Lots of Skye’s matchups are neutral ones. You’ll have to outplay your enemies in most cases in order to get ahead. However, Skye has a few favourable matchups against slow, immobile enemies while she tends to struggle against mobile, high output enemies who can dodge her abilities and burst her down.
Matchups A-Z (well, to V…)
A favourable matchup for Skye. Adagio has little mobility to dodge Forward Barrage, and the cast time for Verse of Judgement leaves him vulnerable to Skye’s abilities, particularly Death from Above. You should be careful though. Adagio has very strong early game damage and a very long range and can easily chunk you when his Agent of Wrath is up. If you are laning against him, you may want to buy a Book to deal with his poke. However, Skye has a much better late game than Adagio, so if you play cautiously and farm well you should do well. When fighting him, be careful not to get close to him, his allies or minions to avoid getting hit by Gift of Fire, which increases his damage on you. Additionally, you should not press too close to him because if he heals himself you will be slowed. Try to look for a good moment to go in when Agent of Wrath is on cooldown because his damage drops substantially without it. Buy a Reflex Block to block Verse of Judgement as well.
A difficult matchup for Skye. Alpha’s two gapclosers allow her to stick to Skye easily. Prime Directive in particular is very troublesome as the slow can make it difficult to escape and if Alpha builds into the CP path it can do huge burst damage. Suri Strikes will be very important here to dodge the targeting beam from Prime Directive, and to kite away when Alpha gets close. When Alpha is rebooting, you can aim a cluster Death from Above on her just as the reboot finishes to ensure she is hit by the stun straight after rebooting. Do not get hit by the explosion from Termination Protocol or you will be taken very low or killed. On the flipside, CP Alpha, the more popular path, is weak early, so try to starve her by invading her jungle, picking fights, and stealing farm.
While not necessarily a bad matchup for Skye, Ardan has lots of tools in his kit that can make your life more difficult. His perk allows him to tank Skye’s Forward Barrage to bodyblock for his carry (though late game Skye’s damage is so overwhelming he will be unable to do this for too long). Vanguard can save a carry from your Forward Barrage, so make sure to keep track of when it is on and off cooldown so you can figure out when to go in. Gauntlet can be a big problem for Skye since it limits her movements and forces her into a smaller zone, hurting her kite potential. If you time Death from Above perfectly, you can stun Ardan as he leaps to place the Gauntlet, but this is difficult to do. Make sure you get a Reflex Block to go through the Gauntlet as being stuck inside with the enemy team could potentially be the death of you. Even though enemies can walk through their own Gauntlet, they will tend to fight inside it and ignore you if you are outside, while Ardan cannot walk out at all without dropping the walls. Take advantage of this by positioning outside the Gauntlet where enemies are less likely to go and poke from there. Be careful not to accidentally run into the Gauntlet walls.
A good matchup for Skye. Baron’s weak early game allows Skye to snowball very well and Skye can easily dodge his Mortars using Target Lock and Suri Strike. When playing against a Baron, take advantage of your early game strength to take control of the game. If you are a jungler, pick lots of fights and gank the lane frequently to prevent Baron from farming up. As a carry, harass Baron frequently in lane using Forward Barrage and rotate down to help your team invade the jungle.
Baron is much more of a threat late game, but you can still win most fights with him provided you play well. Use Suri Strike to get up close to him and Forward Barrage him. Baron is squishy so you will be able to burst him down fairly quickly, and he is poor at close quarters fights. He will be able to Jump Jets away, though, but you can follow him with Suri Strike if you have it up. Be careful of getting bursted down yourself as Baron has a very long range late game and does huge damage on his autoattacks if building into WP. Keep an eye out for the Ion Cannon targeting area so you can dodge away with Suri Strike. Defense is important against a late game Baron. Buy Metal Jacket if he is going WP or Aegis if he is going CP.(though if he goes CP, good positioning and dodging will do far more than defense)
A neutral matchup. Blackfeather has the tools to catch and kill Skye, but Skye has to tools to kite away and kill Blackfeather. A good Blackfeather will engage onto you using Feint of Heart, leaving him two Rose Offensive charges. Keep track of his charges because once he has used them up he’s basically done and you can kill him, so it’s all about outlasting him. Suri Strike is your best friend here. Move trickily and kite like there’s no tomorrow, while using Forward Barrage to force Rose Offensive out of him. Aiming a Death from Above well will also force him to use Rose Offensive. When not Barraging, use Target Lock and Suri Strike to move from side to side or run little rings around him so he is more likely to miss On Point. Landing On Point is a big part of Blackfeather’s tankiness so if you are able to dodge it, he will go down much easier. Blackfeather also has a weak early game, so pressure and gank him in the lane if he is a carry as he lacks an escape early or invade his jungle and kill him if he is a jungler.
