Playing Lash against Wraith
Everything below is generated for Deadlock patch 09-16-2026 from Wraith's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- Moderate threat
- Main problem
- 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
- Your main advantage
- You choose the terms of engagement (Lash 3/3 against Wraith 2/3).
- Primary rule
- Do not commit before Project Mind is gone. 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 46 seconds
- Key item
- Slowing Hex — Wraith gives this team real gap closers and escapes. The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window.
Strategic No measured result for this specific pairing, so this rating comes from the kit model: 3.2/12 pressure. The largest single factor is poke versus your range — Wraith ranged poke 2/3 against your close-range game. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.
What should I do right now?
Before lane
Do
- Plan for Slowing Hex — know which tier it sits in so you are not improvising at the shop.
- Know what Project Mind looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Wraith's engage range.
During lane
Do
- 730 max health, tied for the lowest in this group, 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
- Flog lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 40% heal nerf.
Avoid
- The Rake'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
Mid game
Do
- Their first real spike is Full Auto T1 (-20s cooldown) — respect it from that point, not before.
- Your spike is Grapple T2 / first Mystic Burst (roughly 3k souls): Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own.
Avoid
- Taking an even fight against Wraith on their spike timing when you could take the same fight ten minutes later on yours.
Teamfights
Do
- Watch for Telekinesis. It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
- Interrupt her channels: Project Mind is 0.75-0.8s and Telekinesis is 0.65s, both interruptible. A Viscous Puddle Punch, Warden Binding Word, Venator Gutshot wall stun or Vyper Petrifying Bola landed on the channel wastes a 46s or 150s cooldown
Avoid
- Spending your own escape before Project Mind is on cooldown.
Abilities to watch
- Telekinesis Ultimate
This is the ability that actually kills you — 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. Everything else in the kit is set up by 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
- Card Trick Ability 1
This is the ability that actually kills you — none directly. Everything else in the kit is set up by 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
- Project Mind Ability 2
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.
- 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
Abilities to bait — in this order
- 1. Project Mind
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 46 seconds
- 2. Telekinesis
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
- 3. Full Auto
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
Matchup overview
- Their structural weakness: 730 max health with no innate durability outside Project Mind's T2 barrier Why this is shown: Wraith's weaknesses. Strong evidence
- Their structural weakness: Project Mind is her entry AND her exit but can only be one at a time before T3's 14s cooldown Why this is shown: Wraith's weaknesses. Strong evidence
- Their structural weakness: Both Project Mind's 0.8s channel and Telekinesis's 0.65s channel are interruptible, so CC-heavy teams shut her down Why this is shown: Wraith's weaknesses. Strong evidence
- You both win by jumping on someone, which means the loser is whoever jumps first. An entry spends mobility, and a hero who has spent their mobility is the ideal target for a hero who has not — so the fight between you is decided before contact, by who can wait longer. The way out of the stalemate is to force it with someone else's engage and arrive second onto a target they have already committed to. Why this is shown: Both heroes have diveThreat 3; committing an entry converts a diver into the preferred target of the other diver. Strategic
What they do against you
- 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 Why this is shown: Authored from Wraith's kit. Strong evidence
- Project Mind teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her Why this is shown: Authored from Wraith's kit. Strong evidence
- 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 Why this is shown: Authored from Wraith's kit. Strong evidence
- Card Trick 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 Why this is shown: Authored from Wraith's kit. Strong evidence
- The full chain — Project Mind in, Telekinesis your carry, Full Auto while they cannot use Stamina — is a scripted backline deletion Why this is shown: Authored from Wraith's kit. Strong evidence
- Your mobility is a real advantage here, and Wraith's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Why this is shown: Debuff Resist reduces duration only; short slows are largely unaffected. Strong evidence
How you counter them
- Interrupt her channels: Project Mind is 0.75-0.8s and Telekinesis is 0.65s, both interruptible. A Viscous Puddle Punch, Warden Binding Word, Venator Gutshot wall stun or Vyper Petrifying Bola landed on the channel wastes a 46s or 150s cooldown Why this is shown: Authored counterplay against Wraith. Strong evidence
- Stay beyond 10m of her and spread out — Telekinesis is single-target at 10m base range and cannot reach a dispersed formation Why this is shown: Authored counterplay against Wraith. Strong evidence
- Collapse from multiple angles after an aggressive Project Mind: before T3 that is a 46s cooldown, so she is stranded in your team with no exit Why this is shown: Authored counterplay against Wraith. Strong evidence
- Buy anti-heal; the 09-16-2026 nerf to Heart healing means Healbane or Venator's Consecrating Grenade now removes almost all of her self-sustain Why this is shown: Authored counterplay against Wraith. Strong evidence
- Break line of sight for the 5-8s of Full Auto rather than trading into it; the window expires and the cooldown is 25-45s Why this is shown: Authored counterplay against Wraith. Strong evidence
- Hold a cleanse specifically for the post-Telekinesis movement lockout, not for the lift itself Why this is shown: Authored counterplay against Wraith. Strong evidence
