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Lash Live

Lash

~55.5% WR ~10.8% pick
Hard Burst Fire InitiatorHigh FlyingArrogant

Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.

Signature abilities4
Ground Strike Grapple Flog Death Slam ult at lvl 6
Ability 1
Ground Strike
21s
Instant cast

Stomp the ground beneath you, damaging enemies in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m.

0.15s
Cast delay
10m
Radius
60↑0.79
Stomp Damage
5.5
Stomp Damage Per Meter Primary
1AP Cooldown -10s
2AP Struck enemies are knocked up and slowed by 0% for 0%s — Enemy Slow Pct +50%, Slow duration +3%, Stomp Bounce Height +400, Toss Duration +1s
5AP Damage Per Meter +110% and improved scaling — Stomp Damage Per Meter Primary +0.03, Stomp Damage Per Meter Primary +113, Stomp Damage Per Meter Secondary +0.01, Stomp Damage Per Meter Secondary +113
Ability 2
Grapple
35s
Instant cast

Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.

1
Charges
2s
Charge cooldown
30m
Cast range
20m
Jump Velocity
1AP Cooldown -17s
2AP +30m Cast Range and gain +0 Weapon Damage for 0s — Cast range +20m, Weapon Damage Bonus +7, Weapon Damage Bonus Duration +10s
5AP +1 Charge OnCast : +0 Stamina and +0% Air Control — Charges +1, Restore Stamina On Use +1, Air Control Percent +60%
Ability 3
Flog
26s
Instant cast

Strike enemies in front of you with your whip, Healing for a portion of the damage dealt.

0.15s
Cast delay
20m
Cast range
65↑0.85
Damage
50
Heal Pct Vs Heroes
1AP Apply -0% Move speed for 0%s — Enemy Slow Duration +3%, Enemy Slow Pct +35%
2AP Apply -0% Fire Rate 26s Cooldown — Cooldown -16s, Fire Rate Slow +30%
5AP +65 Damage +30 Attack angle +50% Heal — Damage +80, Targeting Cone Angle +40, Heal Pct Vs Heroes +20, Heal Pct Vs Non Heroes +6
Ability 4
Death Slam
150s
Instant cast

Focus on enemies to connect whips to them. After channeling, connected enemies are lifted and stunned then slammed into the ground. Your victims and any enemies in the landing zone will be damaged and slowed. PressAttackto throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed.

2.3s
Channel time
0.3s
Cast delay
20m
Cast range
105↑0.97
Impact Damage
1AP Throw Distance +12m
2AP Cooldown -40s
5AP Stun enemies in Radius for 0s +20m Cast Range — Stun duration +1.2s, Cast range +6m
Guidehow to play

Lash is a high-flying initiator and pick assassin who uses Grapple verticality to drop on isolated targets and Death Slam to lift-stun-slam a clump for his team to collapse on. His kit scales spirit and Flog heals off heroes, so he out-trades in lane and out-sustains fights. He's a complexity 3/5 pick that punches up in skilled hands (~49% overall, ~54% at Phantom+) — not a first hero, but huge once you master the dives.

Early game

Lane with Burst Fire for clean last-hits and use Grapple purely for safety early — it refreshes your air jumps and dashes, so it's your get-out button. Charge Flog with spirit: it returns a portion of damage dealt as healing against heroes, so you win short trades and out-sustain anyone who tries to brawl you. Rush your spike — Mystic Burst plus an imbued Quicksilver Reload — and the moment it's online you heal 100+ per Flog and can punish an over-extended laner with Grapple into an airborne Ground Strike dive into Flog. First buys: Mystic Burst, Extra Spirit, a little Extra Health since base HP got cut 10 this patch and you dive for a living. Fear hard CC that catches you mid-air.

Mid game

This is where Lash takes over the map. You're the roamer and ganker — Grapple gives you map-wide reach and resets, so flank wide, drop on someone caught alone, and convert every pick into an objective. Prioritise cooldown so Grapple, Ground Strike and Slam are always up: Superior Cooldown plus Mystic Expansion makes your dive loop relentless. Contest the Urn capture circle by Grappling onto a roof and dropping in from above instead of walking through the door. Slowing Hex locks runners long enough to set up a slam.