A favourable matchup since Catherine’s Stormguard does nothing against Skye’s Forward Barrage allowing her to be bursted down. However, this is not a situation to get complacent in as Catherine brings lots of CC to a fight which Skye is very bad at dealing with. You should pick up a Reflex Block soon after completing your first T3 to block Merciless Pursuit, leaving Blast Tremor to your support to Crucible. Catherines will usually try to stun you every time they have the stun off cooldown, so it’s important to know which stuns are more important to block. Sometimes a stun is only meant to annoy and harass you, or build stacks of Catherine’s perk. These stuns are the less important ones to block. However, some stuns are meant to be followed up with a hard engage or more CC, or to prevent you from kiting away or escaping, so you need to block these or it will likely mean your death. If you see enemies readying abilities or following Catherine from behind, you should probably block the stun. Popping War Treads is also another sure sign your enemies are about to commit to an engage.
Another way to stop Merciless Pursuit from hitting you is by activating Forward Barrage on an approaching Catherine and kiting back. The slow from Frostburn will prevent her from reaching you, forcing her to waste the stun on someone else or retreat.
A favourable matchup. Celeste is both squishy and immobile, so you can kill her fairly quickly with Forward Barrage. Suri Strike close and burst her down, but be very careful you don’t get hit by Core Collapse as she will likely be able to run away or kill you as you are stunned. Press your advantage early game, as Celeste has a strong late game. Once she overdrives Heliogenesis, her stars gain a massive range boost meaning she can play from further back where it’s harder to get to her. Use Suri Strike and Target Lock to move unpredictably and dodge her stars and Core Collapse. Also, be aware of when she starts to wind up for Solar Storm as if she lands it on you, you will be decimated.
A difficult matchup for Skye, and certainly a very annoying one. Flicker has the ability to sneak up on Skye and slow her with Fairy Dust, which is disastrous given how dependent on kiting and mobility Skye is. When caught in Flicker’s B, use Suri Strike to escape its hitbox. Also be careful not to get hit by Binding Light though it is extremely easy to dodge.
You need to rely on your support to be on top of their vision game, but you should also carry a few flares yourself in case an enemy goes invisible and your support is not there to help. If you are in brush and your health bar lights up, Forward Barrage instantly and chances are you will reveal Flicker trying to scout for enemies. Mooncloak is global, so don’t be alarmed if an enemy you are chasing suddenly disappears. Throw down a flare then autoattack the enemy to break their stealth. If you have no flares, try guess where the enemy has gone and throw a Forward Barrage there.
Another tough matchup. Fortress grants his allies excellent chase potential making it harder for you to kite them. His speed boost from Packmates also allows him to bodyblock for his team and he can deal quite a good amount of damage to you if he builds into a Stormcrown or Aftershock, or if he is the jungler. And lastly, the wolves he sends out from his ultimate completely ruin your fun by blocking Forward Barrage. Try keep track of this cooldown to pick fights when he has no ultimate available, and if you must fight him while it is up, kit backwards till you have dealt with all the wolves before fighting. If enemies keep pressing forward, you can discourage further pursuit by throwing down Death from Above.
A neutral matchup. The dynamic in Skye-Glaive fights is totally dependent on the availability of Glaive’s Afterburn. With it, Glaive can dash in and burst Skye down, but without it, he can be kited like there’s no tomorrow. Make an effort to log when Glaive uses this ability so you know when to fight and when not to. When overdriven, Afterburn has a 10 second cooldown. (given that Glaive does not build cooldown items) You should always have a Target Lock on something so that if you get knocked back by Afterburn you can Suri Strike away to safety. Reflex Block can also help you by blocking Afterburn, but Afterburn is so quick it can be virtually impossible to block. Furthermore, blocking it can be disadvantageous for you as you are blocking the displacement as well as the stun, meaning that Glaive will have just jumped right next to you to attack. It can sometimes inconvenience Glaive more if you don’t block the knockback from Afterburn as he will have to run to you again. However, if he has a good angle on Afterburn (the knockback takes you into a wall or in the middle of the enemy team) you should really try to block it. If he does not manage to kill you with an Afterburn he will likely retreat to wait on the cooldown and try again. You can prevent this by using Death from Above to block his escape path and kill him while he is immobile and Afterburn-less.
