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 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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
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
Root or immobilise her — 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, Venator's 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 and Vindicta's 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 all stop a slide dead, which removes both her mobility and her infinite-ammo uptime simultaneously
Break line of sight for 10 seconds to drop all Screwjab DaggerScrewjab Dagger10s CooldownThrows a dagger for spirit damage and a movement slow.Crowd Control-28% move slow on first hit, -12% more per stack, lasting 10sDamage50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling)…DefensiveThe slow is her only way to break a chase1+1 charge2on hit, -8% bullet resist and an additional -6% bullet resist per stack5+2 max stacks, -2s charge delay, and on hit refund 55% of the charge cooldown stacks and reset her damage setup entirely
Fight her beyond 33m where The Rattler falls off and Lethal VenomLethal Venom10m Range28s CooldownInjects a target with venom that detonates after a short delay.Damage20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x…1+31.5 maximum venom damage2-40% healing reduction and -12s cooldown (28s base)5bullets also build up Lethal Venom's 10m cast range is irrelevant — Vindicta from 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; and Venator's bolts beat her outright at range
Burst through the SlitherSlitherA permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding.Mobility+15% slide distance base, +20% more at T1;DefensiveT3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before…1+20% slide distance2+2 stamina5on slide, gain a 180 barrier for 4s (8s internal cooldown); T3 barrier (180 for 4s, 8s internal cooldown) rather than chipping at it, and focus her the moment it is on cooldown
Sidestep the Bola projectile; a near-miss is 50 damage and a slow instead of 180-230 and a 3-second disable
Screwjab Dagger stacks strip up to -64% of your movement speed and, at T2, up to -26% of your Bullet Resist, so you get slower while she gets stronger against you
Lethal Venom detonates after a 3s delay for up to 140-172 damage scaled on your missing health, and at T2 it cuts your healing by 40% — the moment you try to disengage and heal is exactly when it lands
Lethal Venom ignores Petrify's damage block, so relying on Petrify immunity to survive it does not work
Petrifying BolaPetrifying Bola115s CooldownThrows an explosive bola.Crowd Control2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s);Damage50 area damage (about 0.74x spirit scaling);DefensivePetrifying an incoming diver removes them from the fight for over two…1+49.5 petrify damage2-20s cooldown5+1s petrify duration and petrifies all enemies in the area, not just direct hits directly hits for 180-230 and petrifies you for 2.2-3.2 seconds; at T3 it petrifies everyone in a 12m radius
Her gun does not consume ammo while sliding, so with Slither she can circle-strafe a target at 94 burst DPS with no reload window to punish
Petrifying Bola first — 115s cooldown post-09-16-2026 is the longest cooldown in her kit and her only Hard CC; force a miss and then take the objective
Lethal Venom second: it is her execute and her anti-heal in one, and at base 28s (16s at T2) making her spend it on a frontliner buys your carry a full rotation of safety
Screwjab Dagger third: charges regenerate quickly and T3 refunds 55% on hit, so do not spend resources baiting it — break line of sight to drop the stacks instead
Slither cannot be baited (it is a passive), so deny it with terrain: flat, enclosed ground makes it worth far less than sloped open map
The 3s Lethal Venom buildup: she has committed the cooldown, and if you break line of sight and reposition she gets the damage but no follow-up
The 8s internal cooldown between Slither T3 barrier procs — in that window she is a 780 HP hero with nothing
Any moment she is not sliding: her SMG consumes ammo normally and she has to reload, which is her only DPS gap
After a whiffed Petrifying Bola she has no Hard CC for 95-115 seconds
Her entry — she is a flank carry with no engage tool, so catching her on the approach before she reaches slide speed removes her whole plan
Pre-cast UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer before a fight with Vyper, because it suppresses the Petrifying Bola petrify that sets up Lethal Venom. (The Deadlock Wiki, Deadlock Bible)
High close-range sustained damage, with effectively infinite ammo while sliding
Strong slide mobility: uphill slides, long slides and sharp slide turning from Slither
Native anti-heal and a missing-health execute in the same ability (Lethal Venom)
Petrifying Bola at T3 is a mass hard disable on a hero who otherwise has none
Dagger stacks shred Bullet Resist, so she scales her own and her team's Bullet Damage
Weak to
Essentially no defensive kit: 780 HP and a 180 barrier at Slither T3 is the entire package
Everything meaningful happens inside 10-33m, so she is helpless against long-range poke
Petrify blocks damage, so a badly placed Bola actively protects the enemy from her own team
Nerfed in the 09-16-2026 patch (Bola 105s to 115s, Slither T3 barrier 5s to 4s)
Hard-countered by roots and immobilisation, which stop the slide and the infinite-ammo state at once
In lane, good at
Four base stamina plus Slither gives her more dodge and reposition resource than most laners, so she wins movement-based trades
The Rattler's no-ammo-while-sliding quirk means she can pressure continuously without reload downtime
Screwjab Dagger stacks slow the enemy laner enough to convert a losing trade into a kill with a partner
In lane, weak to
780 HP with no heal, no barrier until Slither T3, and no damage reduction anywhere
Lethal Venom is only 10m at base, so she has to actually be in the enemy's face to use her best damage tool
Almost no ranged poke — her weapon falls off past roughly 33m and her abilities are short-range
Screwjab Dagger T2 — Bullet Resist shred turns her daggers into a damage amplifier for her own SMG rather than just a slow
Lethal Venom T2 — -40% healing reduction plus a 16s cooldown makes her execute repeatable and un-healable
Petrifying Bola unlock — Gives her a 2.2s single-target removal she otherwise completely lacks
Late 35min+ — Petrifying Bola T3 (mass petrify, 3.2s) plus Lethal Venom T3 (bullets apply venom) makes her a full teamfight threat rather than a flanker
Rapid-Fire SMG (The Rattler)
Rapid FireClose Range
94DPS
Falloff Range 15m → 33m
High rate of fire at roughly 6.6 damage per bullet, about 94 burst DPS falling to around 48 sustained, effective out to roughly 33m. Its defining quirk is that it does not consume ammo while Vyper is sliding, which combines with Slither to give her an effectively infinite magazine during slide-heavy engagements.
