
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 Namor
Moon KnightDuelistour note
Bouncing damage deletes both Monstro Spawn from cover.
Rocket RaccoonStrategist
Rocket Raccoon heals back what the trade costs, so Namor has to win it outright and cannot grind it out.
LokiStrategist
Loki heals back what the trade costs, so Namor has to win it outright and cannot grind it out.
Human TorchDuelistour note
Persistent fire destroys Monstro Spawn from outside turret range.
The PunisherDuelist
The Punisher works from just outside Namor's effective range, and closing that gap is Namor's whole problem.
Namor beats these
Black PantherDuelistour note
Turret damage lands during his dash windows, denying the spear reset.
Iron FistDuelistour note
Turrets chip him faster than his lifesteal can top him back up.
Spider-ManDuelistour note
Monstro Spawn keep tracking him through the swing-in, so he loses the duel he opened.
ThorVanguard
Namor's zoning keeps damaging Thor through the dive, so Thor loses the fight they started.
Captain AmericaVanguardour note
Turrets ignore his shield front and hit him from the sides.
Playstyle synergy, not win rate
Luna SnowStrategistour note
Turret chip plus freeze makes diving the backline unprofitable.
Peni ParkerVanguardour note
Stacked anti-dive zones shut every flank route at once.
Namor has 44 mapped matchups on this page, 3 of them heroes who counter Namor hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 81,481 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Namor. 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 Namor, 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 Namor, whether or not they share a Team-Up.
Put Namor 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.
Luna SnowStrategist
CHILLING CHARISMA
When teaming up with Luna Snow, the Frost Tide gains 1 charge and crashes down upon reaching its maximum range, dealing area damage and Slowing enemies caught near the endpoint.
45.1%across 14,944 matches
HelaDuelist
DEEP WRATH
When teaming up with Namor, each attack during Goddess of Death spawns an Undead Monstro at the point of impact.
50.1%across 8,693 matches
HulkVanguard
GAMMA MONSTRO
When teaming up with Hulk, casting Blessing of the Deep creates a water barrier infused with Gamma energy. Standing inside accelerates the Gamma Monstro cooldown and grants it a Damage Boost.
52.9%across 7,643 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 Namor hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
Sort
Counter rating is how lopsided that hero is against Namor, 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 Namor 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 Namor 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 Namor holds up as lobbies get better. They lose 3.2 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 Namor, strongest first.
Moon Knight is the strongest answer to Namor right now, rated 8 out of 10. Bouncing damage deletes both Monstro Spawn from cover.
Namor punishes Black Panther hardest, rated 8 out of 10. Turret damage lands during his dash windows, denying the spear reset.
Namor sits at a 47.5% win rate and shows up in 23.7% of matches. Read that as a shape rather than a verdict: 3 heroes counter them hard, and 20 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 D 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.