A favourable matchup(?) Grumpjaw’s release was fairly recent so I haven’t had much of a chance to play against him but I’ve had little trouble when I did. Grumpjaw is slow so he is an excellent target for Forward Barrage, and Grumpy, which can be dodged, is the only one of his abilities that will take him close enough to Skye. Grumpjaw has an excellent early game, so you should wait him out until he falls off later in the game. Stuffed is the only one of his abilities you need to constantly be wary of as it can take you very far out of position. Before executing the ability, Grumpjaw will stamp his feet before charging, and arrows will appear below him indicating the ult has been activated, so be ready to Reflex Block when that happens. When Grumpjaw charges in, he has no way out till Grumpy comes back online so you and your team can collapse and kill him before this happens. If you dodge Grumpy, you will have dodged most of Grumpjaw’s burst and he will be unable to keep up with you without the slow it provides on you.
A fairly favourable matchup. Gwen has a short range and is squishy, but she can slow and stun you, and she is mobile enough to dodge Forward Barrage. Gwen has a slow early game, so you should pressure her and gank the lane frequently to prevent her from farming. During the late game, she can deal large amounts of burst damage, but only if you are in range. Poke her from a distance and kite her to prevent her from reaching you. Skedaddle allows Gwen a free escape out of your Forward Barrage or Death from Above, but once it is burnt she has no other mobility skills. Skedaddle’s passive only works when she is not taking damage meaning that if you hit her, she will not be able to dodge your Barrages out as easily. Frostburn is very important here, as is Reflex Block. Watch for Aces High so you can block it as if she gets the stun off on you and gets close, she will burst you down.
A difficult matchup. Idris is mobile enough to engage upon you and dodge your skills, and can deal a substantial amount of burst late in the game. His Chakram can chunk you, even if he is on the WP path. CP Idris is easier to deal with. He will mainly stay on the back line and poke using his Chakram, so deal with him in a similar way with Celeste, though be aware that he can dodge you out using Shimmer Strike long enough for his team to come and help. Use Suri Strike and Target Lock to stay away from his Chakram. WP Idris is able to blink, so he is a much bigger problem as he can teleport to dodge away from Forward Barrage. When Idris first blinks onto you, he will have a health barrier. Wait the barrier out and use this time to reposition instead. You should keep hitting him as he will be able to get the barrier from Shroudstep again if he goes without taking damage for 4.5 seconds. It can be confusing to keep track of Idris with him blinking everywhere but you can make his life more difficult by also constantly repositioning using Suri Strike, and by blocking off certain paths using your ultimate. Also, Idris has a fairly lackluster early game so you can take advantage of this, though his Chakram will still hurt a lot early.
A difficult matchup. Joule’s perk gives her the ability to tank Forward Barrage for a while even without building heavily into defense. You can Suri Strike behind her to get past the directional defenses and deal more damage. WP Joule will usually poke a little from the distance using Thunder Strikes then jump in to try for the stun using Rocket Leap. If you get caught by the stun, you’ll pretty much be finished since Joule can deal burst damage very quickly especially if she has lots of crit. However, you can dodge Rocket Leap fairly easily using Target Lock or Suri Strike as it is quite slow. If you can, try place Death from Above where she is about to land to get the stun off. CP Joule is a lot simpler, but not necessarily simpler in your favour. If you dodge Big Red Button, you win. If you don’t, you die. Well, I mean unless she builds Echo. Ok, maybe it’s not as simple. CP Joule is able to kill you in one ult, but she is lackluster in every other area. If you can Suri Strike behind her without getting hit while she ults, you can have a rest, finish today’s crossword, and count the grains of sand on every beach in the world before you kill her because she is a sitting duck while ulting. Some CP Joule players will jump in to stun you then ult you, but smarter CP Joule players will stay back then unleash the ult while you are CCed or otherwise not expecting it, so stay aware of Joule constantly. Slumbering Husk is great if you find yourself getting hit by Joule’s ults a lot. Also build Reflex Block to block Rocket Leap.
