Patch 09-16-2026 Data researched 2026-09-21 What changed
AP Apollo — assassin frame

Apollo

AssassinSkirmisher mid range hybrid damage mid-game Medium difficulty

Measured 50.8% win rate, 2.2% pick rate on patch 09-16-2026 across 51,745 matches.

Strengths

  • Excellent duelling and one of the best anti-dive profiles in the game via Riposte
  • Very high mobility with real disengage — Disengaging Sigil, Flawless Advance lunges and the Riposte dash
  • Itani Lo Sahn is an anti-heal single-target execute that beats sustain carries and healer comps
  • Multiple invulnerability windows (Riposte deflect, ultimate slow-motion) make committed burst against him unreliable
  • No weapon falloff to 25m gives him consistent damage at the ranges he wants to fight

Weaknesses

  • Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped
  • Low durability; a stun chain he cannot parry kills him quickly
  • Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s
  • Slow farming and poor wave clear
  • He is weak in crossfire — layered damage from several directions defeats the single-answer parry

Weapon

burst spreadshot rapier-pistol ("Pride of Ixia"). A slow, heavy spreadshot at 18.50 per bullet and only 2.63 shots per second (~49 DPS), with a 15-round clip and a 2.50s reload. Bullet speed is a sluggish 127 m/s, but tracklock reports it deals full damage with no falloff out to 25m, which makes it unusually consistent inside duelling range and rewards patient, deliberate shots over spray.

Abilities

Disengaging Sigil

Ability 1 · forward AoE detonation with a backwards leap

Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it.

What it is for: His spacing tool. It creates distance and slows the pursuit in the same motion, which is what lets him take a trade and then refuse the follow-up.

Damage
85 base damage (deadlock.one).
Crowd control
Movement slow on enemies caught in the blast.
Mobility
A backwards leap; at Tier 2 it also restores 1 stamina and resets his air jump and dash limit, and tracklock notes it functions mid-air for aerial resets.
Defensive
The core of his survivability — leap out, slow the chase, reset dashes.

How to play against it

  • The leap goes backwards along a predictable vector — cut the retreat line rather than chasing directly behind him
  • The sigil has a visible draw animation before it detonates; step out of the sphere and he gets neither the damage nor the slow
  • Once the sigil is spent (12s base cooldown), his next approach has no exit and that is when to commit

Interactions

  • Tier 2's dash and air-jump reset is what enables his advanced aerial repositioning; used mid-air it effectively doubles his vertical options
  • Tier 3 allows a recast within 4 seconds, meaning two disengages back to back
  • The Tier 1 fire-rate buff means a good Apollo casts this aggressively before a trade, not only defensively after one
Upgrade tiers
  • T1: +25% fire rate and +25% bullet velocity for 8s
  • T2: restores 1 stamina and resets air jump / dash limit on hitting player targets
  • T3: can be recast within 4 seconds

Riposte

Ability 2 · timed parry into a targeted counter-dash stun

Apollo readies a deflection. If an attack lands on him during that window he turns invulnerable for a moment, then picks an enemy hero and dashes to them, stunning them and cutting their melee resistance.

What it is for: The hero's signature. It converts an opponent's committed damage into a free stun and a free dash onto them, which makes him extremely dangerous to anyone who attacks on reflex.

Damage
No direct damage listed; the value is the stun plus the melee-resist reduction (-30% at Tier 2).
Crowd control
Stun on the counter-dash target; Tier 3 extends it by roughly +1.6s, which is a very long single-target lockdown.
Mobility
A targeted dash to an enemy hero after a successful deflection — a gap-closer that only exists if he read you correctly.
Defensive
Brief invulnerability on a successful deflection; the parry window itself is his best answer to a committed burst.