Late game

Late, you're the teamfight opener. Get height first, spot the clumped backline, and Death Slam to lift, stun and slam multiple heroes into a slowed pile your team folds onto. Since the March 2026 change removed spirit-scaling on throw distance, the ult is now damage plus lockdown rather than a long-range yeet, so build burst and survivability (Boundless Spirit, Mystic Reverb, Soul Rebirth) over anything chasing 'throw distance.' Win condition: a clean slam onto two or more squishies that your team instantly converts before they peel out.

Combos & tricks

Dive-bomb: Grapple up to gain height, then Ground Strike while airborne to fall on a target — fall distance scales the damage (up to ~25m) and Grapple's reset keeps you slippery afterward. Pile cleanup: Death Slam a clump, then immediately Ground Strike and Flog the pile — flogging multiple heroes heals you to near-full, so you often win the fight already topped up. Alley-oop: press LMB during the slam to throw a connected enemy early, displacing a priority target off a ledge or into your team's burst. Echo Shard a second Death Slam to re-lock the team or snag the straggler. Pop Unstoppable before the slam channel so the telegraphed, interruptible cast actually lands in messy fights.

Matchups

Lash feasts on squishy or immobile targets he can isolate and out-heal — he's strong into Shiv (~55.7%), Holliday and Mirage, and loves messy maps, late rotations and lone heroes. He struggles against reliable CC and burst that stops his mobility mid-play: Victor is his hardest counter (~43.9%), with Seven and Haze close behind. Into those comps, tech Debuff Reducer early and Ethereal Shift or Unstoppable to survive the dive and guarantee the slam.

Buildsbuy order matters
Laning1600

Mystic Burst is the ~99% core spike — burst spirit plus heal on every Flog and Ground Strike. Extra Spirit makes your kit hurt, Healing Rite keeps you topped between flogs, and Quicksilver Reload is the rush: imbue it on Grapple to cut its long cooldown for permanent mobility.

Mid game3200

Improved Spirit scales every part of your kit and the Flog heal. Superior Cooldown keeps Grapple, Ground Strike and Slam coming — mobility is uptime. Mystic Expansion widens the slam and Ground Strike catch, Slowing Hex locks runners for the slam, and Torment Pulse adds passive AoE while you're in their face.

Late game6400

Boundless Spirit is the all-around damage and stat spike. Echo Shard double-casts Death Slam to re-lock a team or grab a straggler. Mystic Reverb adds burst plus slow on the slammed clump, Escalating Exposure ramps damage on the target you keep diving, and Soul Rebirth gives a second life for a hero who commits hard.

Situational4000

Pick by enemy comp. Unstoppable guarantees the slam channel lands; Ethereal Shift dodges a stun or burst mid-dive (great vs Victor); Knockdown answers other fliers and escape ults; Spellbreaker counters heavy spirit-burst lineups; Debuff Reducer is an early answer to the slows and CC that shut your mobility down.

Tips & tricks
Grapple resets your air jumps and dashes — use it mid-air to extend a dive or reset your escape, not just to close distance.
Ground Strike does more the higher you start, so always gain height first; an airborne stomp from a roof hits far harder than a ground one.
Flog heals off heroes, so dive into clumps, not single targets, when you're low — multi-hero flogs can top you to full mid-fight.
Death Slam's channel is telegraphed and interruptible; cast from above or behind line of sight, or pop Unstoppable first.
Treat the ult as damage and lockdown, not a long-range throw — the March 2026 nerf killed throw distance, so build burst and survivability.
Press LMB during the slam to throw a connected enemy early and displace a key target into your team or off a ledge.
Common questions

Is Lash good for beginners?

No. He's complexity 3/5 and entirely movement-dependent — around 49% in average hands but ~54% at Phantom+. He's hugely rewarding once you master Grapple verticality and dive timing, but he's a bad first hero.

