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: 132,639 (132,639 matches). All games for this hero: 132,639; with a known lane: 132,639; with unknown items: 0.

Lane evidence

Hero overall with these filters: 53.5% ± 0.3 (n=132,639). 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
Rat King18,01748.3%47.6% to 49.0%-5.2 pp
Haze14,75450.3%49.5% to 51.2%-3.1 pp
Infernus11,54154.5%53.6% to 55.4%+1.0 pp
Wraith10,52151.4%50.5% to 52.4%-2.0 pp
Paige9,78848.7%47.7% to 49.7%-4.7 pp
Drifter9,56052.7%51.7% to 53.7%-0.8 pp
Seven9,45650.3%49.3% to 51.3%-3.1 pp
Lash8,40053.8%52.8% to 54.9%+0.4 pp
Venator7,77356.4%55.3% to 57.5%+2.9 pp
Shiv7,66358.6%57.5% to 59.7%+5.1 pp
Mo & Krill7,55952.3%51.2% to 53.4%-1.2 pp
Mina7,42656.4%55.3% to 57.5%+2.9 pp
Graves7,38450.1%49.0% to 51.3%-3.3 pp
Billy7,27055.3%54.1% to 56.4%+1.8 pp
Dynamo7,08853.6%52.4% to 54.7%+0.1 pp
Bebop6,99556.1%54.9% to 57.3%+2.6 pp
Lady Geist6,85855.2%54.0% to 56.4%+1.7 pp
Abrams6,72251.4%50.2% to 52.5%-2.1 pp
Ivy6,56149.9%48.7% to 51.1%-3.6 pp
Baba6,35849.8%48.6% to 51.1%-3.6 pp
Rem6,21857.7%56.5% to 58.9%+4.2 pp
Vindicta5,69152.2%50.9% to 53.5%-1.3 pp
Yamato5,44853.5%52.2% to 54.8%+0.0 pp
Solomon4,99257.5%56.1% to 58.9%+4.0 pp
Deadman Danny4,94358.9%57.5% to 60.2%+5.4 pp
Silver4,79355.3%53.9% to 56.7%+1.8 pp
Calico4,31253.2%51.8% to 54.7%-0.2 pp
Celeste4,28255.1%53.6% to 56.6%+1.7 pp
Paradox4,22660.8%59.4% to 62.3%+7.4 pp
Pocket4,14457.0%55.5% to 58.5%+3.5 pp
Kelvin3,89548.9%47.3% to 50.5%-4.6 pp
Violet3,88555.7%54.2% to 57.3%+2.2 pp
Apollo3,54951.4%49.7% to 53.0%-2.1 pp
Vyper3,54951.3%49.7% to 53.0%-2.2 pp
McGinnis3,29955.9%54.2% to 57.6%+2.4 pp
The Doorman3,18059.6%57.9% to 61.3%+6.1 pp
Holliday3,01855.7%53.9% to 57.4%+2.2 pp
Grey Talon2,88759.3%57.5% to 61.0%+5.8 pp
Viscous2,85755.9%54.0% to 57.7%+2.4 pp
Sinclair2,63055.9%54.0% to 57.8%+2.4 pp
Mirage2,46859.4%57.4% to 61.3%+5.9 pp
Warden2,20959.8%57.8% to 61.9%+6.4 pp
Nurse Harrow1,01055.4%52.4% to 58.5%+2.0 pp

Win rate when laning with

Hero Games Observed match win rate Likely range vs hero overall
Lash6,41455.0%53.8% to 56.2%+1.6 pp
Paige6,09059.7%58.5% to 60.9%+6.2 pp
Bebop5,95851.2%49.9% to 52.5%-2.3 pp
Haze5,87057.6%56.3% to 58.8%+4.1 pp
Rem5,27850.1%48.7% to 51.4%-3.4 pp
Graves5,23358.9%57.6% to 60.3%+5.5 pp
Infernus4,77951.0%49.6% to 52.4%-2.5 pp
Mina4,77151.6%50.2% to 53.0%-1.9 pp
Drifter4,18254.0%52.5% to 55.5%+0.5 pp
Holliday4,13352.0%50.4% to 53.5%-1.5 pp
Paradox3,89649.3%47.7% to 50.9%-4.2 pp
Rat King3,86862.7%61.2% to 64.2%+9.2 pp
Vindicta3,85655.5%54.0% to 57.1%+2.0 pp
Wraith3,51856.2%54.5% to 57.8%+2.7 pp
Seven3,32259.4%57.7% to 61.1%+5.9 pp
Deadman Danny3,08649.3%47.6% to 51.1%-4.2 pp
Venator3,05950.3%48.5% to 52.1%-3.2 pp
Calico2,98752.1%50.3% to 53.9%-1.4 pp
Solomon2,87147.2%45.3% to 49.0%-6.3 pp
Ivy2,84955.3%53.5% to 57.1%+1.8 pp
Yamato2,80753.9%52.1% to 55.7%+0.4 pp
Celeste2,61650.6%48.7% to 52.5%-2.9 pp
Pocket2,59049.8%47.9% to 51.8%-3.6 pp
Baba2,51853.0%51.1% to 55.0%-0.5 pp
Mo & Krill2,48452.2%50.2% to 54.1%-1.3 pp
Sinclair2,45452.8%50.8% to 54.8%-0.7 pp
The Doorman2,45351.3%49.3% to 53.3%-2.2 pp
Apollo2,43056.2%54.2% to 58.1%+2.7 pp
Kelvin2,40656.1%54.1% to 58.0%+2.6 pp
Dynamo2,28755.6%53.5% to 57.6%+2.1 pp
Abrams2,23054.9%52.8% to 56.9%+1.4 pp
Grey Talon2,22150.7%48.6% to 52.7%-2.8 pp
Shiv2,09749.3%47.1% to 51.4%-4.2 pp
Violet2,07949.6%47.5% to 51.8%-3.8 pp
Lady Geist1,89853.4%51.1% to 55.6%-0.1 pp
Viscous1,83549.5%47.2% to 51.8%-4.0 pp
Silver1,80850.5%48.2% to 52.8%-3.0 pp
Billy1,73753.3%50.9% to 55.6%-0.2 pp
McGinnis1,38750.7%48.1% to 53.3%-2.8 pp
Vyper1,29654.2%51.4% to 56.9%+0.7 pp
Nurse Harrow1,14851.8%48.9% to 54.7%-1.7 pp
Mirage95547.1%44.0% to 50.3%-6.4 pp
Warden84146.3%42.9% to 49.6%-7.2 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