6.58Bullet Damage
1Pellets per Shot
14.29Bullets per sec
24Ammo
1.60sReload Time
412m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
780Health
2Health Regen
6.90m/sMove Speed
1.60m/sSprint Speed
4Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Vyper wins most with, against what their two win rates would predict.
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)53.2% together+2.5% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)52.3% together+1.9% 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)53.4% together+1.7% 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)52.8% together+1.4% 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)52.2% together+1.4% above expected
IvyIvySupportInitiatorMid rangeHybrid damageTrue flight — she can cross terrain and take an ally with herDurabilityhigh (2/3)Burstlow (1/3)Mobilityvery high (3/3)Healinghigh (2/3)51.0% together+1.4% above expected
Vyper wins 46.1% of games overall.
Who counters Vyper and who Vyper counters: all 43 opponents, from Vyper's hardest to easiest, with how far each sits from that average. Vyper strugglesVyper 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 Vyper in particular: Deadman Danny (Vyper wins 40.7%) and Dynamo (Vyper wins 43.7%).
Pick an ability to see what it does and how to play around it.
Screwjab Dagger
Ability 1 · Thrown Projectile Applying Stacking Damage and Slow
Throws a dagger for Spirit Damage and a movement slow. Hitting the same target again stacks the effect — each additional dagger adds both damage and more slow, up to a cap, and the stacks persist for several seconds.
Purpose: Her setup and chase tool. Vyper stacks daggers onto one target to strip their movement, then commits her gun and Lethal Venom into a target that can no longer walk away.
Damage
50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling), up to 3 stacks base (T3 adds +2 max stacks)
Crowd control
-28% move slow on first hit, -12% more per stack, lasting 10s
Defensive
The slow is her only way to break a chase
How to play against it
Break line of sight for 10s and every stack falls off, resetting her whole combo
The dagger is a travelling projectile — strafing and using cover during her approach denies the stacks she needs
Buy Bullet Resist deeper than she can shred (Metal SkinMetal Skin3,200 soulsTier 3ArmorInstantCast+24sCooldown+5sDuration+12%Bullet Resist-20%Dash Distance+20%Gravity Scale, Bullet Armor) so the T2 resist reduction does not open you up to The Rattler
A Viscous Cube at T3 or a Debuff Remover strips the stacks outright, which is a full reset of her damage setup
Interactions
2 charges base (3 at T1) on a 4s charge delay, so she can land a full stack set quickly on a committed target
T3 refunds 55% of the charge cooldown on hit, which makes daggers close to spammable against a target she is actually connecting with
The bullet-resist shred at T2 means her daggers make her own gun hit meaningfully harder, not just slower targets
Stacks decay after 10s, so a target who breaks line of sight for that long resets the whole setup
T3: +2 max stacks, -2s charge delay, and on hit refund 55% of the charge cooldown
Lethal Venom
Ability 2 · Delayed Single-Target Execute Scaling with Missing Health
Injects a target with venom that detonates after a short delay. The damage scales with how much health the target is missing, from a small amount at full health up to a very large amount once they are badly hurt.
Purpose: Her finisher. Vyper applies it once the target is around half health so the delay elapses exactly as they try to disengage, converting an escape attempt into a kill.
