Namor is the only Duelist who wins without aiming. His Monstro Spawns auto-lock onto enemies at up to 40 meters, which makes him the hard counter to dive comps — the diver who commits to your backline gets shredded by projectiles that track them no matter how they move. His own job is placement: spawns in blind spots, the trident to redirect them, and the Horn of Proteus for the team fight.
Role and difficulty
Duelist. Namor has 275 health. Difficulty Medium (2/5). He fights at mid-range above or behind his own frontline, placing Monstros where divers path, and uses Blessing of the Deep to disengage when they commit to him.
Abilities and what they actually do
- Trident of Neptune (Normal Attack): Throw the trident forward, reducing ‘s cooldown upon enemy impact. Critical hits cause to enter a berserk state, gaining increased Attack Speed. Key numbers: DAMAGE — 80 per round; FIRE RATE — 1.09 rounds/s; AMMO — ∞; PROJECTILE SPEED — 150m/s.
- Horn of Proteus (Abilities): Summon Giganto to leap atop enemies within range, disabling their mobility abilities. Key numbers: DAMAGE — Inner Circle: 500, Outer Circle: 180.
- Wrath of the Seven Seas (Abilities): Key numbers: COOLDOWN — 6s; PROJECTILE SPEED — 150m/s.
- Blessing of the Deep (Abilities): Summon a protective barrier while flying upwards. Key numbers: COOLDOWN — 20s; DURATION — 3s.
- Aquatic Dominion (Abilities): Summon a that can autonomously attack enemies. Key numbers: DAMAGE — 18 per round / 12 per round; FIRE RATE — 2 rounds/s / 5 rounds/s.
- Tide Fall (Abilities): Key numbers: MOVEMENT SPEED — 6m/s (horizontal speed) - 3.5m/s (descent speed).
Monstro Spawns and the aimlock
Aquatic Dominion summons up to two Monstro Spawns that spit 17-damage projectiles twice per second with automatic aimlock, stick to walls and ceilings, and last 8 seconds. Trident of Neptune hits cut Aquatic Dominion’s cooldown by 1 second, and headshots enrage deployed spawns for faster attacks — so your primary fire is a spawn-management tool, not just damage. Wrath of the Seven Seas is a special splash throw that makes your spawns fire an empowered projectile at whoever it hits. Blessing of the Deep encases you in an indestructible sphere for 3 seconds with free flight but no attacks, on a 15-second cooldown — it is your only escape. Horn of Proteus summons a whale that slams a targeted area after a delay, afflicting everyone inside with Earthbound before impact so they cannot escape the slam.
How to play Namor
- Place Monstros in blind spots — above enemy walkways or behind the frontline, never high in the open.
- Against dive comps, place spawns close to your own backline so they bodyguard your supports.
- Weave trident throws between fights; every hit and headshot refunds spawn cooldown and enrages them.
- Follow a trident hit with Wrath of the Seven Seas to focus both spawns on one target.
- Pop Blessing of the Deep to disengage when a dive commits — 3 seconds of immunity buys repositioning.
- Cast Horn of Proteus onto grouped enemies; the Earthbound debuff holds them in the whale’s impact.
Matchups
Namor hard-counters dive comps and mobile heroes, because the spawns track them regardless of movement. Teams that delete his spawns from range — and any dive that catches him with Blessing of the Deep on cooldown — shut him down entirely. His own attack speed is slow, so without spawns active his damage is mediocre.
Strengths (per the wiki):
- Long-range specialist who can summon sea creatures to attack his enemies.
- Has slightly higher base health compared to other Duelists.
- Both of Namor’s trident attacks are unaffected by damage falloff.
- Namor’s kit revolves around Aquatic Dominion, which allows him to temporarily summon Monstro Spawns to attack enemies from a distance. This ability has two charges.
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- Namor lobs the egg of the Monstro Spawns in an arc in a small distance.
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- Monstro Spawns can be attached to any surface, including walls and ceilings.
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- Monstro Spawns deal low damage but have high attack speed.
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- Monstro Spawns will automatically attack nearby targets and do not need to be aimed.
- ** This makes Namor an excellent anti-dive Duelist who can protect the backline from flankings.
- His primary fire, Trident of Neptune, has infinite ammo and travels at a slight arc.
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- Every successful hit reduces reduce the cooldown of Aquatic Dominion.
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- Critical hits temporarily enrage all Monstro Spawns, increasing their attack speed by 150%.
- His secondary fire, Wrath of the Seven Seas, functions similarly to his primary fire, but deals area in a small radius, at a cooldown.
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- Using this ability will command all Monstro Spawns to deal an enhanced attack to the nearest enemy, dealing vastly increased damage.
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- When the trident hits an enemy, Monstro Spawns are temporarily enraged.
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- Deals more damage on a direct hit.
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- Unlike Trident of Neptune, cannot critically hit.
- Blessing of the Deep makes Namor temporarily immune to all damage or crowd control while flying upwards.
- His Ultimate, Horn of Proteus, summons Giganto to deal damage in a massive radius around the targeted location, knocking enemies down and stunning them for 1.5 seconds. Enemies nearest to center of the radius take increased damage from Giganto.
- Namor has a relatively slow attack speed.
- Lacks high mobility abilities, and is susceptible to dives.
- Very vulnerable when Blessing of the Deep is on cooldown.
- Damage output falls when out of Aquatic Dominion charges.
- Monstro Spawns can be attacked and destroyed by enemy heroes, and have very low health.
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- They only last for 8 seconds.
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- Their attack range is limited, and is affected by damage falloff.
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- Only two Monstro Spawns may be active at once.
Weaknesses (per the wiki):
- Namor has a relatively slow attack speed.
- Lacks high mobility abilities, and is susceptible to dives.
- Very vulnerable when Blessing of the Deep is on cooldown.
- Damage output falls when out of Aquatic Dominion charges.
- Monstro Spawns can be attacked and destroyed by enemy heroes, and have very low health.
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- They only last for 8 seconds.
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- Their attack range is limited, and is affected by damage falloff.
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- Only two Monstro Spawns may be active at once.
Team-ups
- Chilling Charisma (with Luna Snow, Season 9.0: The Mystery of Thebes): Gain a new ability to summon a Frost Tide forward. The wave damages, Pushes Back, and inflicts a Slow on all enemies hit. Enhanced: 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.
- Gamma Monstro (with Hulk, Season 9.0: The Mystery of Thebes): Summon an extra Gamma Monstro that continuously damages the nearest enemy. Upon landing critical hits, the Gamma Monstro gains increased Attack Speed. Hitting an enemy with Wrath of the Seven Seas prompts it to fire a powerful beam. Enhanced: 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.
Related guides
Common mistakes
- Placing spawns high in the open, where the enemy deletes them before they fire
- Letting both spawns die and then fighting — his personal damage is slow and modest
- Using Blessing of the Deep as an engage; it forbids attacking for 3 seconds
- Ignoring dive routes — spawns placed at the enemy spawn do not protect your backline
- Casting Horn of Proteus into mobile targets who simply walk out of the circle