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.
Live
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.
Ground Strike
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Grapple
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Flog
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Death Slam
ult at lvl 6
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.
Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.
Strike enemies in front of you with your whip, Healing for a portion of the damage dealt.
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.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.
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.