Wraith’s main threat#

Wraith is a carry: scales into the most dangerous gun on the map with items.
The kit is weapon-leaning, so bullet resistance and weapon shields do the most to blunt it.
Abilities to play around#
Ability 1
Card Trick
Weapon damage summons cards; each thrown card deals damage with an effect based on its suit.
Play around it Respect its range and cooldown; fight when it’s been used.
Ability 2
Project Mind
Teleports Wraith to a targeted location to escape or dive a fight.
Play around it Mobility — it’s also the escape. Don’t chase it into their team; force it out first, then commit. Slowing Hex shuts down many movement abilities.
Ability 3
Full Auto
Temporarily boosts fire rate and adds spirit damage to each bullet. Activating it mid-reload finishes the reload.
Play around it Respect its range and cooldown; fight when it’s been used.
Ultimate
Telekinesis
Lifts an enemy hero and slams them toward a target location, dealing spirit damage, slowing them and blocking movement abilities.
Play around it Disable or displacement — this is what starts kills. Track its cooldown and punish the window after it’s used; Debuff Reducer shortens it, and Unstoppable or Indomitable answer the biggest ones.
Play around it Defensive window — stop shooting into it, reposition, and burst when it ends.
Counter items, with reasons#
Specific answers to this kit
General answers
General answers are our editorial reading of the kit. Counter items only help if you’re the one being hit — buy for the threat you actually face.
How to beat Wraith#
- Slowing Hex disables Project Mind.
- Indomitable prevents Telekinesis.
- Plated Armor prevents Card Trick and Full Auto on-shot effects.
Mistakes to avoid
- Letting them farm undisturbed in the early game.
- Fighting them late with no bullet resistance.
Want to see the hero from the other side? Read the Wraith guide, or open the counter-pick helper to plan against a whole enemy team.









