
The definitive Deadlock tier list is here. S-tier is bloated, Graves is a meme, and your favorite hero is probably C. Covering every hero A-to-Z
The current Deadlock meta 2026 is defined by one thing: mobility. Heroes that can fly, wall-bounce, and chase at zero stamina cost dominate every bracket. If your hero is nailed to the ground, you are not playing the same game as everyone else. You are playing a worse, sadder, slower game.
Seven continues dominating with a kit that combines medium-range primary fire, area denial, stun, and a base-shredding ultimate: and that was written before the current patch inflated HP pools to obscene levels. The problem is not that the top heroes are strong. The problem is the gap. Across 38 playable heroes, only 5 sit above a 53% win rate, which sounds almost reasonable until you realize the bottom 8 are genuinely unplayable and nobody at Valve seems distressed about it.
|
Category |
Value |
|
Total Heroes |
38 |
|
Average Win Rate |
49.6% |
|
Heroes Above 53% Win Rate |
5 |
|
Heroes Below 47% Win Rate |
8 |
The Deadlock best heroes this patch share a profile: high HP, high mobility, and enough DPS to punish anyone who looks at them wrong. If your hero does not match at least two of those three criteria, prepare to be a spectator in your own matches.
|
Tier |
Hero |
Role |
Verdict |
|
S |
Mina |
Spirit Carry |
8 unique passives. Best ult in the game. Nerfed 6%. Still broken. |
|
S |
Lash |
Bruiser/Carry |
Gun build. Never touches the ground. Zero counterplay. ~4,800 HP airborne. |
|
S |
Lady Geist |
Spirit Carry |
Nuclear silence, 7,000 HP, A-10 Warthog gun. Pressing 4 is the build. |
|
S |
Mirage |
Utility/Damage |
Four tornadoes. 90% bullet evasion. Diminishing CC is a lie they tell you. |
|
S |
Celeste |
Mobile Carry |
Four base stamina. Pro players skip substam until 30 min. Mobility queen. |
|
S |
Silver |
Mobile Bruiser |
DLC Yamato. Wolf ult every 30 seconds. Flies while being a tank. Disgusting. |
|
S |
Shiv |
Assassin |
Movement that does not belong in this game. Radiant regen + 1,800 knife burst. |
|
S |
Warden |
Gun Carry |
6,400 HP. Top damage. Point-click silence. Drool on keyboard. Win. |
|
S |
BBop |
Gun Carry |
Gun build only. 6,300 HP at 35 min. Still doing crazy DPS. Really, dude? |
|
S |
Apollo |
Mobile Damage |
4,000 HP on meta build. Flies. Interacts with everyone. Bottom of S. |
|
S |
Yamato |
Assassin |
Point-click through walls, backstab proc, blink through buildings. 2 years. Still in. |
|
A |
Abrams |
Tank |
Balanced front-liner. Spirits nuker now. Nobody is angry about Abrams. |
|
A |
Kelvin |
Support |
Best support. Stamina freeze breaks mobility meta. Ult is the great equalizer. |
|
A |
Dynamo |
Support |
Ult punishes movement heroes who overstep. Team-fight equalizer. |
|
A |
Sinclair |
Gun Carry |
Only hero in the game with actual counterplay in his kit. Solid. |
|
A |
Ivy |
Utility |
Good. Anyone calling her D-tier is a fraud. That is all. |
|
A |
Infernus |
Spirit Damage |
One patch from S. Spiritual overflow change is quietly giga. |
|
A |
Seven |
Spirit Carry |
Generation one hypercarry. Has counterplay. Still not bad. Just honest. |
|
B |
Billy |
Tank |
Slightly worse Abrams. Knockups jarring when strong. Not strong right now. |
|
B |
Grey Talon |
Sniper/Spirit |
Honest character. Scales with gold. Would be popular if he were a hot girl. |
|
B |
Drifter |
Flex |
Balanced. Clears Calico. Clears Graves. Not OP. Never useless. Fine. |
|
B |
|
Spirit Carry |
