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Vindicta

SniperAssassinCarry Hybrid Damage Late Game Low Difficulty

Patch 10-30-2026, 291,513 matches. Updated daily.

How to counter and play Vindicta

Items to buy

  • vs air mobility Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist Slowing Bullets Slowing Bullets 1,600 souls Tier 2WeaponPassive +24% Move Speed -20% Dash Distance +3.5s Slow Duration Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance
  • 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 backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing HexDisarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • Buy Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius and use it the instant she lifts off — Flight Flight 13s Duration42s Cooldown Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; is her only escape and she has 2 stamina and 755 HP on the ground
  • Interrupt the 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%) scope: Warden's Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Wraith's Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range , Viscous's Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage Knockup, 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
  • Stake Stake 40s Cooldown Throws a stake that embeds where it lands. Crowd Control Tether for 1.75s (T3 adds +0.75s) restricting movement to a 9m leash, plus a… Damage 40 spirit base, scaling with Spirit Power; Mobility none for Vindicta 1 +45 damage 2 -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 Familiar Crow Familiar 32s Cooldown 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. Damage 40 spirit impact; bleed of 2.2% of current health per second (T2 adds +0.5%)… 1 applies -35% healing reduction 2 +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 Auto Full Auto 5s Duration45s Cooldown For 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 damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited 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

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

Good at

  • 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

53.4 DPS

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.

  • 12.33 Bullet Damage
  • 1 Pellets per Shot
  • 4.33 Bullets per sec
  • 19 Ammo
  • 2.91s Reload Time
  • 660m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 755 Health
  • 2 Health Regen
  • 7.90m/s Move Speed
  • 1.60m/s Sprint Speed
  • 2 Stamina
  • 4.50s Stamina 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.

  • 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) 57.1% together +3.6% above expected
  • 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) 56.4% together +3.2% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 55.0% together +3.0% above expected
  • Lady Geist Lady Geist BruiserSkirmisherClose rangeHybrid damage Personal sustain between 100% Life Drain conversion and lifesteal itemisation Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing very high (3/3) 54.2% together +3.0% above expected
  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 54.2% together +2.3% 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) 54.5% together +1.9% above expected

Every Vindicta duo →

Every Vindicta matchup

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 struggles Vindicta 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%).

Only matches whose average rank was Oracle and above, where Vindicta wins 51.2% overall.

Abilities

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 Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds 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 Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +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 Punch Knockup) 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.

45% 50% 55% 60% 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: 55.2% over 1,679 games 55.2% 15–20 min: 52.1% over 3,793 games 52.1% 20–25 min: 51.3% over 10,767 games 51.3% 25–30 min: 50.6% over 33,307 games 50.6% 30–35 min: 49.7% over 68,928 games 49.7% 35–40 min: 49.5% over 77,170 games 49.5% 40–45 min: 49.1% over 51,941 games 49.1% 45–50 min: 49.8% over 26,376 games 49.8% 50–55 min: 49.2% over 12,056 games 49.2% 55–60 min: 49.8% over 4,608 games 49.8% 60+ min: 50.4% over 2,189 games 50.4% 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 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.

Difficulty rating: DramaLock hero guide rates Vindicta complexity 1 of 3 (low-complexity marksman)