A neutral matchup. Kestrel has little in the way of mobility but she has a huge amount of burst with Glimmershot and can poke you down from afar, especially on her CP path. Metal Jacket and Aegis are important here. If you get onto Kestrel, you can kill her quickly. On WP, she can escape a little easier once she has 200 WP built, so you need to take fights before this happens. On CP, Kestrel’s long stealth times allow her to avoid getting caught in the first place so you should have lots of vision and flares placed down, and remember where she places her Active Camo mist traps. When she disappears, you can reveal her by using Forward Barrage. Buy a Reflex Block so you can block the Active Camo stun when you walk through it to pursue. You can also use Reflex Block to block an unavoidable One Shot One Kill. A nice trick to do if you want to get Kestrels to unstealth is to pretend you are about to walk into a mist trap. Most Kestrels get so excited that they are finally about to get a super sick play for their montage that they will reveal themselves in order to blow up the trap.
“You can’t catch me, I’m made of gingerbread.”
-Unlimited movement speed
A difficult matchup. Koshka’s immense mobility from Bloodrush can make trying to land Forward Barrage a living hell for you. She can run in and out and around you, and has a much better early game than you do. Play passively and farm up for the late game where she falls off. Consider building some shield a bit earlier and a Reflex Block for her ultimate, but do not go too far into defense or you will be unable to trade back damage yourself. Yummy Catnip Frenzy spells certain doom for you if landed, so constantly keep one finger over the active button for Reflex Block when fighting her. If you’re playing with sound, listen to the telltale sound effect on its activation or Reflex Block right as the eyes appear above you. Additionally, if you time Death from Above just right as Koshka dashes to you for Yummy Catnip Frenzy, you will be able to aim the ultimate on top of yourself and her and stun her out of the animation, freeing yourself. Try to stay next to your team while fighting her so that you all can land damage on her, forcing her to retreat and so there is someone around to kill her if she ults one of you and locks herself down.
“I have suffered enough.”
A very favourable matchup for Skye. Krul moves predictably and is fairly immobile so he is an easy target for your abilities. Though the recent update has given him quite a great deal more stickiness on his perk, if there’s anyone that can kite him, it’s Skye. Starve Krul early by picking fights and stealing away camps. If you are being chased, you can backpedal while Barraging or use Death from Above to block pursuit or even try for a stun. Remember my earlier tip about trying for the stun on melees. Stay still and let them hit you while the ability comes down and they may stand still as well long enough for the stun to hit them. Be careful about fighting Krul in brush though, because he has far better mobility inside it and if you are laning, be careful of ganks as Krul can burst you down if he gets the jump on you. Lastly, build a Reflex Block and watch for From Hell’s Heart. You can sometimes survive the stun if he lands it at point blank range, but if he lands a boomerang stun at max range on you, you might as well put down the game and come back the next year, because that’s approximately how long the stun will last for. If Krul runs up to you and you see a sword flying behind him, get ready to block.
“Please do not scuff my armor, THANK YOU.”
-One Lance Man
Another rage inducing matchup for Skye. Lance has the ability to lock a target down for an infinite amount of time (data may not be appropriate, actual duration may be a little longer) and this is especially awful for a mobility dependent squishy like Skye. However, you do have the tools to dodge out the CC. You can use Suri Strike to dodge Impale, then punish Lance with Forward Barrage while he recovers from the miss penalty. Stay away from walls to avoid getting stunned by Gythian Wall. Lance’s directional defenses are extremely effective against Forward Barrage, but late game Skye does have the potential to kill him. Eventually. Aaaaaaaaaany minute now. Oh, come on, he rolled through the wall again?
A neutral matchup. Lyra is squishy for a support and cannot tank Forward Barrage, but Bright Bulwark disables Skye’s Suri Strike, crippling her mobility for a short time while Principle Arcanum attacks can slow Skye as well as do a substantial amount of damage early game (though their effectiveness is reduced late game). Furthermore, a good Lyra can set up extremely quick surprise attacks using Arcane Passage, which helps less mobile enemies get in close to kill Skye. Get a Reflex Block to negate the effects of the Bulwark and be on the lookout for unexpected portal engages. When teamfighting, try to make battles short and sweet instead of engaging in a poke war with the enemy team as Lyra thrives in extended battles with the teamwide sustain she provides with her Sigil. Consider going straight for the enemy carry as Lyra is too fragile to bodyblock your Forward Barrage, especially late game, and she may be forced to detonate her Imperial Sigil early in order to help her carry run away using the speed boost, wasting the heal. If you are laning and the enemy has a Lyra on their team, consider building a Book of Eulogies or some early shielding as Lyra will continuously poke and harass you early game.
