Target patch: 1.9.1.1 (live)
Last updated: 2026-02-08
Primary mode: Standard (1v1/ladder) — Rift has overrides (see Appendix)
Season 6 added Rift Anomalies, new unit Techs, Magnetic Barricade wall variant, and made Dominion Core available in all modes. Many “counters” are now tech-dependent.
Your win condition becomes “protect/assassinate the core carrier.”
- If you have it: screen + spacing + deny flanks, avoid suicidal carriers.
- If enemy has it: commit to a core kill line (burst/range/flank), value trades don’t matter if core dies.
- Fang → Grenade Launcher: ground-only AoE, can’t hit air, +15 range.
- Arclight → Shockwave: viable AoE now (range penalty small; charged shot cheaper).
- Wraith → Land Cruiser: becomes ground, no AA; treat as different unit.
- Sabertooth → Entrenchment: trench turret (HP+50%, Range+20, faster fire).
- Mustang → Culling Rounds: executes low-HP targets (but ATK -50%).
- Magnetic Barricade: untargetable slow wall that self-destructs after ~5s → play timing/pathing, not “shoot the wall.”
Now: +25% ATK / +25% HP + 100 upgrade supply discount
→ best on expensive carries you’ll keep leveling; not “infinite stonks.”
Legend: ✅ Hard = primary answer | ~ Soft = situational | ⛔ Avoid = common trap
Format: Enemy → ✅ Hard | ~ Soft | ⛔ Avoid | Notes (1 line)
- Crawler → ✅ Vulcan, Fire Badger, Arclight(Shockwave) | ~ Typhoon, Sledge | ⛔ naked artillery
AoE clears swarms before contact; don’t let them overrun slow DPS. - Fang → ✅ Vulcan, Stormcaller, Typhoon | ~ Mustang, Tarantula | ⛔ slow single-target fronts
If enemy has Grenade Launcher, punish with air (they lose AA). - Hound → ✅ Fire Badger, Rhino, Raiden | ~ Scorpion, Vulcan | ⛔ no-AoE turtle
Chamber Compression changes burst windows—don’t rely on “barely survives.”
- Arclight → ✅ Stormcaller, Marksman, Rhino | ~ War Factory, Phoenix | ⛔ shallow screens
Shockwave can flip fights; spread and flank instead of front-brawling. - Marksman → ✅ Crawler, Stormcaller, Overlord | ~ Steel Ball, Melting | ⛔ open LOS value wars
Break LOS and force retargets; don’t let them farm a Dominion carrier. - Sabertooth → ✅ Melting, Fortress, Overlord | ~ Phoenix, Rhino | ⛔ medium brawl into trench
Entrenchment = turret: dislodge with range/flanks or make it rotate. - Scorpion → ✅ Phoenix, Overlord, Marksman | ~ Stormcaller | ⛔ low-AA comps
Protect backline angles; trap paths with walls/chaff.
- Stormcaller → ✅ War Factory, Overlord, Phoenix | ~ Crawler, Sledge | ⛔ missile spam into interception
Anti-missile & split formations; don’t feed full intercept lanes. - Hacker → ✅ Overlord, Stormcaller, Crawler | ~ Fortress, War Factory | ⛔ clumped carry cores
Spread key units; Dominion carrier must be hack-safe. - Void Eye → ✅ Mustang, Phoenix, Farseer | ~ Fang, Typhoon | ⛔ medium clumps
Aerial mode range is worse now; expect less “safe hovering poke.” - Farseer → ✅ Fortress, Sandworm, War Factory | ~ Rhino, Scorpion | ⛔ relying only on missiles
Bring divers/beams; don’t stack missiles in one lane.