132,639 games with the items chosen so far.

Showing 24 of 36 items; minimum 30 games. Show more

Item Games Win rate Pick share Typical time
Extra Spirit
Win rate impactTier 1 win rate impact: +0.9 pp; likely range +0.7 to +1.2 pp; likely helps; 100.0% of comparison covered by data; 98,945 distinct matches
57,68654.9% (95% interval 54.5%–55.3%)43.5% 1:18
Extra Regen
Win rate impactTier 1 win rate impact: -1.3 pp; likely range -1.6 to -0.9 pp; likely hurts; 100.0% of comparison covered by data; 98,945 distinct matches
41,27552.8% (95% interval 52.3%–53.2%)31.1% 1:21
High-Velocity Rounds
Win rate impactWin rate impact: not enough data
9,35351.8% (95% interval 50.7%–52.8%)7.1% 1:16
Monster Rounds
Win rate impactWin rate impact: not enough data
6,46153.0% (95% interval 51.8%–54.2%)4.9% 1:16
Golden Goose Egg
Win rate impactWin rate impact: not enough data
6,16850.3% (95% interval 49.1%–51.6%)4.7% 1:14
Mystic Burst
Win rate impactWin rate impact: not enough data
2,23350.6% (95% interval 48.5%–52.7%)1.7% 1:19
Extra Charge
Win rate impactWin rate impact: not enough data
1,63548.3% (95% interval 45.9%–50.7%)1.2% 1:42
Mystic Regeneration
Win rate impactWin rate impact: not enough data
90754.8% (95% interval 51.5%–58.0%)0.7% 1:36
Rebuttal
Win rate impactWin rate impact: not enough data
86754.8% (95% interval 51.5%–58.1%)0.7% 1:19
Sprint Boots
Win rate impactWin rate impact: not enough data
78552.2% (95% interval 48.7%–55.7%)0.6% 1:28
Improved Spirit
Win rate impactWin rate impact: not enough data
31453.5% (95% interval 48.0%–58.9%)0.2% 3:13
Close Quarters
Win rate impactWin rate impact: not enough data
25455.1% (95% interval 49.0%–61.1%)0.2% 1:25
Restorative Shot
Win rate impactWin rate impact: not enough data
25347.0% (95% interval 41.0%–53.2%)0.2% 1:19
Healing Rite
Win rate impactWin rate impact: not enough data
23849.6% (95% interval 43.3%–55.9%)0.2% 1:38
Opening Rounds
Win rate impactWin rate impact: not enough data
19149.2% (95% interval 42.2%–56.3%)0.1% 3:00
Healing Booster
Win rate impactWin rate impact: not enough data
18054.4% (95% interval 47.2%–61.6%)0.1% 3:08
Extra Health
Win rate impactWin rate impact: not enough data
17750.8% (95% interval 43.5%–58.1%)0.1% 1:35
Trophy Collector
Win rate impactWin rate impact: not enough data
16960.4% (95% interval 52.8%–67.4%)0.1% 3:06
Spirit Lifesteal
Win rate impactWin rate impact: not enough data
16151.6% (95% interval 43.9%–59.1%)0.1% 3:24
Melee Lifesteal
Win rate impactWin rate impact: not enough data
14855.4% (95% interval 47.4%–63.2%)0.1% 1:31
Suppressor
Win rate impactWin rate impact: not enough data
12657.9% (95% interval 49.2%–66.2%)0.1% 2:57
Torment Pulse
Win rate impactWin rate impact: not enough data
12058.3% (95% interval 49.4%–66.8%)0.1% 5:51
Extended Magazine
Win rate impactWin rate impact: not enough data
11549.6% (95% interval 40.6%–58.6%)0.1% 1:32
Grit
Win rate impactWin rate impact: not enough data
10854.6% (95% interval 45.2%–63.7%)0.1% 1:31

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 260 paths with 30+ games. Show more

3-item cores (first three purchases)

Showing 24 of 260 paths with 30+ games. Show more

6-item cores (first six purchases)

Showing 24 of 216 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.