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I couldn't tell you possibly who the best would be.
improved bullet armor
escalating resilience
colossus
ethereal shift
knockdown
Even IF you get Ethereal Shift or Metal skin those only last 3 seconds and lategame her Ult will go on for much much longer than that.
If you get Knockdown or Curse you can cancel her Ult but only until she gets Unstoppable, then nothing will stand between her and a teamwipe.
This isn't a case of someone doing well where they are. This is a character getting dedicated counterplay because otherwise bad teams are getting solo carried by Haze players. If you can't cancel her ult she can kill most characters in a few seconds.
You've put it better than I could. Even dedicated items to counter her abilities feel like fingers in the dam. I really enjoy the game but it's frustrating to have an issue like this.
Lifesteal is also waayyy too abundant right now, and the bonuses are often too aggressive to be anything fair. It ironically enough hurts the lifesteal characters specifically, mostly because their DPS is limited in certain ways to keep it from being OP. In making it abundant, DPS classes can stack ridiculous amounts of health and steal to just make any fight trivial, where as the lifestealers have to dedicate precious slots to damage boosters to even see the same returns.
As for stuns, they're really good for stuffing ults, which are the difference between life and death. If your character can't stun, you're ♥♥♥♥♥♥, and no amount of resist is gonna help. You can't kill certain characters more often than not because of the aforementioned lifesteal stacking that everyone abuses, which usually leads to the other team having to give up important pressure (or die) in an already losing battle. Characters like Seven spring to mind, his ult being one of the most egregious since it takes little skill, has little windup, and can just be used to "get out of jail free" when he'd normally be dead for bad positioning or reckless behavior.
Across the board, it's obvious that lifesteal being so generic, stackable, and rewarding is the most pressing of the concerns for this game's health. Team fights turn into steamrolls, which turns into a snowball just because the right picks are basically impossible to make when you have 3 to 6 players focus firing you down, healing, and continuing on with the next player. Anybody who thinks this is balanced is probably the same type of person that thinks "Just don't die." is legitimately good advice. If I were to fix it, I'd probably make the bonuses multiplicative instead of additive when stacking items. It'd nerf the healing across the board, but wouldn't hard nerf lifesteal oriented classes like Abrahams or Lady Geist. But that's just like, my opinion dude.