- Wasp → ✅ Wraith, Mustang, Fortress | ~ Typhoon, Tarantula | ⛔ slow heavies with no AA
Split AA pockets to catch jumps; don’t give one clean angle. - Phoenix → ✅ Marksman, Wasp(AA), Mustang | ~ Fang, Fortress | ⛔ ignoring AA towers
Angle AA to catch flight paths; Phoenix is still anti-giant glue. - Phantom Ray → ✅ Marksman, Phoenix, Overlord | ~ Farseer, Raiden | ⛔ early low-AA greed
Ground Range Increase is a different tradeoff now (-20% ATK, cost 200). - Raiden → ✅ Marksman, Phoenix, Overlord | ~ Farseer, Melting | ⛔ no-AA lanes
Prevent long kite lanes; cover side angles.
- Fortress → ✅ Melting, Steel Ball, Marksman | ~ Phoenix | ⛔ light spam into shields
Solid Shot can shift it long-range; bring beam/AP, not chip. - Melting Point → ✅ Steel Ball, Marksman, Phoenix | ~ Crawler, Stormcaller, Hacker | ⛔ big solo giants in open LOS
Break LOS and swarm when its screen is weak; protect Dominion carrier from locks. - Overlord → ✅ Marksman, Phoenix, Melting | ~ Mustang, Fortress | ⛔ no-AA comps
Angle AA around towers; don’t let drones surround one clump. - War Factory → ✅ Melting, Scorpion | ~ Marksman | ⛔ front missile wars
Flank/dive beats “missile vs intercept” stalemates.
- Abyss → ✅ Phoenix, Wasp(AA), Sledge | ~ Melting, Marksman, Overlord | ⛔ Mustangs/ground AA as sole answer
Missiles can’t hit air: wide AA + constant ground chaff wins. - Mountain → ✅ Melting, Phoenix, Sandworm | ~ Marksman(EMP), Void Eye(EMP), Hound/Rhino flanks | ⛔ flimsy artillery mirrors
Smoke/Photon support is stronger now—use beam/EMP/flank, not poke wars.
Use these as a rule layer on top of the matrix:
- Dominion Core (Anomaly): protect/assassinate is everything.
- Count to Three: you cap at 3 squads/unit → diversify answers (can’t “just add more”).
- Giant Hunt: giants cheaper + bounty for killing → plan anti-giant earlier.
- Barren Land: no buildings + shallow deploy → flanks/spacing matter more.
- Godless: no random cards + +50 supply/round → deterministic comps, earlier commitments.
- Deployable Defenses: you can buy/place defenses; walls persist (die twice) → buildings become economy.
- Steel Ball: Kinetic Charge (range scales w/ movement; buffed, cap +100)
- Rhino: Combat Evolvement (scales in combat; retuned)
- Fang: Grenade Launcher (AoE ground-only; +15 range)
- Arclight: Shockwave (AoE, small range penalty; charged shot cheaper)
- Phantom Ray: Ground Range Increase (-20% ATK; cost 200)
- Fortress: Solid Shot (more range, slower, smaller splash)
- Hound: Chamber Compression (ramping burst pattern)
- Wraith: Land Cruiser (becomes ground, no AA)
- Sabertooth: Field Entrenchment (trench turret)
- Mustang: Culling Rounds (exec low HP; ATK -50%)
- Target patch: 1.9.1.1 (live)
- Last updated: 2026-02-08
- Scope: “in-match heuristics” for Standard + Rift overrides (not a full guide)
- Official Steam patch notes / announcements for all mechanics, values, and rules
- Secondary references only when official text is vague (used as heuristic, not truth)
- Diff patch notes from 1.9.0 → 1.9.1.1 to identify counter-flipping changes (new techs, anomalies, buildings, equipment).
- Tag role-changing techs and surface them in Quick Reference.
- Keep the counter matrix minimal and stable; add only the 1-line rule that explains the recommendation.
- Add Rift anomaly overrides as a separate layer (so Standard matrix stays readable).
- No automated winrate scraping; entries are heuristic.
- Tech choices + anomalies can override any single “hard counter.”
- Dominion Core creates nonstandard win conditions (core kill beats value trades).
- Re-check any tech price/effect changes that alter tempo (especially AoE and range breakpoints).
- Re-check Dominion Core availability/rules each patch.
- Re-check Rift anomaly pool and any new anomaly-specific structures.
Update, baybeeee!