Gen 1 Celeste. Has counterplay. That is precisely the problem. |
|
B |
Paradox |
Assassin |
Most hotfixes of any hero in game history. Currently balanced-ish. |
|
B |
Mo & Krill |
Tank |
Same DPS as Calico with three times the HP. Combo still shuts carries down. |
|
B |
Wraith |
Duelist |
Either Thanos or coughing baby. 50/50. High B and you are warned. |
|
B |
Viper |
Damage |
Solid damage dealer. Nothing more to say. Really. |
|
C |
McGinnis |
Frontline |
Not as bad as Graves. Cannot interact with Lash or Celeste. Clunky. |
|
C |
Haze |
Assassin |
Nonexistent without ult. When ult is strong it is braindead. When weak, actually fun. |
|
C |
Holiday |
Mobile CC |
Hard CC and knockups. Mobility without damage. Weak but not the worst. |
|
C |
Paige |
Support |
Legacy HP values. Everybody else scaled. She did not. |
|
C |
Rem |
Support |
You win on Rem and still derank. One spell. The ult. That is the whole hero. |
|
C |
Viscous |
Support |
Great peel. Solo queue agency: 0.0. A cube bot. Needs small buffs. |
|
D |
Calico |
Spirit Assassin |
Flat damage in a 4,000 HP meta. Cannot kill anyone. Mathematically pointless. |
|
D |
Graves |
Frontline |
Coolest hero. Worst matchup with reality. Gets its own tier. Deserves it. |
The Gap Exists. There is a blank tier between S and everything below it. The S-tier heroes and the rest are not in the same video game. If you are playing anything below A and losing, this is why.
Eight unique passives. Three i-frames. Faster base stamina than every other hero. A built-in silence with zero investment. The only hero who can one-shot a tier-1 camp at two minutes. Her ult has a 40-second cooldown and ranks top-three in the game. She has lower HP than the current S-tier tanks: and still has more HP than Calico, Graves, Haze, and Holiday. She got nerfed six percent. The Deadlock Mina build does not require optimization. Her base kit is the build.
Gun Lash with Recharging Rush does not touch the ground. The floor is lava, and Lash knows it. Infinite Deadlock mobility meta exploitation: wall bounce, dash, never land, never die, heal through Headhunter and Fogg on a short cooldown. Effectively 8,000 HP in sustained fights with siphon bullets. Old spirit Lash had counterplay: you could stack spirit armor. Gun Lash has none. Heroes like Seven and Haze can flash-farm and clear waves fast enough to get Tier 3 and Tier 4 items significantly ahead of the curve. Lash does that and never stands still long enough to be punished for it.
Silver has a wolf transformation with a 30-second cooldown. Yamato's ult, which everyone agrees is broken, runs on a long cooldown. Silver's equivalent runs every wave cycle, deals percent-HP physical damage, and comes packaged in a tank with more HP and a larger heal. Apollo, Silver, and Rem are three of the new faces: Apollo boasting a 91% pick rate. Silver's pick rate at the pro level tells you everything the win rate charts do not. Low elo players call Silver ground-based. At high elo, Silver is a flyer. If you do not understand that yet, keep climbing.
6,400 HP. Deadlock Warden guide summary: load in, point-click reduce enemy weapon damage, point-click silence them, activate debuff resistance, shoot gun. Top damage plus top survivability plus zero mechanical ceiling. Warden's cage stun enables solo kills and team lockdowns, while his late-game ultimate heals and empowers allies. His cage also gets removed by Dispel Magic, which is the only acknowledgment the universe has made that he might be slightly much.
