rooted — sprint or dash to the 9m tether edge and break line of sight there, rather than standing still and eating Assassinate
Watch the stake land: it is a thrown object with travel time, so sidestepping the landing point avoids the capture radius entirely
Cleanse effects and UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer windows remove the tether; Debuff Remover timing on Stake is the difference between escaping and being executed
Bait it at 40s cooldown pre-T2 — one dodged Stake buys almost a full minute of safe positioning
Interactions
The tether restricts distance from the stake, not movement itself — dashes, Stamina jumps and gap-closes still work as long as you stay inside the 9m radius, and are the fastest way to reach the edge
Because it anchors to geometry, staking a target who is already standing next to their escape route is much weaker than staking them in the open
40s base cooldown drops to 18s at T2, which changes it from a fight-opener to a repeatable control tool
Pairs with Crow Familiar: a tethered target cannot outrun the current-health bleed
Upgrade tiers
T1: +45 damage
T2: -22s cooldown (40s base down to 18s)
T3: +0.75s tether duration and +2m capture radius
Flight
Ability 2 · Sustained Self-Flight with Weapon and Item Buffs
Vindicta lifts off and flies freely for an extended duration. While airborne her bullets carry bonus Spirit Damage and her items reach considerably further than normal.
Purpose: Her defining ability and her entire escape plan. It removes her from ground-based CC and melee ranges, grants firing angles over cover, and lets her chase kills across the map.
Damage
+10 Spirit Damage per bullet while airborne (T3 adds +10 more with improved scaling)
Mobility
13s of free flight on a 42s cooldown; T2 adds +10s duration
Defensive
Being airborne dodges most ground-targeted abilities and puts her out of melee gap-closer range
How to play against it
Buy Knockdown. It ends Flight and she has no ground escape to follow up with
Do not chase upward; contest her landing zone instead, because the 42s cooldown means she must come down and she is a 755 HP hero when she does
She is fully silhouetted in the air — sustained-fire heroes (Wraith with Full Auto, Warden's rifle) get clean unobstructed lines on her the moment she lifts
Fight indoors, in tunnels and under cover where Flight gains no angle advantage
Interactions
Knockdown effects are the hardest counter in the game to Flight — they drop her out of the air and strand her with no horizontal escape
T3 refreshes the duration on hero kills, so a Vindicta who is snowballing can effectively stay airborne through a whole teamfight
T1 adds +50% base ammo capacity during flight, addressing her main airborne limitation (running dry mid-flight)
Flying puts her above cover, which means she also becomes visible to the entire enemy team — it is not a stealth tool
She only has 2 base stamina, so once Flight is down she has very little ground mobility
Upgrade tiers
T1: +50% base ammo capacity during Flight
T2: +10s duration (13s base up to 23s)
T3: hero kills refresh Flight's duration; +10 Spirit Damage per bullet with improved scaling
Crow Familiar
Ability 3 · Homing Familiar Applying Resist Shred and a Percent-Health Bleed
Sends out a crow that strikes a target for impact damage, strips some of their bullet and spirit resistance, and applies a bleed that ticks for a percentage of the target's current health.
Purpose: Her anti-tank and anti-sustain tool. Because the bleed scales off current health rather than a flat number, it hurts high-HP frontliners the most, and the upgraded version shuts off their healing.
Damage
40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%) over 5s (T3 adds +2s)
How to play against it
Heal through the bleed only after the 5-7s duration expires — casting a big heal into the -35% reduction is largely wasted
The bleed scales with current health, so it is a poke tool, not a kill tool; a tank should keep fighting through it rather than backing off
The resist shred stacks with your own resist purchases in the wrong direction — buying more Bullet Resist than she can shred (Metal SkinMetal Skin3,200 soulsTier 3ArmorInstantCast+24sCooldown+5sDuration+12%Bullet Resist-20%Dash Distance+20%Gravity Scale, Bullet Armor) blunts the whole combo
It is a travelling familiar with a visible flight path; breaking line of sight before it connects avoids the entire debuff package
Interactions
T1's -35% healing reduction is her native anti-heal and is the reason she is a strong pick into sustain brawlers like Victor, Abrams or Warden
A percent-of-current-health bleed means it is strongest on full-HP tanks and nearly irrelevant on a target already at 10% — use it to open, not to finish
The resist shred applies to both damage types, so it amplifies her own rifle and her team's Spirit Damage simultaneously
Cooldown drops from 32s to 16s at T2, making it a near-permanent debuff on a priority target
Upgrade tiers
T1: applies -35% healing reduction
T2: +0.5% bleed damage per second and -16s cooldown (32s base down to 16s)
T3: +2s debuff duration and an additional -8% bullet and Spirit Resist
Assassinate
Ultimate · Scoped Charged Single-Target Sniper Shot with a Low-Health Damage Bonus
Scopes in for a long-range rifle shot. The shot deals partial damage if fired before it finishes charging (about one second), and does substantially more damage against targets below half health. Securing a kill with it permanently increases her weapon damage.
Purpose: Her execute and her snowball engine. Vindicta softens a target with the rifle and Crow, then confirms the kill from a range where nothing can reach her, and each kill makes her stronger for the rest of the game.
Damage
90 base spirit plus up to 90 bonus against targets under 50% health (T2 adds +80 max bonus), so up to roughly 260 at T2; firing uncharged deals 50% of full damage; +20% headshot bonus
Mobility
None — she is scoped and stationary during the charge
How to play against it
Break line of sight the moment you drop below 50% health — that is the exact threshold where the bonus damage turns on
She must hold the scope for a full second for full damage; a single interrupt (Warden's Binding Word, Wraith's Telekinesis, Knockdown, a Viscous Puddle PunchKnockup) forces a 50%-damage shot or no shot at all
Deny the snowball: every kill she takes is a permanent +6-10% weapon damage, so trading a low teammate's life to her is far worse than it looks
A Viscous Cube on the target at the moment of impact eats the entire ultimate, because the cubed hero is invulnerable
She is stationary and scoped while charging — that is the moment to dive her, not after
Interactions
Two charges means she can double-tap a target, which is why a 50%-health hero is genuinely in execute range and not just 'hurt'
The permanent weapon damage stacking is the reason a fed Vindicta scales far past her nominal power curve — denying the first few kills matters disproportionately
Cast from Flight, the shot comes from an angle with no cover
The bonus damage keys off the target being under 50% health at the moment of impact, so a heal that crosses the threshold before the bullet lands removes it
Upgrade tiers
T1: -15s cooldown (55s base)
T2: +80 maximum bonus damage
T3: +4% weapon damage per kill (from +6% to +10%)
Vindicta's win rate by game length
Game length changes little for Vindicta compared with other heroes: #15 of 44 in games under 25 minutes, #20 of 44 from 25 to 40, #20 of 44 past 40. The "Late Game" tag at the top is about how the kit comes online; on this patch the results do not show Vindicta passing 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
55.2%
+5.4%
1,679
15–20
52.1%
+2.3%
3,793
20–25
51.3%
+1.5%
10,767
25–30
50.6%
+0.8%
33,307
30–35
49.7%
−0.1%
68,928
35–40
49.5%
−0.3%
77,170
40–45
49.1%
−0.7%
51,941
45–50
49.8%
0.0%
26,376
50–55
49.2%
−0.6%
12,056
55–60
49.8%
0.0%
4,608
60+
50.4%
+0.6%
2,189
"vs usual" is against Vindicta's 49.8% 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 Vindicta 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.