Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to 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: two dashes plus sprint clears the 20m check comfortably
Avoid the Alchemical FlaskAlchemical Flask12s CooldownHurls 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 3sDamage60 base (about 0.63x spirit scaling);DefensiveThe weapon damage reduction is effectively a defensive buff for his whole…1enemies hit lose 1 Stamina2+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 StandLast Stand6s Duration180s CooldownAfter 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 Controlnone directly — its power comes from being paired with Binding WordDamage70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius;Mobilitynone, and he is channelling1+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 WillpowerWillpower5s Duration40s CooldownWarden 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)Defensive125 barrier (about 0.8x spirit scaling);1+20% move speed bonus2-24s cooldown (40s base down to 16s) and +2s duration5+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
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
66.1DPS
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.
17.34Bullet Damage
1Pellets per Shot
3.81Bullets per sec
17Ammo
2.91sReload Time
290m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
805Health
2Health Regen
6.30m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina 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.
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)57.8% together+4.0% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)56.0% together+3.5% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)55.7% together+3.4% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)55.8% together+3.2% 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)57.2% together+3.1% 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)55.7% together+2.8% above expected
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 strugglesWarden 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%).
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 MindProject Mind25m Range50s CooldownAfter a brief channel, Wraith teleports to a chosen location at range.MobilityTeleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible…DefensiveT2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power1+15m cast range (25m base up to 40m)2300 barrier for 5s on arrival, scaling with Spirit Power5-32s cooldown (50s base down to 18s), 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; or Flying SlashFlying Slash23m Range36s CooldownThrows 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 targetDamage66 melee damageMobilityPulls her to the target from 23m base (T3 adds +8m, up to 31m)1-18s cooldown (36s base down to 18s)2gain +35 Spirit Power for 6s5alt-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
UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer effects (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, 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 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 damage, Wraith's TelekinesisTelekinesis10m Range2.3s Duration150s CooldownLifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses.Crowd Controlstunned during the 1.25s channel, then the target is airborne and unable to…Damage100 spirit base (about 1.0x spirit scaling);Mobilitynone for Wraith — she channels for 1.25s while aiming the throw1+100 damage2-45s cooldown (150s base down to 105s)5+1.5s debuff duration and +6m throw and cast range, Vyper's 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, 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 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
RicochetRicochet6,400 soulsTier 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
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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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