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Wraith

CarryAssassinController Hybrid Damage Mid Game Low Difficulty

Patch 10-30-2026, 331,969 matches. Updated daily.

How to counter and play Wraith

Items to buy

  • 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
  • vs slows Debuff ReducerEnduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount
  • Interrupt her channels: 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) is 1s and 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 is 1.25s, both interruptible. A Viscous 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 , Warden 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 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 or Vyper 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 landed on the channel wastes a 50s or 150s cooldown
  • Stay beyond 10m of her and spread out — Telekinesis is single-target at 10m base range and cannot reach a dispersed formation
  • Collapse from multiple angles after an aggressive Project Mind: before T3 that is a 50s cooldown, so she is stranded in your team with no exit
  • Buy anti-heal; the 09-16-2026 nerf to Heart healing means Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing or Venator's Consecrating Grenade Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges now cuts her self-sustain
  • Break line of sight for the 5-8s of Full Auto Full Auto 5s Duration45s Cooldown For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet rather than trading into it; the window expires and the cooldown is 25-45s
  • Cast Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before Telekinesis lifts you, or carry slow resist or Debuff Reducer for the slow after the slam; Dispel Magic cannot purge an ultimate
  • Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you
  • Project Mind teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her
  • Full Auto with T3 gives her unlimited ammo at +30% fire rate for 8 seconds, which is enough to delete a squishy that cannot break line of sight
  • Card Trick Card Trick 500m Range0.6s Cooldown Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers Spades add +60 burst on top of her gun, and Diamonds strip your bullet and Spirit Resist so everything she and her team do lands harder
  • The full chain — Project Mind in, Telekinesis your carry, Full Auto while they cannot use Stamina — is a scripted backline deletion
  • Project Mind first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 50 seconds
  • Telekinesis second: it is her only Hard CC and on a 105-150s cooldown. Baiting it onto a durable target means your carry is untouchable for the rest of the fight
  • Full Auto third: make her burn the 5-8s window on a target that breaks line of sight, then all-in her during the 25-45s cooldown
  • Card Trick cannot be baited as such — starve it instead by denying the shooting windows that generate the cards
  • The 1s Project Mind channel and the 1.25s Telekinesis channel: both are interruptible and both are long cooldowns wasted
  • Any time Full Auto is active — she is stationary, committed, and has no defensive layer while shooting
  • The 50s (pre-T3) window after Project Mind is spent, especially if she used it to enter rather than to leave
  • After the 300 T2 Project Mind barrier expires (5s), she is a 730 HP hero with nothing
  • Before she has banked Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once

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

Good at

  • Single-target lockdown: Telekinesis disables for over two seconds and then blocks Stamina and movement abilities afterwards
  • Project Mind is a 25-40m teleport that ignores terrain and elevation, giving her entry angles nobody can cover
  • Full Auto with T3's unlimited ammo gives a sustained single-target DPS window
  • Card Trick offers flexible utility — burst, resist shred, self-heal or chase speed — from a single slot
  • Hybrid weapon and spirit scaling means opponents cannot fully defend with one resist type

Weak to

  • 730 max health with no innate durability outside Project Mind's T2 barrier
  • Project Mind is her entry AND her exit but can only be one at a time before T3's 18s cooldown
  • Both Project Mind's 1s channel and Telekinesis's 1.25s channel are interruptible, so CC-heavy teams shut her down
  • Card Trick suits are random, making her burst and her healing unreliable at key moments
  • Nerfed in the 09-16-2026 patch on Card Trick (Heart healing and Diamond resist shred both reduced)

In lane, good at

  • The Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners
  • Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive
  • Project Mind is an escape from almost any early gank, provided the channel is not interrupted

In lane, weak to

  • 730 max health, so she loses any trade she does not win with her gun
  • Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit
  • The 09-16-2026 patch reduced Heart card healing, weakening her lane sustain
  • Project Mind's 50s base cooldown means she can only escape roughly once per minute early on
  • Full Auto T1 (-20s cooldown) — A 25s Full Auto means she has a damage window every skirmish instead of every other fight
  • Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands
  • Project Mind T2 — The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero
  • Late 35min+ — Project Mind T3 (18s cooldown) plus Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly

Rapid-Fire Submachine Gun (The Rake)

Rapid FireMedium Range

59.7 DPS

Falloff Range 18m 52m

High fire rate with a large 52-round magazine, around 60 DPS baseline, comfortable out to medium range. The magazine size is what makes Full Auto worth using, and at Full Auto T3 she has unlimited ammo for the duration, removing her only DPS interruption.