Damage
20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x spirit scaling), reaching maximum against targets at or below 30% health; T1 adds +31.5 max venom damage
How to play against it
Break line of sight during the 3s delay and reposition so that when it detonates she cannot follow up with gun damage
Heal BEFORE it resolves, not after — the damage keys off missing health at detonation, so topping up shrinks the hit; note this fails if she has T2's -40% anti-heal
Do not rely on Petrify (yours or an ally Vyper's) to block it — Lethal Venom explicitly ignores Petrify's damage block
A Viscous Cube's invulnerability does absorb the detonation, unlike Petrify
It is a 10m cast range single-target ability; simply staying beyond 10m of her denies it entirely pre-T3
Interactions
It ignores Petrify's damage block — meaning she can Petrifying Bola a target with Lethal Venom already ticking and the venom still resolves through the immunity. This is a key exception to remember when evaluating Petrify as a defensive tool
The 3s venom buildup means damage resolves after a delay, so the 'safe' moment right after disengaging is exactly when it lands
T2's -40% healing reduction plus the missing-health scaling means healing out of a Venom is unusually hard
T3 lets her bullets also build up Lethal Venom, so sustained SMG fire alone applies it
Upgrade tiers
T1: +31.5 maximum venom damage
T2: -40% healing reduction and -12s cooldown (28s base)
T3: bullets also build up Lethal Venom
Slither
Ability 3 · Passive Slide Enhancement
A permanent passive that lengthens her slides, lets her slide uphill instead of stalling, and lets her turn much more sharply while sliding.
Purpose: It is her movement identity. Combined with her gun not consuming ammo while sliding, Slither lets her circle a target at speed, never reload, and enter and exit fights from angles that other heroes cannot take.
Mobility
+15% slide distance base, +20% more at T1; uphill sliding and faster slide turning; T2 adds +2 stamina (she has 4 base stamina)
Defensive
T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before it can reapply
How to play against it
Fight her on flat or enclosed ground — Slither's uphill sliding and long slides are worth far less where there is no slope and no room to build speed
Root and immobilise effects (Warden's Binding Word, Venator's Hex-Lined Snap Trap, Vindicta's Stake) stop a slide dead and remove both her mobility and her infinite-ammo state
The T3 barrier is only 180 for 4s on an 8s internal cooldown; burst through it rather than chipping at it
Displacement (Venator's 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, 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) cancels a slide and forces her to re-enter on foot
Interactions
The interaction that matters: her weapon does not burn ammo during a slide, so a Vyper who chains slides has effectively unlimited sustained DPS
Uphill sliding means terrain that stops other heroes' slides does not stop hers, which is why she is much stronger on sloped map geometry
T3's 180 barrier on an 8s internal cooldown is her only defensive layer in the whole kit
The T3 barrier duration was reduced from 5s to 4s in the 09-16-2026 patch
Upgrade tiers
T1: +20% slide distance
T2: +2 stamina
T3: on slide, gain a 180 barrier for 4s (8s internal cooldown); duration cut from 5s to 4s in the 09-16-2026 patch
Petrifying Bola
Ultimate · Thrown AoE with a Direct-Hit Petrify
Throws an explosive bola. On detonation it damages and slows everyone in a wide area, while anyone struck directly instead takes much larger damage and is petrified — completely unable to act, though also immune to damage while petrified.
Purpose: Her teamfight tool and her lockdown. A direct hit removes the enemy's key hero from the fight for over two seconds; the area version slows and softens a group for her team to converge on.
Damage
50 Area Damage (about 0.74x spirit scaling); 180 on a direct petrify hit (about 2.05x spirit scaling), with T1 adding +49.5
Crowd control
2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); -40% movement slow for 1.5s in the area
Defensive
Petrifying an incoming diver removes them from the fight for over two seconds
How to play against it
It is a thrown projectile with visible travel — sidestep the direct hit and you take only 50 damage and a 1.5s slow instead of 180 and a 2.2-3.2s petrify
Spread out so a direct hit can only land on one person; pre-T3 the area component is a slow, not a disable
If you are petrified you take no damage, so the correct use is to treat it as a forced defensive window — have your team disengage or reposition during it rather than trying to fight
Unstoppable windows (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) go through the petrify
115s cooldown post-09-16-2026 is long; force the objective in that window
Interactions
Petrified targets block ALL damage, which cuts both ways: it is a hard disable but it also makes the target temporarily immune to her own team's burst. Petrifying someone mid-focus wastes allied damage
Her own Lethal Venom is the exception — it explicitly ignores Petrify's damage block, so a Venom applied before the Bola still resolves
T3 turning the area effect into a mass petrify converts her ultimate from a single pick into a full teamfight disable, at the cost of blanket-blocking her team's damage on everyone hit
Cooldown was increased from 105s to 115s in the 09-16-2026 patch
Upgrade tiers
T1: +49.5 petrify damage
T2: -20s cooldown
T3: +1s petrify duration and petrifies all enemies in the area, not just direct hits
Game length changes little for Vyper compared with other heroes: #43 of 44 in games under 25 minutes, #36 of 44 from 25 to 40, #35 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
44.1%
−2.0%
768
15–20
41.8%
−4.3%
1,801
20–25
41.0%
−5.1%
5,405
25–30
43.2%
−2.9%
17,107
30–35
45.2%
−0.9%
33,317
35–40
46.9%
+0.8%
35,935
40–45
47.8%
+1.7%
23,288
45–50
47.8%
+1.7%
11,851
50–55
48.6%
+2.5%
5,314
55–60
49.9%
+3.8%
1,975
60+
53.8%
+7.7%
982
"vs usual" is against Vyper's 46.1% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Vyper 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.