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Warden

BruiserInitiatorController Hybrid Damage Mid Game Medium Difficulty

Patch 10-30-2026, 188,261 matches. Updated daily.

How to counter and play Warden

Items to buy

  • vs silences and ability denial Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier
  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs channelled ultimates Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power 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 Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to 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 : two dashes plus sprint clears the 20m check comfortably
  • Avoid the Alchemical Flask Alchemical Flask 12s Cooldown Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -55%) 5 -7s cooldown (12s base) and +2m radius; arc — its range is still short (cut 30% in the 09-16-2026 patch), though it has flown 40% faster since 30 October 2026, so simply holding further back denies the stamina drain that makes the Root land
  • Once Binding Word is cast, run in a straight line immediately, and use verticality (zipline, mantle, a ledge drop) which covers 20m faster than ground movement
  • Do not fight inside Last Stand Last Stand 6s Duration180s Cooldown After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +30% resists while channelling 's 12-16m radius; he lifesteals 75% off heroes, so trading into it heals him. Walk out and re-engage after the 6-10s channel
  • Bring Spirit Damage: Flask's debuff only touches weapon damage and fire rate, so Victor, Yamato and Viscous are barely affected by his signature anti-carry tool
  • Outrun him — his base speed is 6.3 m/s, and once Willpower Willpower 5s Duration40s Cooldown Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +20% move speed (T1 adds +20%, so up to +40%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling 's 5-7s window expires he cannot chase anyone
  • Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at T3 it silences you for that entire window so you cannot cast the escape ability you were relying on
  • Alchemical Flask cuts your weapon damage by 30-55% and your fire rate by 30% for 7 seconds while also draining a Stamina charge — the stamina loss is specifically designed to make the Binding Word check fail
  • Last Stand pulses 70-120 DPS twice a second in a 12-16m radius while he heals 75% of that damage back and has 50-80% bullet and Spirit Resist
  • Stun him during Last Stand's 2s charge-up; once it is running at T3 it lasts 10s with +30% more resists, so leave the area rather than trading into it
  • The full chain — Flask to drain stamina and slow, Binding Word to Root, Last Stand on top — is a scripted kill on any hero without a banked escape
  • Binding Word first and most importantly — it is the whole hero. Force it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still
  • Alchemical Flask second: it is the stamina drain and slow that makes Binding Word land, so eating a Flask on a tank instead of your carry breaks the combo before it starts
  • Willpower third: it is his only engage and his only barrier. Force him to use it defensively and, pre-T2 (40s cooldown), he cannot reach you at all for the next rotation
  • Last Stand cannot really be baited, but it can be wasted: disengage during the 2s charge-up and let 6-10 seconds of channel tick on empty ground
  • The 2-second Last Stand charge-up, before he has T3 — any Stun, Knockup or displacement cancels the whole ultimate
  • The 20-34s after Binding Word is spent: he has no Hard CC and is a slow, short-range bruiser
  • The 16-40s after Willpower expires — at 6.3 m/s with no barrier he cannot initiate or retreat
  • Any fight at long range, where his abilities cannot reach and his rifle gets weaker past 18m until it is at its weakest by 47m
  • Immediately after a whiffed Alchemical Flask (harder to force since 30 October 2026, when the projectile got 40% faster) — the Binding Word that follows is much easier to escape

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

Good at

  • Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3
  • Alchemical Flask strips up to 55% weapon damage and 30% fire rate for 7 seconds
  • Last Stand is durability, Area Damage and sustain in one, with 75% hero Lifesteal and 50-80% resists
  • 805 HP plus a barrier makes him genuinely hard to burst down during his engage

Weak to

  • Base movement of 6.3 m/s; everything depends on Willpower being available
  • Binding Word is a check, not a guaranteed Root — a mobile hero with stamina banked simply walks out of it
  • Nerfed in the 09-16-2026 patch across three lines: Flask projectile range and speed -30%, Bullet Damage per boon 0.28 to 0.25, and Willpower T3 scaling and debuff resistance both cut
  • Last Stand is a stationary channel, so a team that disengages instead of fighting wastes his ultimate entirely
  • Almost no disengage — if his engage fails he is a slow 805 HP hero standing in the enemy team

