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.
What it is for: 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 60 (reduced in the 09-16-2026 patch)
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 shuts down her only self-sustain almost completely
- 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.
What it is for: 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 0.75-0.8s interruptible channel
- Defensive
- T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power, which is her largest defensive layer
How to play against it
- Interrupt the channel. It is 0.75-0.8s 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 46s, 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 0.8s cast cancels the teleport and wastes the 14-46s cooldown
- Cooldown drops from 46s to 14s 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 is long enough to cross most engagement distances, 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 (46s base down to 14s)
Full Auto
Ability 3 · temporary self weapon buff For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage.
What it is for: 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 (about 0.045x spirit scaling after the 09-16-2026 buff) 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, Ethereal Shift, 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.
What it is for: 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
- 0.65s stun during the 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 0.65s 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 0.65s channel to break it
- Hold a cleanse or Unstoppable for the post-slam debuff specifically, 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 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, Flying Slash 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