Your team cannot reach her before she escapes
Use Phantom Strike from a hero that can safely commit.
It teleports directly to her, pulls her down, and disarms her, immediately turning the range advantage into close pressure.
Phantom Strike lets you commit directly to an enemy, ground them, and create a slowed, disarmed window. It can help punish an aerial carry, but the arrival point matters: your hero must survive where the target is standing.
Heroes that can safely commit into an enemy position and use the grounding and disarm window.
Use it when the aerial target is reachable and your own hero can survive the arrival. Coordinate damage so the commit converts the temporary weapon denial.
Against Vindicta: Use Phantom Strike from a hero that can safely commit. It teleports directly to her, pulls her down, and disarms her, immediately turning the range advantage into close pressure.
It commits you to the target's position. Against Vindicta, make sure your hero can survive the arrival and finish the exchange.
Consider it when your hero can safely reach and finish an otherwise inaccessible target. Buy for a planned engage with follow-up, rather than using an expensive commitment to chase into an enemy team.
Average purchase: 28.2 minutes
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.
| Stage | Average purchase |
|---|---|
| Early game · 0–10 min | Not available |
| Mid game · 10–20 min | Not available |
| Late game · 20+ min | 28.2 min |
Aerial backliners, with Vindicta as the explicit gap-closing example.
Use Phantom Strike from a hero that can safely commit.
It teleports directly to her, pulls her down, and disarms her, immediately turning the range advantage into close pressure.
These hero guides recommend Phantom Strike. Check the individual matchup for the build, situation, and timing.
Knockdown gives your team a delayed stun to punish airborne targets and interrupt vulnerable channels. The delay is the key detail: cast while there is still time for the stun to land, and have damage ready when the target is controlled.
Compare this option →Slowing Hex is a targeted answer to movement-dependent escapes. Use the slow and movement-skill silence before the relevant escape begins, with allies already in range to punish; a catch has little value if no one can finish the target.
Compare this option →Disarming Hex stops a target from firing their weapon, creating breathing room against gun-focused carries. It is particularly useful when your team wants to keep fighting through the enemy's damage window rather than only protect one player.
Compare this option →