In lane, good at

  • Alchemical Flask's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright
  • 805 base health plus a 125+ Willpower barrier lets him survive commits
  • Binding Word plus Flask is a real 1v1 kill threat as soon as both are unlocked, with no ganker needed

In lane, weak to

  • 6.3 m/s base speed, so he cannot rotate to other lanes or escape a collapse
  • The 09-16-2026 patch cut Flask's projectile range and speed by 30%, making his safest laning tool much harder to land
  • No ranged threat beyond his rifle, which gets weaker past 18m and is at its weakest by 47m, so long-range laners deny him for free
  • Willpower's 40s pre-T2 cooldown means one engage attempt per minute early on
  • Binding Word unlock — A conditional 1.75s Root on a 34s cooldown is his first real kill threat
  • Last Stand unlock — Plus Binding Word becomes a guaranteed kill combo on any target that fails the escape check
  • Alchemical Flask T2 (-55% weapon damage) — He becomes a hard counter to bullet carries, more than halving their output for 7 seconds at a time
  • Binding Word T3 + Last Stand T3 — The Silence on the escape check plus a 10s channel with +30% more resists makes the combo very hard to escape or outtrade — this is his peak

Burst-Oriented Rifle

Medium RangeProjectile

66.1 DPS

Falloff Range 18m 47m

Roughly 17.3 bullet damage per shot with falloff beginning around 18m and reaching its floor near 47m, so he wants to fight at short-to-medium range rather than trade at distance. His bullet damage per boon was reduced from 0.28 to 0.25 in the 09-16-2026 patch, softening his late-game weapon scaling.

  • 17.34 Bullet Damage
  • 1 Pellets per Shot
  • 3.81 Bullets per sec
  • 17 Ammo
  • 2.91s Reload Time
  • 290m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 805 Health
  • 2 Health Regen
  • 6.30m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Warden 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) 57.8% together +4.0% 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) 56.0% together +3.5% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 55.7% together +3.4% 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) 55.8% together +3.2% 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) 57.2% together +3.1% 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) 55.7% together +2.8% above expected

Every Warden duo →

Every Warden matchup

Warden wins 51.0% of games overall. Who counters Warden and who Warden counters: all 43 opponents, from Warden's hardest to easiest, with how far each sits from that average. Warden struggles Warden 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 Warden in particular: McGinnis (Warden wins 49.2%).

Only matches whose average rank was Oracle and above, where Warden wins 49.8% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Alchemical Flask

Ability 1 · Thrown AoE Debuff Grenade

Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. The weapon-damage penalty lasts considerably longer than the slow.

Purpose: His opener and his anti-carry button. Flask goes on the enemy's main damage dealer before the fight starts, so they spend the whole engagement hitting for 30% less.

Damage
60 base (about 0.63x spirit scaling); T2 adds +35
Crowd control
-16% movement slow for 3s
Defensive
The weapon damage reduction is effectively a defensive buff for his whole team

How to play against it

  • The flask flies 40% faster since 30 October 2026, but its range is still the short one the 09-16-2026 patch gave it — sidestep the visible arc, and simply standing further back often makes it unthrowable
  • Spirit-damage heroes (Victor, Yamato, Viscous) largely ignore it, because the debuff hits weapon damage and fire rate, not Spirit Damage
  • Hold your Stamina: T1 drains one charge, so entering the Flask radius with full stamina leaves you enough dashes to clear a following Binding Word
  • Debuff Remover and Viscous's T3 Cube strip the 7s weapon-damage penalty outright