How to play against it

  • Do not throw your damage into an Apollo who is standing still and facing you — that pose is the parry, and feeding it hands him a stun and a free dash
  • Bait it with a readable but harmless action, let the window lapse, then commit the real burst into the recovery
  • Attack from multiple angles at once; a single perfectly-timed deflection cannot answer crossfire from two directions
  • Engage him from the air where possible — the counter-dash forces him to descend and loses reliability against airborne targets

Interactions

  • Per tracklock it deflects attacks from troopers, guardians, walkers and heroes, and can interrupt channelled ultimates — Bebop's Hyper Beam, Seven's ultimate and Haze's ultimate are named examples
  • It does not trigger against trooper or neutral damage for the counter-dash purposes per deadlock.one's wording, so trooper chip cannot be used to fish it
  • It struggles against airborne targets because Apollo descends during the counter-dash — attacking him from the air is a genuine positional answer
  • The 09-16-2026 patch included general parry changes; the exact interaction with the game-wide parry system should be re-verified against the official notes
Upgrade tiers
  • T1: -8s cooldown (from a 22s base)
  • T2: melee resist reduction increased to -30%
  • T3: +1.6s stun duration

Flawless Advance

Ability 3 · multi-charge directional lunge with timed piercing thrusts

Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Holding the key charges the strike; releasing at the right instant deals substantially more damage.

What it is for: His main damage tool and his in-fight movement at the same time. The timing mechanic means a skilled Apollo does roughly two and a half times the damage of a careless one with the same ability.

Damage
25 base hold damage, 40 at maximum hold, 65 on a perfect release (deadlock.one); Tier 3 adds +65 damage. Tracklock notes the charge bar flashes green at the perfect window.
Mobility
Directional lunges usable in any direction; three uses per activation per tracklock, with increased speed and distance at Tier 3.
Defensive
Tier 2 grants 60% bullet resistance during the lunges, which makes it a damage-mitigating movement tool as well.

How to play against it

  • The lunges are linear and telegraphed — strafing perpendicular denies the piercing stab entirely
  • Do not shoot bullets into him during the lunges once he has Tier 2; the 60% bullet resistance makes it a wasted magazine. Use spirit damage or wait
  • Deny the hero hit and he loses the Tier 1 heal, which is most of his in-combat sustain
  • Hard CC during the lunge sequence cuts the remaining charges off

Interactions

  • Standing still charges a lunge in place; moving triggers a directional dash before the lunge, so the ability behaves differently depending on his input
  • Tier 2's 60% bullet resistance means shooting him during the lunges is a bad trade — spirit damage is the better response
  • The perfect-release window is a visible green flash; watching for it tells you when the big damage is coming
Upgrade tiers
  • T1: hero hits restore 35 health (1.3 spirit scaling)
  • T2: -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges
  • T3: +65 damage with improved spirit scaling, plus increased lunge speed and distance

Itani Lo Sahn

Ultimate · chargeable long-range slash applying stasis and a delayed detonation

Apollo winds up a wide, long-reaching slash. Anyone it strikes is locked into slow motion, unable to act and unable to heal; when the effect runs out they take heavy delayed damage.

What it is for: His execute and his pick tool. It removes a target from a fight for the stasis duration and then kills them at the end of it, and the no-heal clause means their support cannot save them.

Damage
200 delayed damage base (deadlock.one); Tier 3 adds maximum-health damage and increases the bonus against half-health enemies by 50%. Tracklock reports the damage is doubled against enemies below half health at maximum rank.
Crowd control
Stasis-style lockdown — the target cannot take action and is stuck in slow motion — plus a healing prevention effect for the duration.
Mobility
Tier 1 adds +8m dash range to the slash; tracklock notes it functions mid-air.
Defensive
Apollo is invulnerable during the slow-motion effect, so the ultimate doubles as a survival window.

How to play against it

  • The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
  • Do not spend your own burst or single-target ultimate while he is in the slow-motion effect; he is invulnerable and it is thrown away
  • Stay above half health when he has ultimate up — the bonus scales specifically against low-health targets and is where the execute damage comes from
  • Healing will not save a struck ally; a cleanse or CC-immunity effect used before the stasis expires is the only real rescue
  • Spread wide when he holds the charge — it is a single-target execute, so denying him a clean line on the priority target wastes 145 seconds

Interactions

  • The charge can be held indefinitely, but Apollo is immobilised while holding it — a held ultimate is a stationary Apollo
  • The no-heal clause means allied healing, Dynamo's Rejuvenating Aurora included, cannot rescue the target
  • Because Apollo is invulnerable during the slow-motion, blowing your own burst on him during the effect is wasted
  • 145s base cooldown, dropping 35s at Tier 2
Upgrade tiers
  • T1: +8m dash range
  • T2: -35s cooldown (from a 145s base)
  • T3: adds maximum-health damage and increases the bonus against half-health enemies by 50%

