Patch 09-16-2026 Data researched 2026-09-21 What changed
SN Sinclair — ranged frame

Sinclair

MageControllerSummoner long range spirit damage mid-game High difficulty

Measured 44.1% win rate, 1.5% pick rate on patch 09-16-2026 across 35,037 matches.

Strengths

  • Longest effective weapon range in this group (61m falloff end) combined with a steerable skillshot
  • Rabbit Hex is a genuine multi-target hard disable with built-in damage amplification
  • The Assistant swap gives a fragile mage a pre-planned escape, which most mages do not have
  • Audience Participation scales with the enemy team's power rather than his own farm

Weaknesses

  • 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape
  • Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns
  • Rabbit Hex does not interrupt in-progress abilities, so it fails against exactly the channelled ultimates you most want to stop
  • His own ultimate can be worthless depending on what the enemy team drafted

Weapon

burst-fire pistol. About 48 DPS from a heavy 17.76 damage per bullet at only 2.72 bullets/second, 16-round clip, 2.50s reload and a slow 300 m/s projectile with falloff from 25m to 61m. The 61m falloff end is the longest effective range in this group, but the slow projectile speed means long-range shots must be led — it rewards deliberate aim rather than tracking.

Abilities

Vexing Bolt

Ability 1 · redirectable travelling skillshot with distance-scaling damage

Sinclair fires a bolt of magic whose damage grows the further it travels. Pressing the ability again redirects the bolt toward his crosshair mid-flight. If a Spectral Assistant is active, it fires a reduced-damage copy of the bolt as well.

What it is for: His primary poke and the highest-damage single cast in the kit. The redirect is what makes it land — he can throw it long for the damage bonus and then steer it around a dodge.

Damage
60 minimum to 120 maximum depending on distance travelled; +50% max damage and assistant damage at 5 AP. 24s cooldown with 4s between charges (mobalytics 2026, corroborated by deadlock.one's 60-120 range)
Crowd control
None at base. The 1 AP upgrade applies -25% fire rate for 5s.
Defensive
The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary divers

How to play against it

  • Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
  • Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
  • Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
  • At 2 AP this is an ~11s cooldown with charges, so treat it as a permanent ambient threat rather than something to wait out

Interactions

  • Damage scales with distance travelled, not with distance to target — a redirected bolt that loops long hits harder than a point-blank one
  • The Spectral Assistant fires its own reduced-damage copy, so the two abilities are designed to be used together
  • The fire-rate slow at 1 AP stacks with Rabbit Hex's damage amplification for an unusually strong single-target burst setup
  • Because the bolt is steerable, standard 'strafe the skillshot' counterplay does not work in isolation
Upgrade tiers
  • 1 AP: applies -25% fire rate for 5s
  • 2 AP: -13s cooldown (24s to roughly 11s)
  • 5 AP: +50% maximum damage and +50% assistant bolt damage

Spectral Assistant

Ability 2 · placed summon that mirrors his fire, with a position swap

Sinclair summons an Assistant at a targeted location. The Assistant attacks whenever Sinclair fires his weapon. Pressing the ability again swaps Sinclair's position with the Assistant's and reloads his weapon.

What it is for: It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.

Damage
15 damage per Assistant attack, +14 at 5 AP. 40s cooldown, 5s base duration, maximum 2 swaps (mobalytics 2026)
Mobility
The swap is a functional blink to a pre-chosen location, usable twice per cast
Defensive
His only escape tool — placing the Assistant behind cover and swapping is how he survives a gap-closer

How to play against it

  • Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
  • Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
  • Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
  • Engage during the 5s base duration gap when no Assistant is placed — before the 2 AP duration upgrade, the window where he is undefended is large

Interactions

  • The swap also reloads his weapon, so it doubles as a way to skip the 2.50s reload mid-fight
  • Limited to 2 swaps per cast — after the second swap it is purely a damage summon
  • The 2 AP upgrade extends duration by 7s (5s to 12s), which is what makes it viable as a banked escape rather than a burst tool
  • Placing the Assistant on high ground gives him an angle he can swap to and back from
Upgrade tiers
  • 1 AP: -10s cooldown (40s to 30s)
  • 2 AP: +7s duration and +5m placement range
  • 5 AP: +60% Assistant fire rate and +14 Assistant damage

Rabbit Hex

Ability 3 · targeted area transformation disable with damage amplification

Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Hexed enemies move faster but take increased damage and cannot perform most actions. The hex does not interrupt an ability that is already in progress.

What it is for: His hard CC and his burst multiplier. Turning a target into a rabbit both stops them acting and makes everything that follows hit harder, which is how a poke mage converts chip into kills.

Damage
No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s cooldown, 2s duration (+1s at 2 AP), 24m range, 6.5m radius (mobalytics 2026, corroborated by deadlock.one)
Crowd control
A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Notably it does NOT interrupt an ability already being channelled or executed.
Mobility
None for Sinclair. Hexed enemies move faster, which is a real drawback of the ability.
Defensive
Hexing a diver mid-approach stops them acting, though their increased move speed means they still arrive

How to play against it

  • If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
  • Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
  • Spread out: the 6.5m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
  • Cleanse or debuff-removal ends the transformation and the damage amplification together
  • Stay outside 24m cast range in a standoff; he cannot hex what he cannot reach, and his weapon falloff goes to 61m so he is happy to poke instead

Interactions

  • It does not interrupt in-progress abilities, so hexing someone mid-channel does not stop the channel — this is the single most important limitation to know
  • Hexed enemies move faster, so using it on a fleeing target can actually help them escape
  • The 6.5m radius (9.5m at 5 AP) makes it a multi-target disable against a grouped team, not just a single-target hex
  • Hex into Vexing Bolt into a stolen ultimate from Audience Participation is his full combo
Upgrade tiers
  • 1 AP: -12s cooldown (26s to 14s)
  • 2 AP: +1s duration (2s to 3s)
  • 5 AP: +7% damage amplification and +3m radius

Audience Participation

Ultimate · targeted ultimate theft with a limited-duration recast

Sinclair copies an enemy hero's ultimate for a limited time. Reactivating the ability casts the copied ultimate instead of his own. The copy inherits the original's upgrade points and cooldown state.

