How to Use Slowing Hex

Who should buy Slowing Hex?

Players whose team can finish a target once a specific movement option is denied.

When to activate or apply it

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.

Watch out for

It does not disable every movement tool, including The Doorman's Doorway. Movement that has already started may require a different response.

When to Buy Slowing Hex in Deadlock

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.

Mid game · 10–20 min

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.

Purchase timing data & context
Observed purchases by game stage
StageAverage purchase
Early game · 0–10 minNot available
Mid game · 10–20 min15 min
Late game · 20+ min21.6 min

Best Against

Mobile targets whose escape depends on a movement skill affected by Slowing Hex.

Apollo →

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.

Billy →

Billy keeps using Rising Ram to disengage after every trade

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.

Calico →

She keeps diving and escaping before your team can finish her

Apply Slowing Hex before the mobility chain.

Calico loses most of the movement tools that let her commit and leave safely.

Holliday →

She keeps chaining jump pads to escape or find barrel angles

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.

Kelvin →

Kelvin keeps starting Ice Path before your team can stop him

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.

Lash →

He keeps escaping after starting fights

Apply Slowing Hex after he commits.

Removing his movement options turns the dive from a safe hit-and-run into a punishable overextension.

All 17 recommended hero matchups

These hero guides recommend Slowing Hex. Check the individual matchup for the build, situation, and timing.