Fathom

Male

Fathom is an **Assassin** - a stealthy predator that excels at vertical mobility and ambush tactics. He uses his harpoon to reposition and activate invisibility, allowing him to strike from unexpected angles with his close-range shotgun and scalding spray. His passive regeneration makes him a persistent threat that can quickly recover between skirmishes and maintain high pressure in the lane.

Base Stats

Vitality

Health
750 (+54/boon)
Stamina
3
Move Speed
7.2 m/s
Sprint Speed
8.8 m/s

Weapon

DPS
56 (shotgun, 7 pellets)
Bullet Damage
3.6 × 7 (+0.22/boon)
Ammo
13 rounds
Fire Rate
2.22/s
Reload Time
0.3s
Falloff
16m-46m

Melee

Light Melee
50 (+1.58/boon)
Heavy Melee
116 (+3.67/boon)

Abilities

1 Weapon

Scalding Spray

Spray scalding water in a cone ahead of you. You build up bonus weapon damage as the spray damages an enemy hero. This ability is excellent for winning close-range trades and punishing enemies who overextend into your space.

Cooldown: 40s Duration: 3s DPS: 40 Radius: 12m
2 Vitality

Breach

Launch forward, damaging all enemies near where you land and knocking them into the air. This serves as both a powerful initiation tool and a reliable way to disrupt enemy positioning during team fights.

Cooldown: 22s Damage: 80 Radius: 6m
3 Spirit

Reefdweller Harpoon

Throw a harpoon that latches to a wall or ceiling and pulls you in, activating Lurker's Ambush's invisibility during the reel. Once attached, you gain additional charges and can remain invisible while hanging or casting further harpoons.

Cooldown: 30s Range: 30m Charges: 2
4 Ultimate

Lurker's Ambush

Passive: While out of combat and not seen by enemies, heal a portion of your max health every second. If you stand still, you also become invisible and invulnerable. Activate to charge up a mouthful of sticky spit that damages and slows enemies, with the effect increasing the longer it is held.

Cooldown: 50s DPS: 60 Slow: 60% Max Duration: 3.5s Regen: 3% Max HP

Strengths

  • + Exceptional vertical mobility with Reefdweller Harpoon for flanking and escapes
  • + Innate invisibility and invulnerability while standing still (Lurker's Ambush)
  • + High burst potential at close range with shotgun and Scalding Spray
  • + Strong sustain through passive max health regeneration when out of sight
  • + Powerful crowd control with Breach's knock-up and Lurker's Ambush's heavy slow
  • + Excellent at securing kills on isolated targets in side lanes
  • + Can stay invisible while using mobility tools, making him hard to track

Weaknesses

  • Extremely short effective range due to high shotgun falloff and spray radius
  • Vulnerable to being spotted or revealed while moving between cover
  • High health scaling (750 base, +54/boon, ~1,830 at 20 boons) is deceptive — his short range and commitment-heavy playstyle still leave him vulnerable if caught without cooldowns
  • Relies heavily on terrain (walls/ceilings) for maximum harpoon effectiveness
  • Long cooldown on Scalding Spray (40s) limits his primary damage window early
  • Invisibility is conditional on standing still or being pulled by harpoon
  • Slow projectile speed on harpoon can be dodged at longer ranges