
Inhibitor counter guide
Inhibitor weakens an enemy’s damage and healing through repeated weapon hits. It fits gun builds that can keep pressure on a dangerous opponent, helping the team survive an extended exchange while making the target’s recovery less effective.
- Counter role
- Damage Reduction · Anti-Heal
- Buy at
- Late game
- Avg. purchase
- 32.9 min
- Matchups
- 15
How to use Inhibitor
Who should buy it
Weapon users who can maintain successful hits on the opponent deciding the fight.
When to use it
Build the debuff before the enemy’s damage and recovery take over, with teammates ready to follow up.
Watch out
Bullet buildup requires target access. This is not an instant interrupt, disarm, cleanse or emergency protection against burst that lands first.
When to buy Inhibitor
Consider it when damage suppression and anti-heal are both useful. Choose a cheaper anti-heal source if recovery alone is the problem, or immediate protection if you die before applying the effect.
What it does: Vitality · Tier 4 · Passive · 6,400 souls. +150 health, +10% weapon damage; buildup applies 30% outgoing-damage reduction and 40% healing reduction for 5 seconds. No listed component or upgrade.
Game-stage ranges are approximate, and average purchase times are a guide rather than a deadline. Buy sooner when this item would change your next fight.
| Early game · 0–10 min | Not available |
|---|---|
| Mid game · 10–20 min | Not available |
| Late game · 20+ min | 32.9 min |
Best against
Gun carries and brawlers whose damage and healing both win long fights.
HazeA fed gun build wins sustained trades, especially with lifesteal.Apply before the weapon commitment from a safe angle; do not rely on buildup as an emergency save.
Alternative: Metal Skin for personal bullet survival; Disarming Hex for a weapon stop.
AbramsDamage and healing keep winning close fights.Keep bullet contact from outside melee range before your team commits.
Alternative: Rebuttal for punches; Toxic Bullets or Decay for health and healing.
WraithGun damage and lifesteal overwhelm prolonged trades.Maintain hits before or during allied focus; suppression does not prevent Telekinesis.
Alternative: Disarming Hex for shooting; control protection for the lift.
VyperRepeated gun hits and lifesteal keep winning the fight.Maintain safe weapon contact before her buildup makes the next exchange lethal.
Alternative: Dispel Magic for eligible poison; gun defense for immediate survival.
SilverSustained weapon pressure and lifesteal decide her commitment.Apply before she is already on top of you; preserve a retreat route.
Alternative: Disarming Hex or Metal Skin for her decisive weapon window.
WardenLast Stand recovery and damage decide the extended fight.Apply while your team can pressure him; stay out of his preferred close area.
Alternative: Anti-heal for recovery; Dispel Magic or movement for Binding Word.
All 15 recommended hero matchups
Alternatives & comparisons
Other items that help in similar situations.
Toxic BulletsToxic Bullets (3,200) applies anti-heal and maximum-health bleed through bullet buildup, but not Inhibitor’s outgoing-damage reduction.
Compare this option
HealbaneHealbane (1,600) applies anti-heal through spirit damage. A gun build without reliable spirit damage may need another route.
Compare this option
DecayDecay (3,200) is targeted current-health damage and anti-heal without bullet buildup. Its damage is non-lethal.
Compare this option
Disarming HexDisarming Hex (3,200) stops shooting and reduces bullet resist right away, instead of waiting for buildup.
Compare this option
SilencerSilencer (6,400) builds up to a silence and reduces outgoing spirit damage, which is different from Inhibitor’s general damage penalty.
Compare this option
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