Laning strengths

  • The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
  • Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish
  • Riposte punishes a laner who mechanically pre-fires at him, turning their aggression into a stun

Laning weaknesses

  • Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire
  • Poor wave clear; he farms slowly compared to Calico or Drifter
  • Fragile, so a lane that collapses on him with real CC removes him from the map
  • Riposte is a read, not a reflex — a disciplined opponent who never attacks into the parry gets a free 22s window

Power spikes

  • Flawless Advance T2 (roughly 4-6k souls): -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire
  • ult unlock: Itani Lo Sahn gives him an anti-heal execute he otherwise completely lacks
  • Riposte T3: +1.6s stun turns a successful parry from a trade-winner into a kill sentence
  • Disengaging Sigil T2/T3: Dash and air-jump resets plus a 4-second recast make him very difficult to corner

Playing against Apollo

  • Never fire into a stationary Apollo who is facing you — that is the Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery
  • Attack from two angles at once; Riposte answers one incoming attack, and crossfire defeats it by definition
  • Engage him from the air where you can — tracklock notes the Riposte counter-dash loses reliability against airborne targets because Apollo descends during it
  • Stop shooting bullets during Flawless Advance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use spirit damage or simply strafe out of the linear lunges
  • Break line of sight while he charges Itani Lo Sahn; the wind-up immobilises him and any pillar or corner denies the slash entirely
  • Stay above half health when his ultimate is up — the execute bonus keys off low-health targets, and topping up before a contest removes most of its damage
  • Do not burn burst or a single-target ultimate while he is invulnerable (during the Riposte deflect or the ultimate's slow-motion); wait the window out

Bait these first

  • Riposte first, always — it is the hero. Show a readable threat, hold the real damage half a second, and punish the recovery. With Riposte down he is a low-durability duellist with a 49 DPS gun
  • Disengaging Sigil second — it is his exit and his dash reset. Force it early in a skirmish and his next approach has no way out; the base cooldown is 12s so you have a real but short window
  • Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% bullet resist window closes
  • Itani Lo Sahn is not baited so much as denied: hold a pillar and stay above half health so the charge is never worth releasing

What Apollo does to you

  • Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with a stun and a -30% melee resist debuff
  • Itani Lo Sahn freezes you in slow motion with healing disabled, then detonates for 200+ delayed damage — and the bonus is amplified against targets under half health, so a chipped hero is dead outright
  • Flawless Advance perfect-timing hits do roughly 65 base compared to 25 on a lazy release, so a good Apollo's damage in a duel is far higher than his DPS number suggests
  • Disengaging Sigil resets his dashes and air jumps at T2, so a fight you thought you had cornered him in usually ends with him leaving and you slowed
  • Riposte can interrupt channelled ultimates — Bebop's Hyper Beam and similar channels are not safe in front of him

Punish windows

  • The 14-22s after a wasted Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS
  • During the Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still
  • Immediately after Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset
  • In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage'
  • Any time he is caught in layered CC he cannot parry — his durability is low and he has no sustain beyond the 35 health per Flawless Advance hero hit

Hardest matchups for Apollo

Ranked by how far below Apollo's own baseline each pairing measures — not by raw win rate.

Graves 43.0% -7.8 pts
Victor 43.1% -7.7 pts
Paige 45.4% -5.4 pts
Seven 46.0% -4.8 pts
Dynamo 46.7% -4.1 pts
Warden 46.9% -3.9 pts
Abrams 49.2% -1.6 pts
Lady Geist 49.3% -1.5 pts

Best matchups for Apollo

Same measure, other direction.

Silver 56.1% +5.3 pts
Sinclair 54.6% +3.8 pts
Venator 54.6% +3.8 pts
Paradox 54.0% +3.2 pts
Pocket 53.5% +2.7 pts
Yamato 53.0% +2.2 pts
Grey Talon 52.3% +1.5 pts
Shiv 51.9% +1.1 pts

Every Apollo matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Apollo
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: Deadlock Labs hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) lists Apollo as Medium; Lockbuilds' difficulty tier list places him at Hard. Given how much of his kit depends on correctly timing Riposte and Flawless Advance's perfect window, the higher rating is defensible.