Interactions

  • The stamina drain at T1 is what makes the Flask-into-Binding-Word combo work: one less dash means one fewer way to clear the escape range
  • A -55% weapon damage debuff at T2 on a 5s cooldown (T3)
  • The 09-16-2026 patch reduced the Flask's projectile range and speed by 30%, which means he must be noticeably closer and the throw is easier to dodge
  • The 7s debuff duration outlasts the 3s slow, so the correct read is that the slow tells you when it landed but the damage cut persists well beyond it
Upgrade tiers
  • T1: enemies hit lose 1 Stamina
  • T2: +35 damage and an additional -25% weapon damage (total -55%)
  • T3: -7s cooldown (12s base) and +2m radius; also applies -30% fire rate

Willpower

Ability 2 · Self-Buff Granting a Barrier and Move Speed

Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds.

Purpose: His engage enabler. With a 6.3 m/s base movement speed, Willpower is the only way he closes the distance to land Flask and Binding Word, and the barrier is what lets him survive the approach.

Mobility
+20% move speed (T1 adds +20%, so up to +40%) for 5s (T2 adds +2s)
Defensive
125 barrier (about 0.8x spirit scaling); T3 adds +30% debuff resistance and improved barrier scaling

How to play against it

  • Strip the 125+ barrier before committing burst — the barrier is a flat pool, so a cheap ability chunk removes it and your real damage then lands on health
  • The duration is only 5-7s; kiting out the window is often better than trading into it
  • Even at +35% he is starting from 6.3 m/s, so a genuinely mobile hero (Yamato at 8.2, Vindicta at 7.9, Vyper sliding) still outruns him
  • Hold your displacement or Root for the Willpower engage, because once it expires he cannot reach you

Interactions

  • Cooldown drops sharply at T2 (from 40s to 16s), which is the difference between one engage per fight and one every skirmish
  • The T3 debuff resistance is what lets him push through slows and anti-heal that would otherwise stop the engage
  • Both the T3 spirit scaling and the T3 debuff resistance were reduced in the 09-16-2026 patch
  • It is purely self-targeted, so it contributes nothing to peeling an ally
Upgrade tiers
  • T1: +20% move speed bonus
  • T2: -24s cooldown (40s base down to 16s) and +2s duration
  • T3: +30% debuff resistance and improved barrier scaling

Binding Word

Ability 3 · Delayed Conditional Root with a Distance Escape Check

Curses a targeted enemy hero. They are given a window to get far enough away from where they were standing when it was cast; if they fail to clear that distance in time, they take damage and are immobilised in place.

Purpose: His signature ability and the reason he is picked. It is a forced choice: burn your mobility resources to escape, or be rooted in the middle of his team.

Damage
110 (about 2.44x spirit scaling) when it lands
Crowd control
1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the check; T3 also silences them from cast until they either escape or are immobilised
Defensive
Rooting a diver in place is a strong self-peel

How to play against it

  • Run IMMEDIATELY and in a straight line — you need 20m of separation within 2.8s, and hesitating for even half a second is what loses the check
  • Hold Stamina specifically for this: two dashes plus sprint clears 20m comfortably, which is why you should not enter Flask range with your stamina already spent
  • Once he has T3, the Silence means you cannot cast an escape ability during the window — you must clear it with Stamina and raw movement speed alone, so buy movement items rather than relying on 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) , 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; or 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
  • Verticality counts: a zipline, a mantle or dropping off a ledge covers the 20m faster than running along the ground
  • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer effects (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, Abrams' Siege) ignore the Root outright
  • Deny the setup: if you avoid the Alchemical Flask, you keep your stamina charge and your 16% move speed, and the check becomes easy

Interactions

  • Cast range 15m, escape range 20m, escape time 2.8s — so you must move 20m from your position within 2.8 seconds or be rooted. That is a real mobility check, not an automatic Root
  • A hero with no dash, no blink and no gap-close essentially cannot pass the check without a head start
  • T3's Silence is applied for the entire escape window, which means you cannot cast the very mobility ability you need to clear the range
  • Alchemical Flask's T1 stamina drain and -16% slow directly sabotage the escape check, which is why Flask-then-Binding-Word is the standard combo
  • Cooldown drops from 34s to 20s at T3
Upgrade tiers
  • T1: Warden deals +20% Bullet Damage to trapped heroes for 5s
  • T2: +0.75s immobilise duration
  • T3: -14s cooldown (34s base) and silences the target until they escape or are immobilised

Last Stand

Ultimate · Channelled AoE Pulse with Heavy Lifesteal and Resistances

After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Throughout the channel he has greatly increased bullet and spirit resistance.