  • 5.64 Bullet Damage
  • 1 Pellets per Shot
  • 10.58 Bullets per sec
  • 52 Ammo
  • 2.82s Reload Time
  • 572m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 2 Health Regen
  • 7.20m/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 Wraith 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) 56.8% together +3.5% 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) 56.6% together +3.0% 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) 55.2% together +2.9% above expected
  • Dynamo Dynamo SupportControllerMid rangeSpirit damage Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 53.6% together +2.7% above expected
  • Lady Geist Lady Geist BruiserSkirmisherClose rangeHybrid damage Personal sustain between 100% Life Drain conversion and lifesteal itemisation Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing very high (3/3) 53.8% together +2.5% above expected
  • 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) 55.0% together +2.4% above expected

Every Wraith duo →

Every Wraith matchup

Wraith wins 49.9% of games overall. Who counters Wraith and who Wraith counters: all 43 opponents, from Wraith's hardest to easiest, with how far each sits from that average. Wraith struggles Wraith does well

Paige and Graves are strong against almost every hero this patch, so they sit near the top here too. Beyond them, the matchups that are hardest for Wraith in particular: Baba (Wraith wins 44.4%), Kelvin (Wraith wins 45.4%) and Seven (Wraith wins 45.6%).

Only matches whose average rank was Oracle and above, where Wraith wins 51.4% overall.

Abilities

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

Card Trick

Ability 1 · Weapon-Triggered Card Generation with Randomised Suit Effects

Dealing weapon damage generates cards of a random suit, which she can then throw. Each thrown card deals damage and applies an effect determined by its suit — extra damage, a resistance strip, a movement speed boost for herself, or a heal.

Purpose: Her resource loop and her flexible utility slot. Shooting builds cards; throwing them converts sustained gunfire into burst, healing, resist shred or chase speed depending on what she draws.

Damage
45 spirit base (about 0.55x spirit scaling); T2 adds +40; a Spade card adds +60 bonus damage
Crowd control
None directly
Mobility
A Club card grants +24% move speed
Defensive
A Heart card heals for around 45 (cut from 60 in the 30 October 2026 update)

How to play against it

  • Deny the shooting window and you deny the cards — breaking line of sight before she can land sustained weapon damage starves the entire ability
  • The card throw is a visible projectile on a 0.6s cycle; strafing through the throw avoids the Spade burst
  • Heart healing was nerfed in the 09-16-2026 patch, so anti-heal (Healbane, Venator's Consecrating Grenade, Vindicta's T1 Crow) now cuts her only self-sustain
  • Pressure her before she has banked cards; a Wraith with no cards stored is a 730 HP hero with a gun

Interactions

  • The cards are generated by weapon damage, so she must be actively shooting to have resources — a Wraith denied a shooting window is a Wraith with no cards
  • Suit is random, which makes the ability inconsistent: you cannot rely on a Heart for the save or a Spade for the kill
  • T3 improves every suit and raises the chance of Jokers, which is the upgrade that makes the randomness acceptable
  • The 09-16-2026 patch reduced Heart healing and its spirit scaling, and weakened the Diamond resist reductions
  • Alt-cast throws the first card without cycling, which matters for landing a Spade the instant she wants burst
Upgrade tiers
  • T1: +2 charges
  • T2: +40 damage and increased spirit scaling
  • T3: all suits improved and a higher chance for Jokers

Project Mind

Ability 2 · Short-Channel Targeted Teleport

After a brief channel, Wraith teleports to a chosen location at range. The channel can be interrupted, and at higher upgrade levels she arrives with a large barrier.

Purpose: Her entry and her exit, but not both at once. The core Wraith decision is whether Project Mind is being spent to reach a backliner or saved to get out afterwards.

Mobility
Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible channel
Defensive
T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power

How to play against it

  • Interrupt the channel. It is 1s and interruptible, so a Viscous Puddle Punch, a Warden Binding Word, a Venator Gutshot wall Stun or a Vyper Petrifying Bola at the right moment wastes her whole escape
  • Track the cooldown. Before T3 it is 50s, so a Wraith who has used Project Mind to enter has no exit for nearly a minute — collapse from multiple angles
  • Strip the 300 T2 barrier with a cheap ability first so your real damage lands on health
  • Watch the destination: the teleport has a visible target point, so a team that turns to face it removes the surprise entirely

Interactions

  • The channel is interruptible — any Stun, Knockup or Root during the roughly 1s cast cancels the teleport and wastes the 18-50s cooldown
  • Cooldown drops from 50s to 18s at T3, which is the upgrade that lets her use it as an entry AND an exit in the same fight
  • The T2 300 barrier means the aggressive entry is survivable even into a focused team, which is why she can dive backlines despite 730 HP
  • 40m at T1 covers a long distance, including jumping walls and elevation that would take a ground hero much longer
Upgrade tiers
  • T1: +15m cast range (25m base up to 40m)
  • T2: 300 barrier for 5s on arrival, scaling with Spirit Power
  • T3: -32s cooldown (50s base down to 18s)

Full Auto

Ability 3 · Temporary Self Weapon Buff

For a short window Wraith's fire rate increases and every bullet carries bonus Spirit Damage.

Purpose: Her damage window. Everything else in her kit exists to create the few seconds in which Full Auto is running and a target cannot leave.

