Patch 09-16-2026 Data researched 2026-09-21 What changed
WR Wraith — carry frame

Wraith

CarryAssassinController mid range hybrid damage mid-game Low difficulty

Measured 49.5% win rate, 2.8% pick rate on patch 09-16-2026 across 64,174 matches.

Strengths

  • Best single-target lockdown in this group outside of Warden: 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 is one of the highest sustained single-target DPS windows available
  • 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

Weaknesses

  • 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 14s cooldown
  • Both Project Mind's 0.8s channel and Telekinesis's 0.65s 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)

Weapon

rapid-fire submachine gun (The Rake). 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.

Abilities

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

Laning strengths

  • 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
  • Project Mind is an escape from almost any early gank, provided the channel is not interrupted

Laning weaknesses

  • 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
  • The 09-16-2026 patch reduced Heart card healing, weakening her lane sustain
  • Project Mind's 46s base cooldown means she can only escape roughly once per minute early on

Power spikes

  • Full Auto T1 (-20s cooldown): A 25s Full Auto means she has a damage window every skirmish instead of every other fight
  • ult unlock: Telekinesis 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 (14s cooldown) plus Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly

Playing against Wraith

  • 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
  • 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 46s cooldown, so she is stranded in your team with no exit
  • 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
  • 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
  • Hold a cleanse specifically for the post-Telekinesis movement lockout, not for the lift itself

Bait these first

  • 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
  • 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

What Wraith does to 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
  • 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 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

Punish windows

  • The 0.75-0.8s Project Mind channel and the 0.65s 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 46s (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

Hardest matchups for Wraith

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

Graves 45.1% -4.4 pts
Victor 45.2% -4.3 pts
Paige 45.9% -3.6 pts
Ivy 47.3% -2.2 pts
Seven 47.4% -2.1 pts
Kelvin 47.7% -1.8 pts
Mo & Krill 49.2% -0.3 pts
Warden 49.6% +0.1 pts

Best matchups for Wraith

Same measure, other direction.

Silver 55.1% +5.6 pts
Venator 54.8% +5.3 pts
Bebop 54.6% +5.1 pts
Shiv 54.3% +4.8 pts
Sinclair 54.1% +4.6 pts
Paradox 53.4% +3.9 pts
Infernus 52.0% +2.5 pts
Viscous 52.0% +2.5 pts

Every Wraith matchup

Analyse a full enemy team

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

Open the tool as Wraith
Sources and confidence for this record

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

Difficulty rating: DramaLock hero guide rates Wraith complexity 1 of 3; deadlock.io describes her as an easy-to-learn rapid-fire duelist