“What do I have to do to get kicked out of this place?”
-Ozo, about Vainglory. If only, Ozo. If only.
A difficult matchup for Skye. Acrobounce allows Ozo to reliably get close enough to Skye to attack, and the fortified health he gains makes him much more difficult to kill while in the air. Kite away using Suri Strike, and let your support peel for you. However, be aware that staying near your allies will give Ozo another target to Acrobounce on. Build shield and a Reflex Block to prevent yourself from being bursted down and to be able to block Bangarang. Once Acrobounce and Bangarang have been used up, Ozo can only gap close using Three Ring Circus, so this is a good time to pick a fight since you will be able to kite him much more effectively. Another helpful trick is if you wait for Ozo to switch Acrobounce away to someone else, then dash as far away as possible so he cannot target you for the next bounce, forcing him to waste it.
“From earth we sprout, for earth we fight!”
Another difficult matchup. Petal’s munions are incredibly annoying due to how they block Forward Barrage, she can Trampoline out of Forward Barrage,and she has the potential to dominate the early game. Play passively and wait for late game, where Petal starts to fall off massively. Consider building into Shatterglass to be able to kill her munions quicker. Early shield is also important if you find yourself in unavoidable fights. When chasing, remember that Petal’s munions can be destroyed by Forward Barrage, but not her seeds, which it will go through. If you want to be able to get past a seed in a choke point, Target Lock it and Suri Strike over. Petal can be tough to face, but you scale far better into the late game, where you will shred her munions with Forward Barrage as soon as they appear.
“Free BM stacks.”
An easy matchup, but again, not one you want to get complacent in. Phinn is slow and immobile, allowing you to constantly stack Broken Myth on him, and Quibble can easily be avoided using Suri Strike. However, Forced Accord can absolutely ruin your day if you get careless. Buy a Reflex Block and constantly keep an eye out for Phinn starting the pull animation. Polite Company can mildly inconvenience you by pulling you away from an enemy you are Forward Barraging, but this is pretty much all the threat Phinn poses to you if you stay cautious and play smartly.
A favourable matchup for Skye. Reim struggles to catch up to more mobile enemies so he can be easily kited. However, if he gets onto your teammates he will be able to lifesteal and gain fortified health off them, making it difficult for you to burst him down. Fight him by dodging his Spires using Suri Strike, and try to land a Death from Above stun on him. If you have to make a choice between dodging a Spire and landing Forward Barrage, always dodge the spire as the fortified health Reim will gain will end the trade in his favour. Whatever you do, do not let him root you on top of a Spire or you will likely die. Keep a Reflex Block or Suri Strike handy to dodge the stun from Valkyrie.
Neutral in the early game, difficult in the late game. Ringo’s Twirling Silver keeps him mobile enough to dodge out Forward Barrages, and his damage output is insane late game if building into crit. Achilles Shot can seriously hurt Skye’s mobility and Hellfire Brew can be a big nuisance due to how squishy Skye is. Gank Ringo early, but remember that his early game is still fairly strong. In the late game, do not ever try to 1v1 a Ringo as you will die instantly unless he was low to begin with. Instead, poke at him from out of his range until he dies. Do not enter his range until you absolutely feel you can kill him immediately. Use Death from Above defensively to keep him away, and build into a Metal Jacket.
Favourable. Skye can kite Rona well while damaging her. Build Frostburn to keep her at bay and Suri Strike away when she jumps in with Into the Fray. Rona moves slower when she starts spinning, so you can try for an ult stun or just prevent her from following you by putting down a line ult. Do not get caught in Red Mist as it will take your health off very quickly. Build lots of damage to burst Rona down and armor so she can’t build Breaking Point stacks off you easily.
A favourable matchup. Skye has a better early game than Samuel and scales around as well. The speed boost from Malice and Verdict can allow Samuel to dodge Forward Barrage, but Frostburn can help with this. Remember that Samuel needs to fight inside his Drifting Dark cloud to be effective. Take advantage of this by steering the direction of the fight in the opposite direction the cloud is moving in, and when the ability is on cooldown, go in for the kill. Oblivion can be very troublesome, so remember to Reflex Block it.