Damage
+2 Spirit Damage per bullet on top of her weapon damage

How to play against it

  • Break line of sight for the 5-8s duration. Full Auto does nothing if she has no target, and it is on a 25-45s cooldown
  • Pop a defensive active (Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power , Viscous's Cube) the moment you see her Full Auto animation, not after half the window has elapsed
  • She is stationary and committed while shooting — this is the moment to burst her, since she has 730 HP and no defensive layer during the window
  • Bullet Resist is the efficient answer; the majority of Full Auto's output is still weapon damage even with the spirit scaling buff

Interactions

  • The 09-16-2026 patch increased its Spirit Damage per bullet scaling from 0.03 to 0.045, a direct buff to spirit-heavy Wraith builds
  • T3's unlimited ammo removes the reload interruption, which turns the window from a burst into a sustained deletion of one target
  • The natural sequence is Telekinesis to lock a target, then Full Auto, then Card Trick throws — the cards are generated by the Full Auto damage itself
  • It has no defensive component at all, so activating it commits her to standing and shooting
  • Cooldown falls from 45s to 25s at T1
Upgrade tiers
  • T1: -20s cooldown (45s base down to 25s)
  • T2: +10% fire rate and +3s duration
  • T3: unlimited ammo and increased scaling on Spirit Damage per bullet

Telekinesis

Ultimate · Single-Target Lift, Then Directed Slam

Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. The slam deals damage and leaves the victim slowed and unable to use stamina or movement-based effects for a short time afterwards.

Purpose: Her pick tool. It removes one hero from a fight entirely for over two seconds and then repositions them — usually into her own team — with a follow-up window in which they still cannot escape.

Damage
100 spirit base (about 1.0x spirit scaling); T1 adds +100
Crowd control
Stunned during the 1.25s channel, then the target is airborne and unable to act for roughly 2.25s; after the slam they take a -32% move slow for 2.25s (T3 adds +1.5s) and cannot use Stamina or movement-based items and abilities
Mobility
None for Wraith — she channels for 1.25s while aiming the throw
Defensive
Removing a diver from the fight for over two seconds is a strong peel

How to play against it

  • It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
  • Once lifted you cannot act, but your team can: the counterplay belongs to your allies, who should focus Wraith during the 1.25s channel to break it
  • Cast Unstoppable before the lift, or carry slow resist or Debuff Reducer for the slow after the slam (Telekinesis is her ultimate, so Dispel Magic cannot purge it), because the movement lockout is what actually kills you, not the 100-200 damage
  • A Viscous Cube on the target absorbs the slam damage outright, and 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 ignores the disable
  • 150s cooldown at base (105s at T2) — a Wraith who has used Telekinesis has no lockdown for the rest of that fight

Interactions

  • The critical detail for matchups: the post-slam debuff blocks Stamina and movement-based abilities and items, so the victim cannot dash, 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; , 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 or slide out of the follow-up
  • 10m cast range base and 13m throw range (T3 adds +6m to both), so she must be relatively close to land it
  • Cooldown falls from 150s to 105s at T2
  • Wraith is channelling during the lift and can aim the throw, but she is not free to reposition — she is a stationary 730 HP target for that moment
  • The standard combo is Project Mind in, Telekinesis the carry, then Full Auto on the slammed target while they cannot move
Upgrade tiers
  • T1: +100 damage
  • T2: -45s cooldown (150s base down to 105s)
  • T3: +1.5s debuff duration and +6m throw and cast range
Patch history for these abilities (1)
  • Full Auto About 0.045x spirit scaling after the 09-16-2026 buff.

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

Wraith's win rate by game length

Wraith gets stronger the longer the game goes: 47.5% in games under 25 minutes (#28 of 44), 50.5% in games past 40 (#14 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Wraith pulls ahead of other heroes.

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: 47.7% over 1,970 games 47.7% 15–20 min: 46.5% over 4,019 games 46.5% 20–25 min: 47.8% over 11,950 games 47.8% 25–30 min: 49.2% over 39,323 games 49.2% 30–35 min: 49.8% over 80,807 games 49.8% 35–40 min: 49.9% over 88,497 games 49.9% 40–45 min: 50.0% over 57,926 games 50.0% 45–50 min: 50.5% over 29,043 games 50.5% 50–55 min: 51.8% over 12,968 games 51.8% 55–60 min: 51.9% over 4,775 games 51.9% 60+ min: 51.9% over 2,219 games 51.9% 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 47.7% −2.2% 1,970
15–20 46.5% −3.4% 4,019
20–25 47.8% −2.1% 11,950
25–30 49.2% −0.7% 39,323
30–35 49.8% −0.1% 80,807
35–40 49.9% 0.0% 88,497
40–45 50.0% +0.1% 57,926
45–50 50.5% +0.6% 29,043
50–55 51.8% +1.9% 12,968
55–60 51.9% +2.0% 4,775
60+ 51.9% +2.0% 2,219

"vs usual" is against Wraith's 49.9% 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 Wraith 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 Wraith complexity 1 of 3; deadlock.io describes her as an easy-to-learn rapid-fire duelist