You won’t get rid of the slow. You need to play around it with proper traversal management. The only thing this combo has going for it is punishing a Monster that’s out of traversals while being out of position (in line of sight) at the same time.
Closely watch your traversals and your positioning and if necessary break line of sight to build up enough traversals again to safely disengage after an engagement.
Against that specific setup it takes about 3 Warp Blast cd’s to get a strike. Priority here is Hank to force cloak > if he is low he can’t be healed safely without healing burst > switch targets and force Hank on his shield > re initiate on Hank and you usually got a strike on him against this setup. If Hank is down this whole setup pretty much crumbles like any Laz setup does with Laz being down. Wraith players often underestimate the healing potential of Val on a single target with dmg reduction perk and tend to overcommit without properly spreading damage and building up pressure.
So overall it’s all about traversalmanagement, forcing healing burst and getting Hank down first.
edit: About that build, you might consider dropping Abduction or Decoy for different stage 2 skills. Abduction is a generally lackluster skill against that comp if you can’t reliably focus Hank with it exclusively and 1 Decoy wastes precious time in which you need to keep up the pressure on a Hank/Val comp.
Either 3 points in decoy if you are confident in your rng or 2 Supernova 1 Abduction. The big attack arc of 2 Supernova lets you stay on Hank after he uses his cloak and forces Val on her Healing Beam. Even 3 Supernova works when focusing Val to completely burn Hanks shield in roughly 4 seconds to force his Orbital and on the next SN get a down on Val. SN costs alot of health but if even one of the Hank/Val comp drops you can easily pick up the rest.