
Counters and synergies
Higher is stronger on every card. Ratings show how lopsided the matchup is, from 7 to 10 for a hard counter and 3 to 6 for a soft one.
Beats Blade
Human TorchDuelist
Blade is ground-bound and has no way to reach Human Torch in the air.
Captain AmericaVanguard
Both want the same close-range fight, and Captain America wins it on health pool. Blade runs out of body first.
HawkeyeDuelist
Blade has to cross open ground to do anything, and Hawkeye is hitting them the whole way in.
HelaDuelist
Blade has to cross open ground to do anything, and Hela is hitting them the whole way in.
Peni ParkerVanguard
Peni Parker's zoning keeps damaging Blade through the dive, so Blade loses the fight they started.
Blade beats these
Doctor StrangeVanguard
Blade heals back what the trade costs, so Doctor Strange has to win it outright and cannot grind it out.
Rocket RaccoonStrategist
Blade reaches the backline before Rocket Raccoon can be peeled off, and Rocket Raccoon loses the close-range fight.
Cloak & DaggerStrategist
Blade reaches the backline before Cloak & Dagger can be peeled off, and Cloak & Dagger loses the close-range fight.
DeadpoolMulti-Role
Blade heals back what the trade costs, so Deadpool has to win it outright and cannot grind it out.
MantisStrategist
Blade reaches the backline before Mantis can be peeled off, and Mantis loses the close-range fight.
Blade has 44 mapped matchups on this page, 1 of them heroes who counter Blade hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 41,320 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Blade. Rank is our ordering of those win rates across the 53 heroes in the snapshot, not a rating we measured. Ban share is the percentage of every ban cast that named Blade, in the ranked divisions where the ban phase runs. It is our own figure and not the same as a published ban rate. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. A sample, not a census, and not split by rank or mode. The matchup counts above are ours, and the 0 to 10 ratings on every card are matchup lopsidedness rather than a win rate, because we measure nothing ourselves. Statistical data is based on external APIs and publicly available information. It may differ from official data.
Highest win rate alongside Blade, whether or not they share a Team-Up.
Put Blade on a team with any of these and the pair unlocks an extra ability. That is a game mechanic rather than a reading of the numbers.
JubileeStrategist
VAMPIRIC KIN
When teaming up with Blade, allies inside the field receive an additional Continuous Healing effect.
56.3%across 11,646 matches
VenomVanguard
BLOOD LEECH
When teaming up with Blade, Venom gains a burst of one-time healing when using certain specific abilities.
55.2%across 4,081 matches
Moon KnightDuelist
BLADE OF KHONSHU
When teaming up with Moon Knight, each Whirlwind Slash triggered generates one additional Darkmoon Blade.
60%across 3,441 matches
Captain AmericaVanguard
BLEED FOR BATTLE
When teaming up with Captain America, taking critical damage instantly triggers the Bloodline Awakening state, gaining bonus stacks while raising the overall stack cap.
57.8%across 2,121 matches
Best allies per hero, ranked by how often teams won with both on the field. Win rates are shrunk toward 50% by sample size at the source, because duo samples are far thinner than solo ones. This is not the same as a Team-Up, which is a specific ability a pair unlocks. A Team-Up is a game mechanic: these two heroes on one team unlock an extra ability. The win rate is how often teams containing both won, which is not the same as how much the Team-Up itself contributed. Match data as of Aug 31, 2026. Which heroes pair, and what the ability is called, come from the game itself. Team-Ups are reshuffled between seasons, so this list is refreshed rather than written once.
Ban suggestions
Highest expected impact: heroes that beat Blade hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
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Counter rating is how lopsided that hero is against Blade, 7 to 10 for a hard counter and 3 to 6 for a soft one. It comes from this site's matchup data.
Ban share is the percentage of every ban that named that hero, counted across the ranked divisions where the ban phase runs, so it does not describe lower divisions or Quick Play. Ban counts are drawn from community match data, as of Aug 31, 2026. It sums to 100% across the roster, so 9% means roughly one ban in eleven. Declined bans are not counted. Combined multiplies the counter rating by the ban share, after damping the share so the most banned hero on the roster cannot swamp a genuinely bad matchup. A hero has to both answer Blade and be someone the ladder already treats as a problem.
Why bans and not pick rate: a ban is chosen before the match and on purpose, which makes it the cleanest signal that a hero is considered a problem. It is also the same question this panel is asking. This is our own figure, not the same as a published ban rate, so the two will not match.
Where Blade actually performs. Bars above the average line are green, below it red.
17 maps with enough recorded matches, which is not necessarily every map in the game. One row per map, averaged across its modes by match volume. The scale is zoomed to the data, so read the axis. Win rates are shrunk toward 50% by sample size at the source, so a thinly played map reads closer to even than it played., as of Aug 31, 2026.
How Blade holds up as lobbies get better. They lose 2.2 points from Bronze to Celestial+.
Bars above the 50% line are green, below it red. The scale is zoomed to the data, so read the axis. Divisions marked with an asterisk are faded because the sample is thin, and their win rate can swing on a handful of matches. Higher divisions always have far fewer matches than Bronze, and win rates are shrunk toward 50% by sample size at the source, which flattens the thinnest divisions further., as of Aug 31, 2026.
The boxes above show the top three per role. This is the full picture for Blade, strongest first.
Human Torch is the strongest answer to Blade right now, rated 7 out of 10. Blade is ground-bound and has no way to reach Human Torch in the air.
Blade punishes Doctor Strange hardest, rated 7 out of 10. Blade heals back what the trade costs, so Doctor Strange has to win it outright and cannot grind it out.
Blade sits at a 52.6% win rate and shows up in 12.0% of matches. Read that as a shape rather than a verdict: 1 heroes counter them hard, and 22 matchups go their way. The win rate is community match data. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. The A tier letter is that data's call, not ours, and the rank is our ordering of those win rates rather than a rating we measured. Statistical data is based on external APIs and publicly available information. It may differ from official data.