A very favourable matchup. SAW has to choose between not having enough damage to fight Skye and not having enough mobility to catch her. When SAW is using Suppressing Fire, you can stun and kill him by using Death from Above then Suri Striking behind him to finish him with Forward Barrage. Engage onto SAW when he has no stacks of Spin Up, and when he is spun up, you can poke at him from out of range with a Target Lock-less Barrage. CP SAW is a little more troublesome, but you can deal with him too. Use Suri Strike to dodge out of Suppressing Fire before you take to much damage. If SAW tries to shank you, backpedal while Forward Barraging to let the Frostburn slow prevent him from reaching you. When up against WP SAW, you might want to swap out Frostburn for a Shatterglass for the extra burst and since you don’t really need the slow. This should be an easy win for you as long as you don’t get cocky and Suri Strike into a fully spun up SAW.
-Skaarf, on the complexities of Churn pollution and its effects on the Halcyon Fold. Well said.
A favourable matchup. Skaarf, like Celeste has no mobility abilities to escape your Forward Barrage. Play in a similar way to Celeste, Suri Striking close, sealing yourself off, then finishing him. Spitfire travels in a line, so you can use Suri Strike to dodge it if you are quick. Avoid stepping in Goop, and instead Suri Strike over or out of it. When Skaarf starts channeling Dragon Breath, you can stun him by aiming a cluster ult on him before it activates. If he gets his ult off, use Target Lock to run little rings around him to minimise the damage the flames do to you and your team. Aim to close out the game quickly as Skaarf scales better than you into the late game.
Neutral in every respect. This all comes down to skill. Consider getting into character by building your own weaponized mech and constantly making references to Top Gun. Position so that you are landing your Barrage without taking any damage yourself. Use Suri Strike to dash out if you are caught in a Barrage, but expect that the enemy Skye will do the same. Use your Death from Above wisely to reduce the amount of space Skye has to maneuver in. Build shield if necessary, and consider prioritizing boots so you will be faster than the enemy Skye. Frostburn is key here since Skye is so dependent on mobility.
“It’s time for you to panic.”
-Broken Box Fox
A terrible matchup for Skye. Taka is a hard counter to Skye and all three of his abilities can help him dodge out Forward Barrage since one gives him a speed boost and the other two take him behind Skye. Taka is so annoyingly mobile, it is difficult to land anything on him. Counterplay includes giving up and complaining about how Taka should be nerfed. This is especially effective if you insinuate that Taka takes no skill to play.
Generally if your opponent drafts a Taka you should just pick another hero or play Skye as WP instead, but if you are playing against a Taka as CP Skye, you should try to win fights early before Taka unlocks X-Retsu. Carry Flares with you or use Forward Barrage to de-stealth Taka when he goes invisible. If Taka is about to Kaiten, you can aim your Death from Above behind you to try to stun him when he lands. Additionally, if you are Forward Barraging and he Kaitens or X-Retsus behind you, you can hit your boots, and the speed boost will take you far back enough that you will hit him again.
Consider building into a Slumbering Husk if he is going CP. When fighting, stay near your teammates, especially your support. While Taka thrives on killing isolated squishies, he may be more reluctant to jump into an entire team, and your other teammates may be better equipped to deal with him than you are. Honestly though, unless the Taka is severely underperforming or you are some kind of outplay god, you will usually lose this matchup.
A difficult matchup. Sonic Zoom allows Vox to continually dodge out of Forward Barrage due to its low cooldown, and Vox can dismantle Skye if he get near. When playing against Vox, the only advantage you have is your range on Forward Barrage. Vox’s autoattack range is very short, so you can dip near him to get a Target Lock without getting killed, then kite him from a distance. Be ready to run for it if he starts to get near enough to attack you. You can somewhat limit his options using Death from Above but mostly you shouldn’t try to take him in a straight up fight unless necessary. Poke instead. Vox has a weak early game, so you should gank lane often and try to starve him for gold. Build into a Metal Jacket.
You will fare much better against CP Vox since he isn’t so great at 1v1s. Stay away from your teammates to avoid getting killed by bounces and get a Reflex Block to block Wait for It, which can be quite painful on CP.