Deal weapon damage to summon cards of a random suit. Each card can be thrown, dealing damage and applying a different effect depending of its suit. Cards thrown fly towards the enemy or point under your crosshair. Alt-cast to throw first card
Live
Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate.
Card Trick
→
Project Mind
→
Full Auto
→
Telekinesis
ult at lvl 6
Deal weapon damage to summon cards of a random suit. Each card can be thrown, dealing damage and applying a different effect depending of its suit. Cards thrown fly towards the enemy or point under your crosshair. Alt-cast to throw first card
Teleport to the targeted location.
Temporarily boosts your fire rate and deal bonus Spirit Damage
Lift an enemy hero into the air and then slam them towards the target location.
Wraith is a farm-hungry hypercarry duelist: she blinks onto an isolated target with Project Mind, shreds it 1v1 with Full Auto plus a stack of Card Trick cards, and leaves before the enemy team can collapse on her. She's a weapon-carry core with a heavy spirit splash — her gun builds the cards, but the thrown cards and Full Auto's bonus damage scale with Spirit, so hybrid out-damages pure-gun right now. Mechanically she's dead simple (point, shoot, blink), but she's the squishiest archetype at 730 HP, so the whole skill is target selection, positioning and patience. Pick her if you like out-farming the lobby and deleting one carry per fight.
Laning is Wraith's weakest window — she's fragile, so lane to farm, not to brawl. Last-hit with the SMG, throw the occasional Card Trick to secure denies and poke, and keep Healing Rite up to stay healthy. One early point in Card Trick (with Extra Charge for a third card) gives real lane pressure, and her true lane spike is Card Trick 2AP plus Quicksilver Reload. Respect the sustained lane bullies — Billy, McGinnis and Venator out-trade you face to face, so versus them play abilities-over-trades and hug your Guardian. First buys are sustain and a touch of damage, not greed: Monster Rounds smooths last-hitting and jungle camps, Mystic Burst rides every Card Trick bullet, and Restorative Shot (buffed this patch) wins the small trades you can't avoid. The −10 base-HP cut this patch makes an early Extra Health more valuable than it used to be.
This is Wraith's scaling window — farm sidelanes and jungle hard to hit your item spikes, then teleport into objective fights once you have a damage lead. Ricochet is the mid-game pivot: every bounced bullet feeds Card Trick, so it's both an explosive farm tool and a fight spike. With the Urn reworked into a king-of-the-hill capture and split-push viable again, you get the farm time you need before committing. In skirmishes, use Project Mind (now with its ~300 spirit-scaled bullet shield) to blink onto an overextended squishy, Full Auto them down, and blink or sprint out. Hold Telekinesis for the enemy carry — don't waste it clearing a wave or lifting a tank. Pair Quicksilver Reload with a low-cooldown ability so casting it reloads your 52-round clip and Full Auto never stops mid-duel.
Late, Wraith is a full hypercarry turret. Ricochet plus Spellslinger means you spam fat cards while you shoot, max-stack Full Auto keeps you from ever running dry, and the sustained DPS is absurd. Your fight role is simple but disciplined: sit at the edge of the fight with Full Auto on, blink to a flank, and ult the single most dangerous target to remove it from the equation. You're a damage dealer, not an initiator — you still fold instantly to focus fire, so you need a frontline to peel and you must position before you commit. Leech keeps your DPS topping you off, and Cheat Death or Unstoppable is your insurance against the burst that deletes squishy carries.
Shoot-to-build, then throw: Card Trick summons cards from weapon damage, so hold Full Auto and dump the clip to stack cards fast, then alt-cast the first card for its suit effect (slow, heal, etc.) — Ricochet supercharges this since bounce bullets count toward generation. Blink-shield assassinate: Project Mind (lvl 2) onto a backliner arrives with a ~300 spirit-scaled bullet shield, which is exactly what makes the engage survivable — Full Auto the squishy, then blink out. Ult to delete the carry: Telekinesis is single-target lockdown, so lift the enemy hypercarry, juggle them with Full Auto plus cards in the air, then slam them into your team to finish or away from theirs to peel — pair with Decay so they can't escape on landing. Spirit-on-gun: imbue Surge of Power onto Full Auto so every bullet applies spirit, turning you into a hybrid shredder that ignores pure bullet-armor stacking. Tesla plus Ricochet lets you clear a contested wave AND mass-generate cards, so you walk out of it already loaded for the engage.
Survive the squishy early window and out-farm the lane. Monster Rounds and a third card from Extra Charge smooth last-hits and denies, Mystic Burst rides every Card Trick bullet, and Restorative Shot plus Healing Rite keep you healthy. Add Extra Health early after the base-HP cut.
Your spike and farm core. Ricochet supercharges Card Trick generation and jungle clear, Quicksilver Reload keeps Full Auto firing without a reload, and Swift Striker plus Surge of Power give the hybrid weapon-and-spirit scaling she lives on. Tesla Bullets adds waveclear and multi-target damage.
Full hypercarry damage plus the survivability a 730-HP carry needs. Spellslinger makes spammed cards hit like trucks, Spiritual Overflow rewards the gun-and-ability loop, and Crippling Headshot turns precision into kill-secures. Leech sustains you through fights; Cheat Death or Unstoppable insures against focus fire.
Swap by matchup. Ethereal Shift dodges a burst combo then re-engages, Decay and Toxic Bullets cut healing vs Abrams/lifesteal comps, Knockdown chains lockdown after Telekinesis on mobile carries, Debuff Reducer keeps your blink-and-shoot loop alive vs heavy slows, and Spellbreaker answers spirit-burst assassins like Seven.
Weapon or spirit Wraith?
Weapon-carry core with a healthy spirit splash. Build the gun (Swift Striker, Ricochet) but layer spirit (Mystic Burst into Surge of Power into Spellslinger) — Card Trick and Full Auto both scale with Spirit, so hybrid out-damages pure-gun in the current meta.
Is Wraith good for beginners?
Mechanically yes — she's a point-and-click gun carry with one blink (complexity 1), great for learning last-hitting and DPS. But she's the squishiest, most farm-reliant archetype, so she punishes overextending and bad positioning hard.
How do I use Telekinesis (the ult)?
As lockdown, not a teamfight nuke. Lift the enemy carry or backliner, dump Full Auto and cards into the air-juggle while your team bursts, then slam them into your team to finish or away from theirs to peel. Don't blow it on a tank.
Is Wraith still viable after the Urn rework?
Yes — solid A-tier carry. The Urn-to-capture change and restored split-push give her the farm time she needs, and Spiritual Overflow buffs helped. She stops short of S-tier mainly because she's so fragile and loses lane weight to bullies like Billy and McGinnis.
The cornerstone of the New York gambling scene, Wraith's organization is about as open a secret as it comes. However, thanks to a non-trivial amount of bribes, shakedowns, and blackmail, Wraith knows that she's above the law.
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.