Spirit or gun Lash?

Spirit is the default and most-picked (Mystic Burst in ~99% of games) because his whole kit scales spirit and Flog heals off it. Gun Lash — Burst Fire plus Recharging Rush 'never-lands' mobility — is a strong, flashier alternative in this mobility meta; pick by lane and comp.

How do you play Death Slam well?

Get height first by Grappling to a roof, aim at the clumped backline, and channel from above so you're hard to reach. Use Unstoppable or positioning to avoid the interrupt, and press LMB to throw early when you want to displace a priority target. It's damage plus lockdown, not a long throw.

Did Death Slam get nerfed?

Yes — the March 2026 change removed spirit-scaling on throw distance, so it displaces far less and works as a damage and lockdown ult. Build burst and survivability rather than chasing throw-distance items.

Profilevs roster
Health 57 Mobility 74 Burst 12 Sustain 13 Range 70 Ammo 76
Health 780
Regen 2/s
Move speed 7.2 m/s
Stamina 3
Burst DPS 32.2
Sustained 24.6
Range 58 m
Ammo 29
Primary weapon
Tale of The Tape
Burst Fire
32.2
DPS
8.5
Bullet damage
3.8rps
Fire rate
29
Ammo
2.4s
Reload
24.6
Sustained DPS
92
Shots to down
30.93s
Time to kill
56
Weak-spot shots
247
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 50Light 116Heavy
Matchups

Jacob Lash is an asshole.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history33
  • Bullet damage per boon reduced from 0.341 to 0.31
  • Ground Strike damage per meter spirit scaling increased from 0.0372 to 0.04
  • Grapple T2 bonus damage no longer stacks with itself, but instead refreshes the duration
  • Grapple T3 now also grants +1 Charge
  • Increased Sparkles
  • Fixed Ground Strike against players brought down from mid air not doing damage
  • Grapple T2 weapon damage increased from +6 to +7
  • Grapple T3 changed from "+20% Fire Rate" to "+60% Air Control and +1 Stamina on Usage"
  • Flog cooldown increased from 24s to 26s
01-30-2026 UpdateJan 30, 2026
  • Ground Strike rotation is restricted to 90 degrees rather than 360
  • Fixed bugs with Ground Strike where it would sometimes not do damage on ramps and special locations
  • Grapple T1 reduced from -19s Cooldown to -17s
  • Flog damage spirit scaling reduced from 1.1 to 0.85
  • Death Slam throw distance reduced by 30%
11-21-2025 UpdateNov 21, 2025
  • Grapple cooldown reduced from 42s to 35s
  • Flog heal vs heroes increased from 50% to 60%
  • Flog damage increased from 60 to 65
  • Flog cooldown reduced from 26s to 24
  • Flog T2 increased from -14s to -12s
10-02-2025 UpdateOct 02, 2025
  • * Lash: Ground Strike range reduced from 11m to 10m
  • * Lash: Ground Strike cooldown increased from 19s to 21s
  • * Lash: Ground Strike damage reduced from 70 to 60
07-04-2025 UpdateJul 04, 2025
  • Flog cast range reduced from 25m to 20m
  • Ground Strike damage height reduced from 3.3m to 3m
05-19-2025 UpdateMay 20, 2025
  • Add a flash to the start of the soul orb claimability window
Shop Rework UpdateMay 08, 2025
  • Slash: Fixed animation getting stuck when stunned during the ability cast.
  • Lash
  • Slam: New sounds added for lock-on success sounds, in-air looping sound, victim impact sounds, and a 'miss' sound when Lash does not successfully grab anybody or cancels the ability early.
  • Turret: Updated ambient, tracer, and muzzle flash effects.
  • Fixed a bug causing Lash's Ground Strike impact to be too loud and Flog impact to be too quiet when hitting large groups of enemies with each ability.
Raw data & APIopen JSON from the client
lashslug31heroIdlashcodeName3complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt