Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Vyper

AssassinSkirmisherCarry Hybrid Damage Mid Game Low Difficulty

Patch 10-30-2026, 137,240 matches. Updated daily.

How to counter and play Vyper

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 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 Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming 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
  • 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
  • Root or immobilise her — 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 , Venator's 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 and Vindicta's 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 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 Dagger Screwjab Dagger 10s Cooldown Throws a dagger for spirit damage and a movement slow. Crowd Control -28% move slow on first hit, -12% more per stack, lasting 10s Damage 50 base (about 0.8x spirit scaling) plus 25 per stack (about 0.4x scaling)… Defensive The slow is her only way to break a chase 1 +1 charge 2 on hit, -8% bullet resist and an additional -6% bullet resist per stack 5 +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 Venom Lethal Venom 10m Range28s Cooldown Injects a target with venom that detonates after a short delay. Damage 20 minimum (about 0.65x spirit scaling) up to 140 maximum (about 2.79x… 1 +31.5 maximum venom damage 2 -40% healing reduction and -12s cooldown (28s base) 5 bullets also build up Lethal Venom 's 10m cast range is irrelevant — Vindicta from 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; and Venator's bolts beat her outright at range
  • Burst through the Slither Slither A 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; Defensive T3 grants a 180 barrier for 4s on slide, with an 8s internal cooldown before… 1 +20% slide distance 2 +2 stamina 5 on 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 Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +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

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

Good at

  • 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

94 DPS

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.

  • 6.58 Bullet Damage
  • 1 Pellets per Shot
  • 14.29 Bullets per sec
  • 24 Ammo
  • 1.60s Reload Time
  • 412m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 780 Health
  • 2 Health Regen
  • 6.90m/s Move Speed
  • 1.60m/s Sprint Speed
  • 4 Stamina
  • 4.50s Stamina 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.

  • 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) 53.2% together +2.5% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 52.3% together +1.9% 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) 53.4% together +1.7% 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) 52.8% together +1.4% 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) 52.2% together +1.4% above expected
  • Ivy Ivy SupportInitiatorMid rangeHybrid damage True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 51.0% together +1.4% above expected

Every Vyper duo →

Every Vyper matchup

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 struggles Vyper 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%).

Only matches whose average rank was Oracle and above, where Vyper wins 52.0% overall.

Abilities

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 Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +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
Upgrade tiers
  • T1: +1 charge
  • T2: on hit, -8% Bullet Resist and an additional -6% Bullet Resist per stack
  • 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 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 , 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) 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 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) 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
Patch history for these abilities (1)

Values were last changed in patch 10-30-2026.

Vyper's win rate by game length

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.

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: 44.1% over 768 games (few games, read with care) 44.1% 15–20 min: 41.8% over 1,801 games 41.8% 20–25 min: 41.0% over 5,405 games 41.0% 25–30 min: 43.2% over 17,107 games 43.2% 30–35 min: 45.2% over 33,317 games 45.2% 35–40 min: 46.9% over 35,935 games 46.9% 40–45 min: 47.8% over 23,288 games 47.8% 45–50 min: 47.8% over 11,851 games 47.8% 50–55 min: 48.6% over 5,314 games 48.6% 55–60 min: 49.9% over 1,975 games 49.9% 60+ min: 53.8% over 982 games (few games, read with care) 53.8% 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 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.

Difficulty rating: DramaLock hero guide rates Vyper complexity 1 of 3