What it is for: A flexible fight-swinger whose value is entirely determined by what the enemy team brought. Against a team with a strong teamfight ultimate it effectively doubles that ultimate for Sinclair's side.

Damage
No inherent damage — output depends entirely on the copied ultimate. 85s cooldown (reduced 40% on a successful copy), 20m range, 10s copy duration (mobalytics 2026)
Crowd control
Whatever CC the copied ultimate provides
Mobility
Whatever mobility the copied ultimate provides
Defensive
Can copy a defensive or disengage ultimate when that is what the fight needs

How to play against it

  • It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
  • Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
  • The copy lasts only 10s: if you force a disengage immediately after he copies, the window expires with nothing spent
  • Because the 40% cooldown refund only triggers on a successful copy, denying the copy puts it on the full 85s
  • Team composition is real counterplay here — a team whose ultimates are self-targeted buffs gives him very little to steal

Interactions

  • The copy inherits upgrade points, so it is strongest against a late-game enemy with a 5 AP ultimate
  • Cooldown is reduced 40% on a successful copy, which is what makes it repeatable within a single teamfight sequence
  • The 10s copy window means he must copy and use it in the same engagement — he cannot bank it
  • Each upgrade tier improves the copied ultimate by one further step
  • Its value swings enormously by matchup: near-useless against self-buff ultimates, decisive against area-control or lockdown ultimates
Upgrade tiers
  • 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step

Laning strengths

  • 17.76 damage per bullet with falloff not starting until 25m gives him the longest comfortable poke range in this group
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane
  • Spectral Assistant swap doubles as an instant reload, so his 2.50s reload rarely costs him a trade
  • Rabbit Hex at 24m range stops an all-in cold and amplifies the damage he puts back

Laning weaknesses

  • 730 max health with no healing whatsoever in the kit
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
  • At only 2.72 bullets/second, a single missed burst is a large share of his damage window
  • Base cooldowns are long before the 1 AP cuts (Vexing Bolt 24s, Spectral Assistant 40s, Rabbit Hex 26s), so a dodged bolt leaves real dead time

Power spikes

  • 1 AP into Rabbit Hex: -12s cooldown (26s to 14s) makes the hard disable available in nearly every skirmish instead of once per fight
  • 2 AP into Vexing Bolt: -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure
  • ult unlock plus a fed enemy ultimate: Audience Participation copies with inherited upgrade points, so the spike is really the enemy's ultimate spike
  • 2 AP into Spectral Assistant: +7s duration (5s to 12s) makes the swap a reliably banked escape rather than a burst-window tool

Playing against Sinclair

  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit
  • Delay your dodge on Vexing Bolt until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow
  • If you are hexed mid-ability, finish the ability. Rabbit Hex does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification
  • Find the Spectral Assistant before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast
  • Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts Audience Participation on the full 85s instead of 51s
  • Close inside 15m whenever possible: Vexing Bolt scales with travel distance and his weapon falloff starts at 25m, so short range strips both

Bait these first

  • Rabbit Hex first. It is his only hard CC, his only real peel, and his damage amplifier. At 26s base (14s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage
  • Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window
  • Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful
  • Bait Audience Participation by threatening to ultimate: if he copies and your team disengages, the 10s copy window expires unused and he only gets the 40% refund, not the value

What Sinclair does to you

  • Vexing Bolt is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it
  • Rabbit Hex catches everyone in a 6.5m radius (9.5m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe
  • Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach
  • Audience Participation copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds
  • He fights at 61m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both

Punish windows

  • After both Spectral Assistant swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame
  • During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable)
  • Rabbit Hex on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back
  • Immediately after a Vexing Bolt is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade
  • The 10 seconds after Audience Participation is cast and not used — the copy expires and he is left on the reduced 51s cooldown with nothing gained
  • Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through

Hardest matchups for Sinclair

Ranked by how far below Sinclair's own baseline each pairing measures — not by raw win rate.

Victor 39.2% -4.9 pts
Graves 39.3% -4.8 pts
Paige 42.2% -1.9 pts
Haze 42.4% -1.7 pts
McGinnis 43.0% -1.1 pts
Drifter 43.2% -0.9 pts
Abrams 43.7% -0.4 pts
Celeste 44.1% 0.0 pts

Best matchups for Sinclair

Same measure, other direction.

Mina 50.4% +6.3 pts
Mirage 49.9% +5.8 pts
Venator 49.0% +4.9 pts
Grey Talon 48.2% +4.1 pts
Shiv 46.9% +2.8 pts
Billy 46.2% +2.1 pts
Wraith 46.2% +2.1 pts
Apollo 45.4% +1.3 pts

Every Sinclair matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Sinclair
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: deadlock.io rates Sinclair complexity 4/5 and describes him as spirit-primary off-lane or mid — https://deadlock.io/en/heroes/sinclair