
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 Star-Lord
Mister FantasticDuelistour note
The pull lands mid-dash and the immobilise means he has nothing left to leave with.
JubileeStrategist
Jubilee heals back what the trade costs, so Star-Lord has to win it outright and cannot grind it out.
Jeff the Land SharkStrategist
Jeff the Land Shark heals back what the trade costs, so Star-Lord has to win it outright and cannot grind it out.
Peni ParkerVanguard
Peni Parker brings a much larger health pool to the same fight, so Star-Lord runs out of body before the trade is finished.
The HoodVanguard
The Hood brings a much larger health pool to the same fight, so Star-Lord runs out of body before the trade is finished.
Star-Lord beats these
UltronStrategistour note
Star-Lord's Galactic Legend locks on to anything in sight out to 40m at 40 rounds a second, and Ultron's Dynamic Flight cannot break that line of sight.
WolverineDuelist
Star-Lord fights at mid range and Wolverine has to get to melee to answer, so Wolverine takes damage for the whole approach.
ThorVanguard
Star-Lord fights at mid range and Thor has to get to melee to answer, so Thor takes damage for the whole approach.
VenomVanguard
Star-Lord fights at mid range and Venom has to get to melee to answer, so Venom takes damage for the whole approach.
Human TorchDuelistour note
Galactic Legend locks on to anything in sight out to 40m, so Human Torch's altitude stops being cover.
Playstyle synergy, not win rate
Adam WarlockStrategistour note
Resurrect covers his aggressive in-and-out positioning.
MantisStrategistour note
Her damage boost turns his burst into a one-clip kill.
Star-Lord has 42 mapped matchups on this page, 2 of them heroes who counter Star-Lord hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 45,178 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring Star-Lord. 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 Star-Lord, 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 Star-Lord, whether or not they share a Team-Up.
Put Star-Lord 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.
MantisStrategist
STAR BLOSSOM
When teaming up with Star-Lord, using Healing Flower on any teammate instantly triggers the enhanced Spell Field and healing effect.
62.9%across 10,860 matches
GrootVanguard
FLORA MUNITIONS
When teaming up with Groot, the number of Thorn Snares deployed increases, and the damage dealt when an enemy steps on them is boosted.
58.6%across 3,283 matches
AngelaVanguard
ASGARDIANS OF THE GALAXY
When teaming up with Star-Lord, Angela gains Bonus Health scaling with the number of enemies struck by the slam.
55%across 2,022 matches
Adam WarlockStrategist
STAR-SOUL
When teaming up with Adam Warlock, every time Star-Lord participates in a KO, Telekinetic Beaconcooldown is reduced.
57.3%across 1,767 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 Star-Lord 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 Star-Lord, 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 Star-Lord 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 Star-Lord 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 Star-Lord holds up as lobbies get better. They gain 3.1 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 Star-Lord, strongest first.
Mister Fantastic is the strongest answer to Star-Lord right now, rated 8 out of 10. The pull lands mid-dash and the immobilise means he has nothing left to leave with.
Star-Lord punishes Ultron hardest, rated 7 out of 10. Star-Lord's Galactic Legend locks on to anything in sight out to 40m at 40 rounds a second, and Ultron's Dynamic Flight cannot break that line of sight.
Star-Lord sits at a 49.2% win rate and shows up in 13.2% of matches. Read that as a shape rather than a verdict: 2 heroes counter them hard, and 16 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 C 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.