- Metal Skin is the right shape of answer to Wraith's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets bleed, Silencer stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Why this is shown: Metal Skin: 5s bullet immunity, 24s cooldown, does not stop on-bullet-hit build-ups, −1.5 m/s and −20% dash distance while active. Verified
- Wraith adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Why this is shown: Barriers sit in front of health, are reduced by resists first, decay over time, and overflow damage carries through to health. Strong evidence
Trading
- The 0.75-0.8s Project Mind channel and the 0.65s Telekinesis channel: both are interruptible and both are long cooldowns wasted Why this is shown: Wraith's vulnerability windows. Strong evidence
- Any time Full Auto is active — she is stationary, committed, and has no defensive layer while shooting Why this is shown: Wraith's vulnerability windows. Strong evidence
- The 46s (pre-T3) window after Project Mind is spent, especially if she used it to enter rather than to leave Why this is shown: Wraith's vulnerability windows. Strong evidence
- After the 300 T2 Project Mind barrier expires (5s), she is a 730 HP hero with nothing Why this is shown: Wraith's vulnerability windows. Strong evidence
- Before she has banked Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Why this is shown: Wraith's vulnerability windows. Strong evidence
- When Wraith puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Why this is shown: Barriers sit in front of health with overflow carrying through, and decay over time. Strong evidence
Laning
- What they want in lane: The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Why this is shown: Wraith's laning strengths. Strong evidence
- What they want in lane: Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive Why this is shown: Wraith's laning strengths. Strong evidence
- What you can take from them in lane: 730 max health, tied for the lowest in this group, so she loses any trade she does not win with her gun Why this is shown: Wraith's laning weaknesses. Strong evidence
- What you can take from them in lane: Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit Why this is shown: Wraith's laning weaknesses. Strong evidence
- Your lever: Flog lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 40% heal nerf. Why this is shown: Lash's laning strengths. Strong evidence
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Wraith's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Why this is shown: 09-16-2026: slows now apply to air drag at 35% of their value, alongside the ~20% global slow reduction. Verified
Mid game
- Their spike — Full Auto T1 (-20s cooldown): A 25s Full Auto means she has a damage window every skirmish instead of every other fight Why this is shown: Wraith's power spike timeline. Strong evidence
- Their spike — ult unlock: Telekinesis gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Why this is shown: Wraith's power spike timeline. Strong evidence
- Their spike — Project Mind T2: The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero Why this is shown: Wraith's power spike timeline. Strong evidence
- Their spike — late 35min+: Project Mind T3 (14s cooldown) plus Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly Why this is shown: Wraith's power spike timeline. Strong evidence
- Your spike — Grapple T2 / first Mystic Burst (roughly 3k souls): Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own. Why this is shown: Lash's power spike timeline. Strong evidence
- Your spike — Ground Strike T2: Knockup plus 40% slow turns his damage ability into a pickup, so a Lash dive stops being avoidable by simply walking away. Why this is shown: Lash's power spike timeline. Strong evidence
Teamfights
- Stacking a second damage-reduction debuff onto Wraith is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Why this is shown: 05-22-2026: total damage-reduction debuffs changed to stack diminishingly rather than additively. Verified
Positioning
- Your habit of taking the fight vertical to reset spacing against Wraith is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Why this is shown: 09-16-2026: slows affect air drag at 35% of value; 05-22-2026 added the wall-jump stamina penalty and brought knockups under debuff reduction. Verified
- Wraith decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Why this is shown: Displacement kits convert bad positioning into a kill; failure-case positioning mitigates it. Strong evidence
Build adjustments
- Slowing Hex (spirit T2) — Wraith gives this team real gap closers and escapes. The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Why this is shown: Answers: enemy-mobility, enemy-backline-threat, enemy-dive. Verified
- Divine Barrier (vitality T4) — Wraith gives this team real backline assassination. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Why this is shown: Answers: enemy-backline-threat, enemy-dive, enemy-slow, enemy-burst. Verified
- Vortex Web (spirit T4) — Wraith gives this team real gap closers and escapes. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Why this is shown: Answers: enemy-mobility, enemy-backline-threat, enemy-dive. Verified
Common mistakes
- If you learned to play this matchup before 09-16-2026 you probably dash away from Wraith and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Why this is shown: 09-16-2026: parrying mid-dash cancels the dash and its momentum; parry whiff cooldown 4.5s. Verified
- Your instinct is to jump on Wraith's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage plus 15% of your max health inside 15m with a 2-second stun on a 7-second cooldown — a 2-second stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Why this is shown: Walker Stomp: 350 + 15% max HP in 15m, 2s stun, 7s cooldown; hero diveThreat 3 into enemy peel 2+. Strong evidence
Analyse this against your whole enemy team
A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.
Open in the matchup toolOther Lash matchups
The other side
Want to know how Wraith is supposed to play this?
Sources and method for this page
Wraith's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Lash's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.