Deadlock By The Numbers

Builds

Explore first-purchase history for one hero under the filters you choose.

Filters 0 = off; the Min pick filter only hides rows; it does not change the game counts or what items are compared against.

Selected purchases

No ordered purchases selected.

Games matching your filters: 163,402 (163,402 matches). All games for this hero: 163,402; with a known lane: 163,402; with unknown items: 0.

Lane evidence

Hero overall with these filters: 47.5% ± 0.2 (n=163,402). Minimum 30 games per lane hero. These are match outcomes by assigned lane.

Win rate when laning against

Hero Games Observed match win rate Likely range vs hero overall
Haze20,67945.1%44.4% to 45.8%-2.4 pp
Rat King16,15539.8%39.0% to 40.5%-7.7 pp
Lash13,97147.0%46.2% to 47.9%-0.5 pp
Wraith12,95646.0%45.2% to 46.9%-1.5 pp
Bebop12,90551.1%50.2% to 51.9%+3.6 pp
Infernus12,67649.5%48.7% to 50.4%+2.0 pp
Drifter12,18347.5%46.6% to 48.4%+0.0 pp
Mina9,89951.3%50.3% to 52.3%+3.8 pp
Seven9,83643.4%42.5% to 44.4%-4.1 pp
Graves9,64742.0%41.0% to 43.0%-5.5 pp
Vindicta9,23748.9%47.9% to 49.9%+1.4 pp
Paige9,06341.1%40.1% to 42.1%-6.4 pp
Mo & Krill8,87848.3%47.3% to 49.4%+0.8 pp
Paradox8,05451.9%50.8% to 53.0%+4.3 pp
Baba7,88646.7%45.6% to 47.8%-0.8 pp
Victor7,77343.6%42.5% to 44.7%-3.9 pp
Shiv7,51653.4%52.3% to 54.5%+5.9 pp
Abrams7,46046.2%45.1% to 47.4%-1.3 pp
Dynamo7,34043.5%42.4% to 44.7%-4.0 pp
Billy7,32548.8%47.7% to 50.0%+1.3 pp
Yamato7,29948.9%47.7% to 50.0%+1.4 pp
Deadman Danny7,18554.2%53.1% to 55.4%+6.7 pp
Ivy6,84443.8%42.7% to 45.0%-3.7 pp
Lady Geist6,77747.6%46.5% to 48.8%+0.1 pp
Pocket6,49952.0%50.8% to 53.3%+4.5 pp
Rem6,34050.9%49.7% to 52.2%+3.4 pp
Solomon6,30653.8%52.6% to 55.0%+6.3 pp
Calico6,20847.7%46.4% to 48.9%+0.2 pp
Holliday6,08949.5%48.2% to 50.7%+2.0 pp
Celeste6,00646.1%44.8% to 47.4%-1.4 pp
Silver5,62150.2%48.9% to 51.5%+2.7 pp
Apollo5,49045.0%43.6% to 46.3%-2.6 pp
Kelvin5,28543.8%42.4% to 45.1%-3.7 pp
Violet4,64750.2%48.8% to 51.7%+2.7 pp
Grey Talon4,20151.6%50.1% to 53.1%+4.1 pp
Vyper3,99946.4%44.8% to 47.9%-1.2 pp
The Doorman3,78151.6%50.0% to 53.2%+4.1 pp
Viscous3,50250.8%49.1% to 52.4%+3.3 pp
McGinnis3,39149.4%47.7% to 51.0%+1.9 pp
Sinclair2,92051.6%49.8% to 53.4%+4.1 pp
Warden2,84252.0%50.2% to 53.8%+4.5 pp
Mirage2,72153.6%51.7% to 55.5%+6.1 pp
Nurse Harrow1,24247.7%44.9% to 50.4%+0.2 pp

