Apollo mobility and Flawless Advance keep letting him escape
Use Slowing Hex before he starts the movement sequence.
It shuts off a large portion of Apollo's mobility and makes his commit much easier to punish.
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.
Players whose team can finish a target once a specific movement option is denied.
Use it before the relevant movement skill and while allies can follow up. Against Kelvin, apply it before Ice Path; against Mina or Mirage, be ready to follow up after a cleanse.
Against Apollo: Use Slowing Hex before he starts the movement sequence. It shuts off a large portion of Apollo's mobility and makes his commit much easier to punish.
It does not disable every movement tool, including The Doorman's Doorway. Movement that has already started may require a different response.
Buy it when a particular movement ability repeatedly lets an enemy dive and leave safely. Check that the ability is affected and prioritize the purchase before another uncontested escape.
Average purchase: 15.2 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 | 15 min |
| Late game · 20+ min | 21.6 min |
Mobile targets whose escape depends on a movement skill affected by Slowing Hex.
Use Slowing Hex before he starts the movement sequence.
It shuts off a large portion of Apollo's mobility and makes his commit much easier to punish.
Apply Slowing Hex before or as Billy commits.
Denying the movement ability turns his normal hit-and-run pattern into a much riskier all-in and gives your team time to punish him.
Apply Slowing Hex before the mobility chain.
Calico loses most of the movement tools that let her commit and leave safely.
Apply Slowing Hex before she uses the jump pad.
It prevents the movement ability and removes the mobility that makes her so difficult to pin down.
Apply Slowing Hex before Ice Path is active.
The timing matters—using the anti-mobility item before he establishes the path is much more effective than trying to shut it down after he is already airborne.
Apply Slowing Hex after he commits.
Removing his movement options turns the dive from a safe hit-and-run into a punishable overextension.
These hero guides recommend Slowing Hex. 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 →Capacitor combines weapon-build value with a targeted catch. Its projectile slows an enemy, prevents stamina usage, and restricts movement abilities and items, giving your team a window to punish a target that normally escapes.
Compare this option →Silence Wave creates a cast-denial window before an enemy uses an important ability. Land the projectile as your team is ready to commit, then punish while escape or defensive casts are restricted. A silence is not a universal answer to an already-running channel.
Compare this option →