Strengths & Weaknesses
Strengths
- +Passive revival with 60% HP restoration and 4.5s stun immunity creates clutch teamfight potential and forces enemies to commit multiple rotations
- +Skill 3 (Landslide) provides high-damage engage with scaling damage up to 1000 AD ratio, forcing positioning and creating guaranteed airborne CC
- +Skill 1 (Pummel) enhanced auto-attacks with airborne on third hit enable reliable engage-to-control chain that synergizes with Skill 3
Weaknesses
- −Passive cooldown window and reduced armor/magic armor (-25%) post-revival make him vulnerable to burst damage immediately after reviving
- −Skill 2 (Maelstrom) lacks CC and can be blocked by terrain, limiting playmaking in enclosed jungle corridors and reducing mobility reliability
- −High resource dependency on cooldowns for engage; significant downtime between Skill 3 rotations makes him vulnerable to kited opponents
Abilities
P212 Pinnacle
Armor and magic armor increased. When near death, Wiro recovers 60% HP and gains immunity for 4.5s, but armor and magic armor are reduced by 25%. Symbols appear around him. If a hero picks them up, both that hero and Wiro recover 10% HP. When all symbols are collected or immunity ends after 4.5s, deal 150 (+100% AD) damage and slow enemies. Wiro then gains 50% attack speed and 30% movement speed for 5s. (CD 120s)
1212 Pummel
After using an ability, Wiro's next 3 auto attacks are empowered, each dealing 80 (+10% AD) physical damage. The 3rd attack knocks the target airborne for 0.75s.
2212 Maelstrom
Wiro dashes in a direction (stops immediately if blocked). Deals 100 (+40% AD) physical damage and pushes enemies back. If pushed into placed objects, damage increases by 50% and enemies are stunned for 1s. If Wiro dashes into enemy structures, deal 250 (+100% AD) physical damage to that structure.
R212 Landslide
Charge attack (can cancel). Deals 300 (+150% AD) physical damage and launches enemies airborne. Charging longer increases range and impact, up to 1000 (+150% AD). Enemies that land deal 50% additional physical damage to other nearby enemies. Upon leveling this skill, abilities and empowered attacks gain 38 (+25% AD) bonus magic damage.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1212 Pummel | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2212 Maelstrom | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
R212 Landslide | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Full Engage Combo
Use Landslide to initiate at max charge, chain three Pummel auto-attacks for third-hit airborne, then follow with Skill 1 for additional damage. Best used when enemies are grouped or low on HP.
Escape-to-Engage
Use Maelstrom to create distance or reposition through terrain gaps, then immediately follow with charged Landslide. Effective when rotating to teamfights or escaping ganks to re-engage.
Gameplan
Early Game
Levels 1–6- →Play safe in lane and focus on farming; avoid early skirmishes until Skill 2 and 3 are leveled for reliable engage
- →Use Maelstrom for jungle camps and wave clear rather than risky trades; build early armor/magic resistance
Mid Game
Post Broken Spear- →Roam to sidelanes and initiate teamfights with max-charge Landslide; your revival passive forces enemies to overcommit
- →Time Skill 3 engages around enemy cooldown windows; use the passive revive to deny enemy momentum and reset fights
Late Game
Teamfight phase- →Position in frontline during objectives to bait burst damage and trigger passive revival for second-wind advantage
- →Use Skill 2 to create separation after revival; reposition and re-engage when armor/magic armor restores
Matchups
Wiro gets countered by
LilianaTrue damage and sustained burst ignore armor scaling and the revival mechanic; silence prevents Landslide initiation
HayateHigh mobility and attack speed allow kiting and burst during post-revival debuff window; armor shred negates defensive stats
ZephysBurst damage and mobility outpace revival sustain; can suppress Landslide charge and burst during stun immunity
Wiro synergizes with
- ElandorrComplements engage with additional CC and cleanup damage; Wiro's initiation guarantees Elandorr's positioning for maximum impact
AstridBoth excel in brawl compositions; Astrid's support amplifies Wiro's tankiness and provides crowd control for secondary engage chains
AmilyHealing and shields maximize Wiro's effective HP during revival window; sustained support covers his cooldown vulnerability
Pro Tips
- →Track your passive cooldown timer—enemies will hunt you immediately post-revival. Position near teammates to leverage the stun immunity window for counter-engage.
- →Charge Landslide maximum distance only when guaranteed to land; partial charges are safer for wave clear and maintain cooldown flexibility for escapes.
- →Coordinate passive revivals with team defensive cooldowns (supports/junglers). The revival symbol signals teammates to collapse while enemies overextend.
Wiro is a high-impact tank best into AD-heavy compositions where his armor stacking creates value. His current B-tier status reflects reliance on landing max-charge Landslide and managing post-revival vulnerability windows—pick him into brawl-heavy teamfight comps where revival mechanics shine and engage timing punishes immobile enemies.