Win rate when laning with

Hero Games Observed match win rate Likely range vs hero overall
Rat King10,76753.8%52.9% to 54.8%+6.3 pp
Paige9,05353.9%52.8% to 54.9%+6.3 pp
Rem6,60044.1%42.9% to 45.3%-3.4 pp
Bebop6,25144.8%43.6% to 46.1%-2.7 pp
Lash6,18547.8%46.5% to 49.0%+0.2 pp
Infernus5,24143.8%42.5% to 45.2%-3.7 pp
Drifter5,11747.2%45.8% to 48.6%-0.3 pp
Graves5,05452.4%51.0% to 53.7%+4.8 pp
Shiv4,78442.7%41.3% to 44.1%-4.8 pp
Haze4,63852.0%50.6% to 53.4%+4.5 pp
Mina4,46245.9%44.4% to 47.3%-1.7 pp
Ivy4,41252.8%51.3% to 54.3%+5.3 pp
Mo & Krill4,35847.9%46.4% to 49.4%+0.4 pp
Dynamo4,26949.5%48.0% to 51.0%+2.0 pp
Abrams4,21448.8%47.3% to 50.3%+1.3 pp
Solomon4,02539.8%38.3% to 41.3%-7.7 pp
Baba3,99750.6%49.0% to 52.1%+3.1 pp
Yamato3,97345.2%43.6% to 46.7%-2.3 pp
Paradox3,90942.3%40.8% to 43.9%-5.2 pp
Vindicta3,73448.0%46.4% to 49.6%+0.5 pp
Deadman Danny3,64540.4%38.8% to 42.0%-7.2 pp
Pocket3,57041.9%40.3% to 43.6%-5.6 pp
Calico3,33849.2%47.5% to 50.9%+1.7 pp
Holliday3,19546.2%44.4% to 47.9%-1.3 pp
Celeste3,17146.6%44.9% to 48.4%-0.9 pp
Apollo3,09548.6%46.9% to 50.4%+1.1 pp
Victor3,05950.3%48.5% to 52.1%+2.8 pp
Billy3,02944.7%43.0% to 46.5%-2.8 pp
Kelvin2,97253.1%51.3% to 54.9%+5.6 pp
Wraith2,83251.4%49.6% to 53.3%+3.9 pp
Seven2,75652.0%50.1% to 53.9%+4.5 pp
Violet2,75645.7%43.9% to 47.6%-1.8 pp
Silver2,70043.8%41.9% to 45.7%-3.7 pp
The Doorman2,66042.3%40.4% to 44.1%-5.3 pp
Sinclair2,52945.4%43.5% to 47.3%-2.1 pp
Lady Geist2,43747.5%45.5% to 49.5%+0.0 pp
Viscous2,22341.2%39.1% to 43.2%-6.4 pp
Grey Talon2,21644.2%42.2% to 46.3%-3.3 pp
McGinnis1,83746.9%44.7% to 49.2%-0.6 pp
Mirage1,14741.4%38.6% to 44.3%-6.1 pp
Nurse Harrow1,12449.0%46.1% to 51.9%+1.5 pp
Vyper1,11847.6%44.7% to 50.5%+0.1 pp
Warden89038.3%35.2% to 41.6%-9.2 pp

Step-by-step purchase explorer

Each column lists the next purchase in games that bought the items chosen so far. Clicking an item replaces that choice and clears later choices.

Item 1

163,402 games with the items chosen so far.

Showing 24 of 28 items; minimum 30 games. Show more

Item Games Win rate Pick share Typical time
Restorative Shot
Win rate impactWin rate impact: not enough data
118,58748.1% (95% interval 47.8%–48.4%)72.6% 1:16
Monster Rounds
Win rate impactWin rate impact: not enough data
13,22644.7% (95% interval 43.8%–45.5%)8.1% 1:17
Close Quarters
Win rate impactWin rate impact: not enough data
11,80048.7% (95% interval 47.8%–49.6%)7.2% 1:23
Extra Regen
Win rate impactWin rate impact: not enough data
4,58144.4% (95% interval 42.9%–45.8%)2.8% 1:24
Extended Magazine
Win rate impactWin rate impact: not enough data
3,01944.2% (95% interval 42.4%–46.0%)1.8% 1:26
Rapid Rounds
Win rate impactWin rate impact: not enough data
1,86043.9% (95% interval 41.6%–46.1%)1.1% 1:27
High-Velocity Rounds
Win rate impactWin rate impact: not enough data
98644.0% (95% interval 40.9%–47.1%)0.6% 1:26
Melee Lifesteal
Win rate impactWin rate impact: not enough data
93047.6% (95% interval 44.4%–50.8%)0.6% 1:30
Extra Health
Win rate impactWin rate impact: not enough data
87145.0% (95% interval 41.7%–48.3%)0.5% 1:29
Headshot Booster
Win rate impactWin rate impact: not enough data
83946.2% (95% interval 42.9%–49.6%)0.5% 1:22
Rebuttal
Win rate impactWin rate impact: not enough data
78146.7% (95% interval 43.3%–50.2%)0.5% 1:20
Battle Vest
Win rate impactWin rate impact: not enough data
51347.2% (95% interval 42.9%–51.5%)0.3% 2:57
Golden Goose Egg
Win rate impactWin rate impact: not enough data
39337.2% (95% interval 32.5%–42.0%)0.2% 1:11
Sprint Boots
Win rate impactWin rate impact: not enough data
33043.9% (95% interval 38.7%–49.3%)0.2% 1:32
Melee Charge
Win rate impactWin rate impact: not enough data
30049.0% (95% interval 43.4%–54.6%)0.2% 3:06
Intensifying Magazine
Win rate impactWin rate impact: not enough data
26942.4% (95% interval 36.6%–48.4%)0.2% 3:06
Healing Rite
Win rate impactWin rate impact: not enough data
26740.8% (95% interval 35.1%–46.8%)0.2% 1:36
Opening Rounds
Win rate impactWin rate impact: not enough data
24241.3% (95% interval 35.3%–47.6%)0.1% 3:18
Weakening Headshot
Win rate impactWin rate impact: not enough data
22448.2% (95% interval 41.8%–54.7%)0.1% 3:04
Bullet Lifesteal
Win rate impactWin rate impact: not enough data
21247.2% (95% interval 40.6%–53.9%)0.1% 3:13
Active Reload
Win rate impactWin rate impact: not enough data
15744.6% (95% interval 37.0%–52.4%)0.1% 3:05
Mystic Expansion
Win rate impactWin rate impact: not enough data
14645.9% (95% interval 38.0%–54.0%)0.1% 1:31
Extra Stamina
Win rate impactWin rate impact: not enough data
13842.0% (95% interval 34.1%–50.4%)0.1% 1:41
Grit
Win rate impactWin rate impact: not enough data
12752.8% (95% interval 44.1%–61.2%)0.1% 1:29