Four base stamina. Pro players do not buy Substam until 30 minutes because they do not need it. No negative bullet resistance anymore. Shield silence still oppressive. New buffs to her Bullet Damage and Light Eater abilities made her even better: minor nerfs were not enough to damage her position. Chasing Celeste wastes resources on a hero whose damage is not low enough to justify the chase. That is the entire problem with the Deadlock flying heroes OP patch. Less damage than immobile heroes? No. Maybe ten percent less. Double the movement. Zero trade-off.
The Deadlock HP inflation problem is not subtle. Back when Mo and Krill launched, 4,000 HP was a lobby event. People typed in all chat. Now Warden hits 4,000 at fifteen minutes with eight times the DPS and a silence. Mo and Krill now have less HP than a gun carry. That is where we are.
The fundamental issue: the person doing the most damage should not also have the most HP and utility. This is a principle that sounds obvious and has been completely abandoned this patch. AD carries sitting at 6,000 HP is not how any genre is supposed to work: not MOBAs, not shooters, not the genre Deadlock is trying to invent. Tanks are now flyers. Carries are now tanks. The things that used to counter movement heroes stopped working because the tanks started moving.
Wall bounce fix: Require one stamina bar to initiate. Not consume: require. It already exists as a constraint for other movement. It would not remove the tech. It would just mean you cannot escape on literal zero stamina, which is currently a feature of the game.
Deadlock Graves review: it is the coolest hero in the game. It is also a character from Call of Duty 4 dropped into Advanced Warfare. Wall spines, tombstone parry, zombie stun: a full kit that sounds threatening until your opponent with equal gold just walks away. Graves has two stamina. Celeste has four. Celeste also does more damage, has more HP, and has mobility. Graves quietly posts a 59.1% win rate at just 4.7% pick rate: which means the zero people playing her are hard-carrying on skill alone. That is not a sign the hero is fine. That is a sign only deranged specialists are queueing her.
Flat spirit damage. Everyone has 4,000 HP and armor. Calico's entire combo deals 2,000 damage. You do the math, and then you understand why Deadlock Calico tier discussions end quickly. A hero whose whole identity is burst damage, but the burst does not threaten a kill from 60% HP, has no kill threat. There are heroes who do her job with a soul deficit. She requires a massive lead just to be mid.
Win rates lie when a large chunk of the playerbase runs the wrong build. BBop has a significant portion of its audience playing the bomb build, which is bad, dragging the gun build's legitimate strength into a mediocre aggregate number. Choke, same principle: the kidnap build inflates garbage results against the bell-damage build which is legitimately broken. Deadlock best builds 2026 require you to ignore the community consensus on several heroes because the community consensus includes everyone grief-building.
|
Hero |
Real Build |
Trap Build |
|
BBop |
Gun build |
Bomb build (deflates win rate hard) |
|
Choke |
Bell damage |
Kidnap build (the cringe option) |
|
Haze |
Ult-enabled burst |
Building before ult completion |
|
Mina |
Full kit first 20 min |
Playing for ult only |
Pick from the top eleven heroes. This is not opinion. Tier calculations use a weighted combination of win rate and pick rate, with win rate carrying 80% of the weight. The data agrees. If you are outside those eleven, you are working harder for fewer results against people who are not.
On BBop: The gun build is genuinely S-tier. The bomb build is what happens when people refuse to change. Check which version your opponent is running before you laugh.

The definitive Deadlock tier list is here. S-tier is bloated, Graves is a meme, and your favorite hero is probably C. Covering every hero A-to-Z

No. Eleven heroes are S-tier. Everything below them feels like a different, worse game. This is the official answer.
Mina, Silver, Shiv. High agency, low team-dependence. Everything else requires coordination you will not receive.
No. Point-click silence, point-click debuff reduce, shoot gun. Drool on keyboard. Mechanically the simplest S-tier hero.
Play Graves if you accept emotional suffering. The character is cool. The meta considers it a courtesy pick for the opponent.
Sometimes. A master on a C-tier hero beats a bad S-tier player. Against a good S-tier player, skill alone is insufficient currency.


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