Wiro — Patch 1.63 Verdict
[Liquipedia RPL: C] Pro play (RPL 2026): 6 picks, 50.0% WR, 2.1% pick/ban rate. Note: pro meta may differ from ranked.
Wiro — Tank Guide
Key Insights
- Passive (212 Pinnacle) triggers a 4.5s paralysis, scatters revival orbs for allies, then fires a slow-burst AoE.
- Post-passive attack speed buff stacks with Q's empowered autos; chain Q immediately after orb collection.
- Q third hit (212 Pummel) airborne lasts 0.75s; enough to follow with a pre-charged R, not to start charging after.
- W (212 Maelstrom) wall contact gives a 1s stun and 50% bonus damage; hitting a structure deals 250 (+100% AD).
- R tap-release: 300 (+150% AD) narrow cone. Full charge: 1000 (+150% AD) wide fan with splash on landing.
Strengths
212 Pinnacle forces enemies to burn two full rotations to kill him.
212 Maelstrom wall-stun is among the longest single-target CC a roam tank has.- Fully charged
212 Landslide knocks up multiple enemies for teamfight carry potential. - R passive aura adds magic damage that scales on a full tank build.
Weaknesses
- 4.5-second
212 Pinnacle paralysis is lethal if caught without allies nearby.
212 Maelstrom produces no stun in open terrain: Dragon pit, mid-lane, anywhere wallless.
212 Landslide charge is telegraphed and cancelled by any hard CC before it lands.- No poke, no healing, no chase speed, useless for babysitting or enabling a carry.
Matchups
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Wall Slam Standard
The bread-and-butter gank pattern. Angle W so the enemy bounces into terrain for the stun, immediately activate Q and walk through the three empowered autos. Use this whenever a wall is available and the enemy is at roughly 80% HP or below.
Full Charge Wombo
Save R charge for grouped enemies after W stun lands. Start charging R the moment W connects, release at near-full charge just as Q's first auto completes, catching airborne enemies on the way down for the splash damage.
Flicker Wall Pin
The surprise engage for when the enemy is hugging a wall but safely out of normal W dash range. Flicker closes the gap instantly, then W pins them into the terrain they were already standing next to, making this almost unavoidable.
Passive Punish
After surviving the passive paralysis and collecting ally orbs, enemies who overstay to secure the kill are now caught in the slow zone. Immediately chain Q empowered autos into a W to pin the lingering target, converting their greed into a free kill.
Expert Video Guide
Rov : การเดินเกมของ Wiro อันดับ1ไทย พร้อมเทคนิคการเล่นและการคอมโบ! Season30 — ManueL
Gameplan
Wiro's first real spike is level 4, when all three skills are available, the W-into-wall into Q airborne full combo comes online, and early roam kills become achievable. His second spike is Gaia's Standard, which plugs his one durability hole against sustained magic damage and frees him to dive without burning passive. The passive revival itself is strongest in the mid-game when enemies lack the burst density to kill him twice before allies collect orbs; in late game, fed assassins can delete him fast enough that the passive barely triggers cleanly. Force extended brawls between the 8-15 minute window; that's his dominant phase.
Early Game
Levels 1–6- →Start roaming at level 2. Your W plus Q's third-hit airborne is enough to set up a kill on most laners before they hit level 3, especially if you angle the W dash toward the nearest wall.
- →Invade the enemy roam's buff path at level 1 with your jungler. Wiro's base durability is high enough to contest early without items, and disrupting the enemy roam's level timing is free tempo.
- →Do not hard-commit to a gank on a lane without a wall nearby. Scout the terrain first, and if the lane is wide open, move on to the next target rather than burning W into empty space.
Mid Game
Post Broken Spear- →Position yourself at the Dragon or Lord contest as the front-line initiator, but wait for enemies to cluster before releasing a charged R. A solo knock-up on the wrong target mid-contest loses the objective.
- →Rotate to whichever sidelane has the most terrain-rich environment (typically the top-lane river corridor) and force 1v1 or 2v2 skirmishes where your wall-stun is guaranteed.
- →Track your passive cooldown after it's triggered once. It has a long internal cooldown, so the window immediately after passive recovery is when you are most vulnerable and should play conservatively near your own structures.
Late Game
Teamfight phase- →Stand at the front of every teamfight and body-block skillshots for your damage dealers. Your role shifts from kill-maker to peel-and-distract, and your passive revival forces enemies to double-commit resources to remove you.
- →During siege, actively look for the W-into-enemy-tower angle. The 250 (+100% AD) structure damage is real and adds up meaningfully when your team is pressing high ground.
- →Do not split-push alone in late game when your passive is the team's only real engage anchor. If your composition has no other initiator, stay grouped and be the one who jumps first.
Pro Tips
- →When your passive triggers in a teamfight, deliberately position your body so the scattered orbs fall toward your carry, not toward the enemy. Orb placement is a skill, not RNG, and it determines whether the revival actually saves you or just delays death.
- →The W dash stops on allied structures too, which means dashing into your own tower creates an instant escape from a collapse. Most enemies don't expect you to voluntarily ram your own building.
- →You can cancel the R charge animation with W to bait the enemy into thinking the R is complete, then immediately recast R for a second charge attempt. This resets their dodge timing and often lands the charge clean.
- →Gaia's Standard's regeneration triggers perfectly during the passive paralysis window, so if you've been chipped down before the passive fires, the regen ticks can actually bring you back to a workable HP level before the burst explosion lands.
Wiro is the pick for roam players who have memorized the map's walls and know how to weaponize geometry. In those hands he is a constant threat who makes teamfights chaotic in the best way for his team. If you're climbing at Diamond and above and want a roamer with genuine carry upside without committing to a pure-damage role, he's worth the investment. The thing to master is W angle discipline: pre-calculating where the enemy will land before you dash, not after. Get that right and nearly every other piece of the kit falls into place.
Wiro — Frequently Asked Questions
Is Wiro good in the current ROV patch?+
Wiro is a solid B-tier pick on the Thai server this patch, not a priority ban or first-rotation pick, but fully capable in the right composition and in the hands of a player who understands terrain usage. He was quietly power-crept by cleaner-engage roamers this cycle, which dragged him out of A tier, but his passive revival alone keeps him relevant in extended brawl-style metas.
What is the best build for Wiro?+
Current high-rank standard is The Aegis into Hermes' Select for early roam efficiency, then Gaia's Standard as the priority third item to cover his magic-damage vulnerability before mid-game teamfights. Mail of Pain, Shield of the Lost, and Amulet of Longevity round out the build with reflect damage, bonus shielding, and raw HP to maximize the passive revival's second-life value.
How do you counter Wiro?+
The cleanest counter is keeping him away from walls. Fight him in open terrain like the Dragon area or mid-lane corridor where his W produces no stun. Heroes with reliable long-range CC like Omen can neutralize his R charge and hold him through the passive paralysis window, preventing orb collection and effectively double-killing him in one engagement.
Is Wiro hard to play / good for beginners?+
Medium difficulty, mostly because his W wall-stun needs genuine map geometry awareness. You have to visualize the collision angle before you press the button, not during the dash. Beginners land some satisfying wall-slams by accident, but consistently setting up the stun in competitive ranked takes deliberate practice. Comfortable reading terrain in AoV? He's approachable. Still learning roam pathing? Start with a simpler tank first.





