Throw a dagger, dealing Spirit Damage and applying slow. Every subsequent dagger against the same target stacks in Spirit Damage and slow.
Live
With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.
Screwjab Dagger
→
Lethal Venom
→
Slither
→
Petrifying Bola
ult at lvl 6
Throw a dagger, dealing Spirit Damage and applying slow. Every subsequent dagger against the same target stacks in Spirit Damage and slow.
Inject a target with lethal venom. After a delay the venom triggers, dealing Spirit Damage. The damage is increased by the target's missing health. Lethal Venom will ignore Petrify's damage block.
You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.
Throw an explosive bola. On exploding, the bola Slows and Damages all enemies in the area. Direct hits deal Additional Damage and Petrify instead. Petrified units block all damage, but cannot take actions.
Vyper is a slippery flank carry built around a long-range rapid SMG and a missing-health execute. She slithers into the soft backline, holds a continuous slide-spray on one priority target while Screwjab Daggers stack damage and slow, then Petrifying Bola plus Lethal Venom finishes anyone trying to leave. She's a weapon-carry first with a spirit splash — the gun does the work, but the Petrify-into-Venom one-shot is what makes a pick a kill. Tagged complexity 1 so she's easy to pick up, but slide-cancel infinite-ammo tech and knowing when NOT to Petrify give her a real skill ceiling. With −10 base HP this patch, she has zero defenses in kit, so positioning is everything: enter last, from the side, never first.
Vyper is a genuine lane bully. The rapid gun has huge range and volume, so poke with bullets, win the last-hit and deny race, and weave Screwjab Daggers to chip and slow before any all-in — each dagger on the same target stacks more damage and slow, so long trades favor you. Do NOT burn Lethal Venom at full HP; it scales with the target's missing health, so it's a finisher, not an opener. Hold it until they're already chunked. Restorative Shot is excellent lane sustain on her because she lands so many bullets, and if you can dodge poke well enough to skip Healing Rite, you snowball faster off pure damage items. First buys lean weapon with a cheap spirit splash: Monster Rounds for the last-hit race, High-Velocity Rounds so the SMG pokes clean at lane range, Restorative Shot to out-sustain, and Extra Spirit plus Mystic Burst so daggers and Venom already bite. Respect anyone who can interrupt you before your damage ramps.
Vyper's spike lands around 10–15 minutes when Burst Fire and a spirit amp come online. Burst Fire is the defining Vyper item — it turns the rapid gun into burst that scales with Spirit and extends your slide loop. Hunt side-lane and jungle picks: slide in from the flank, stack daggers on one target, soften them with Mystic Vulnerability, gun them to roughly 40–50% HP, then inject Lethal Venom so the delayed pop is the finisher. Bullet Lifesteal lets you dive and stay in the spray, and Quicksilver Reload keeps the stream uninterrupted. Her slide is premium for the reworked Urn king-of-the-hill — she rotates faster than almost anyone, and a non-direct Bola zones the whole capture circle. Pick fights you start; don't get caught brawling in the open before your kit ramps.
Late, Vyper is a full hybrid carry: near-infinite slide-spray fed by Frenzy and Escalating Exposure, Mercurial Magnum bridging gun and spirit, and Petrify locking the enemy's best escape or threat. Her win condition is to enter a fight last and from the side, hold a continuous spray on the priority target while daggers and Exposure ramp the spirit they take, then Petrify-Venom the moment they try to disengage. She has no shield, heal, or invuln in kit, so survival comes from positioning plus one defensive flex — Ethereal Shift is the 'oh-no' button she otherwise lacks. Never open the fight; let your frontline commit, then slither in and clean up the backline.
Petrify → Lethal Venom is the signature one-shot: land a direct-hit Petrifying Bola on a fleeing or priority target, then inject Venom. Venom ignores Petrify's damage block and scales with missing health, so it detonates for the kill even while they're frozen. But Petrify blocks ALL damage — yours and your team's — so never Bola a low target your team is bursting unless you immediately follow with Venom; otherwise you reset their HP and save them. Slide is your ammo economy: the gun doesn't burn ammo while you're sliding, so chaining slides (practice slide → jump-cancel → slide) gives a continuous spray and a body that's hard to hit. If you keep running out of ammo, you're not sliding enough. Always stack daggers on ONE target first — repeats add damage, slow, and shred — and pair with Mystic Vulnerability before you commit the gun. Time Venom for ~40–50% HP and feed the detonation with Mystic Burst or Escalating Exposure. Finally, treat the Bola as a zone, not just a stun: a non-direct hit slows and damages a whole group to peel a dive or hold a choke, so save the direct petrify for the one target that matters.
Win the last-hit and deny race and out-sustain the lane. Weapon core plus a cheap spirit splash so Screwjab Daggers and Lethal Venom already bite before level 6.
The Vyper power spike. Burst Fire converts the rapid gun and scales with Spirit, Mystic Vulnerability fattens daggers and Venom, lifesteal and reload keep you diving, and Enduring Speed keeps your slide chains flowing.
Hybrid carry shell. Frenzy and Escalating Exposure ramp long sprays, Mercurial Magnum and Crippling Headshot push the gun, and Ethereal Shift is the panic button her kit lacks.
Swap in by matchup: Spellbreaker vs the spirit-burst meta, Toxic Bullets vs tanks and sustain, Metal Skin vs gun comps, Debuff Reducer vs heavy CC, Knockdown to pin a slippery assassin you can't Bola.
Weapon or spirit Vyper?
Weapon-carry core with a spirit splash. Build the gun first — Burst Fire is close to mandatory — then add spirit amp (Mystic Vulnerability, Escalating Exposure, Mercurial Magnum) so your daggers and the Lethal Venom execute scale. Hybrid beats pure-spirit in current play.
Is Vyper good for beginners?
Yes to start with — she's complexity 1 and the rapid gun carries a lot of games. But slide-cancel infinite-ammo tech and knowing when NOT to Petrify are a real skill ceiling, so she's easy to play and hard to master.
Why does my gun keep running out of ammo?
Because you're not sliding enough. Vyper's Slither gives huge slide uptime, and the gun doesn't consume ammo while sliding — chain slides to keep firing. Burst Fire extends the loop, which is why most players rush it.
Why did my ult seem to save the enemy?
Petrifying Bola's direct hit blocks all incoming damage, so if your team was finishing a low target you just reset them. Either follow your own Bola with Lethal Venom (it pierces the block) plus gun, or hold the Bola to lock a runner or peel a diver.
When it comes to breaking the law, not getting caught is a pretty important part of the job. Vyper never got that memo. Luckily for her, if there’s one thing she’s better at than being arrested, it’s escaping out of jail.
Having done time in every major prison in the tri-state area, Vyper has built an impressive network of street level lowlifes that owe her one. She’s also built an impressive network of street level lowlifes that want her dead, but she tries to focus on the positive.
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.