Purpose: His teamfight win condition and his objective-holding tool. A rooted enemy inside Last Stand is dead; an enemy team that stays to fight it feeds him health directly.

Damage
70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; T2 adds +50 DPS and T1 adds +4m radius
Crowd control
None directly — its power comes from being paired with Binding Word
Mobility
None, and he is channelling
Defensive
50% Bullet Resist and 50% Spirit Resist while channelling (T3 adds +30% to both); 75% Lifesteal against heroes, 10% against non-heroes

How to play against it

  • Leave the radius. He heals 75% of the damage he does to heroes, so every second you spend inside is health transferred to him — walking out is strictly better than trading
  • Interrupt the 2s charge-up: any Stun, Knockup or displacement (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 , 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 , Vyper's 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 , 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 wall Stun) cancels it
  • Once he has T3 the channel lasts 10s with +30% more resists, so disengage and re-engage after it rather than trading into it
  • 50-80% resists mean burning damage into him during the channel is wasted; kill his teammates instead and let the ultimate expire
  • Deny the setup rather than the ultimate: if you clear Binding Word's 20m escape check, Last Stand is a big glowing zone with nobody trapped in it

Interactions

  • The combo that defines him: Alchemical Flask, then Binding Word, then Last Stand on top of the rooted target — the Root duration is specifically long enough to eat several pulses
  • 75% hero Lifesteal means fighting him inside the radius actively heals him; the ultimate is a sustain tool as much as a damage tool
  • Cooldown falls from 180s to 140s at T2, and the duration extends to 10s at T3
  • Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate is a common late purchase because his pulses and bullets both benefit while he holds position in a fight
Upgrade tiers
  • T1: +4m radius (12m base up to 16m)
  • T2: +50 DPS and -40s cooldown (180s base)
  • T3: +4s duration and +30% resists while channelling
Patch history for these abilities (1)
  • Willpower Both reduced in the 09-16-2026 patch.

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

Warden's win rate by game length

Warden wants the game over early: 53.0% in games under 25 minutes (#10 of 44), 48.5% in games past 40 (#30 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Warden falls behind other heroes in long games.

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: 50.4% over 1,128 games 50.4% 15–20 min: 51.6% over 2,260 games 51.6% 20–25 min: 54.0% over 6,452 games 54.0% 25–30 min: 53.6% over 21,560 games 53.6% 30–35 min: 52.8% over 46,129 games 52.8% 35–40 min: 50.8% over 50,559 games 50.8% 40–45 min: 49.0% over 32,813 games 49.0% 45–50 min: 48.5% over 16,459 games 48.5% 50–55 min: 46.4% over 7,477 games 46.4% 55–60 min: 48.3% over 2,757 games 48.3% 60+ min: 48.8% over 1,311 games 48.8% 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 50.4% −0.6% 1,128
15–20 51.6% +0.6% 2,260
20–25 54.0% +3.0% 6,452
25–30 53.6% +2.6% 21,560
30–35 52.8% +1.8% 46,129
35–40 50.8% −0.2% 50,559
40–45 49.0% −2.0% 32,813
45–50 48.5% −2.5% 16,459
50–55 46.4% −4.6% 7,477
55–60 48.3% −2.7% 2,757
60+ 48.8% −2.2% 1,311

"vs usual" is against Warden's 51.0% 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 Warden 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 Warden complexity 2 of 3 (medium); deadlock.io describes him as beginner-friendly