Item 2

Matching games unavailable. Choose an item in the column before, or an item with more games.

Item 3

Matching games unavailable. Choose an item in the column before, or an item with more games.

Item 4

Matching games unavailable. Choose an item in the column before, or an item with more games.

Item 5

Matching games unavailable. Choose an item in the column before, or an item with more games.

Item 6

Matching games unavailable. Choose an item in the column before, or an item with more games.

Observed build paths

Joint three-purchase continuations

Showing 24 of 377 paths with 30+ games. Show more

3-item cores (first three purchases)

Showing 24 of 377 paths with 30+ games. Show more

6-item cores (first six purchases)

Showing 24 of 267 paths with 30+ games. Show more

Full observed purchase paths

0 paths with 30+ games.

No common build paths for these filters.

How we calculate this

Each position:item purchase-position lock is a retrospective condition in the selected purchase view; a future slot lock describes games that later reached it. Selection order is distinct from actual purchase-position numbers: intervening unselected purchases are allowed, and removing an item removes its condition and any lock on that item.

Assigned-lane relationships do not prove proximity throughout play. Paths describe the base cohort.

Lane tables show observed match wins, not lane wins. Each assigned opponent or lanemate counts once per selected appearance. Unknown or empty lane assignments contribute to the hero overall baseline but not a named relationship. Games can appear under multiple different lane heroes. The likely range is the configured Wilson interval for the match win rate. Differences are signed percentage points versus the hero overall in this exact cohort; they are descriptive and do not estimate a causal advantage. Rows below the effective minimum games are hidden; wider uncertain rates remain unavailable. Clicking an opponent adds it to the enemy conditions (or replaces a full pair); clicking a lanemate replaces that condition. Other filters stay active.

Lane tables use the cohort filters above, including selected purchases and purchase-position locks, but not the items chosen in the step-by-step explorer. Each lane table compares against the hero overall in that cohort. Lane tables and explorer columns are prepared separately, so right after an update one can reflect slightly newer games than the other. Clicking a lane hero changes the cohort and clears the items chosen in the explorer.

All hero, lane, selected-purchase, lock, patch, rank and scope conditions intersect the same player appearances. Explorer columns number purchases 1 through 6 in the selected view: Item 3 is exactly the third purchase. Selected purchases, in contrast, allow other purchases in between. Explicit locks require an unambiguous numbered purchase slot and remain retrospective conditions.

First valid recorded shop acquisitions count once. Base items and upgrades are separate; sales never erase history. Same-second ties cannot establish order. Unknown catalog items preserve purchase positions in both views. Major numbers tier 3/4 purchases, plus unknown placeholders.

Explorer typical time is mean acquisition time rounded down to seconds. Explorer pick share is out of all games with the items chosen so far, including games that bought nothing more. Path pick share uses the base selected-history cohort. Search and minimum pick only hide results. Win rates use the configured sample and interval gate; displayed uncertainty is a 95% Wilson interval. Reached-position rates describe completion separately. Later purchases are associated with game length, wealth and completion, not causal recommendations.

Win rate is the observed rate among buyers. Win rate impact adjusts same-tier alternatives to a common mix of purchase times, team wealth leads and ranks, relative to an average that includes the item. Its likely range is a 95% interval accounting for purchases from the same match, conditional on those alternatives and mix. Likely helps means the whole range is above zero, likely hurts below zero, and unclear includes zero. Not enough data means sample, support or display requirements failed. Unmeasured differences, repeated players across matches and future patches are not covered. Impacts do not establish cause or add up to a build win rate.

Win rate impact compares only supported alternatives within one selected population, purchase position and item tier; unavailable evidence stays unavailable. Joint continuations and full paths are observed together, never stitched from independent slot winners. Core statistics describe only that core; full-path statistics describe the full path.