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: 102,997 (102,997 matches). All games for this hero: 102,997; with a known lane: 102,997; with unknown items: 0.

Lane evidence

Hero overall with these filters: 50.0% ± 0.3 (n=102,997). 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 King10,94743.6%42.7% to 44.5%-6.4 pp
Haze9,98846.0%45.0% to 47.0%-4.0 pp
Lash8,60750.4%49.3% to 51.4%+0.4 pp
Bebop8,04353.2%52.1% to 54.3%+3.2 pp
Infernus7,61550.4%49.3% to 51.5%+0.4 pp
Drifter7,49748.7%47.6% to 49.8%-1.3 pp
Mina7,44452.9%51.7% to 54.0%+2.9 pp
Graves6,78644.2%43.0% to 45.4%-5.8 pp
Wraith6,66748.8%47.6% to 50.0%-1.2 pp
Paige6,03643.9%42.6% to 45.1%-6.1 pp
Venator6,00653.9%52.6% to 55.2%+3.9 pp
Seven5,65745.4%44.2% to 46.7%-4.5 pp
Vindicta5,29449.2%47.9% to 50.6%-0.8 pp
Paradox5,18757.1%55.7% to 58.4%+7.1 pp
Baba5,17147.7%46.3% to 49.0%-2.3 pp
Mo & Krill5,07749.9%48.5% to 51.2%-0.1 pp
Rem4,95952.8%51.4% to 54.2%+2.8 pp
Yamato4,90452.0%50.6% to 53.4%+2.0 pp
Shiv4,75455.0%53.5% to 56.4%+5.0 pp
Abrams4,58649.1%47.6% to 50.5%-0.9 pp
Deadman Danny4,56657.2%55.8% to 58.6%+7.2 pp
Dynamo4,48548.3%46.9% to 49.8%-1.7 pp
Victor4,28244.9%43.4% to 46.4%-5.1 pp
Holliday4,27450.5%49.0% to 52.0%+0.5 pp
Ivy4,26847.3%45.8% to 48.8%-2.7 pp
Lady Geist4,22349.8%48.3% to 51.3%-0.2 pp
Calico4,20849.4%47.9% to 50.9%-0.6 pp
Solomon4,09656.1%54.6% to 57.6%+6.1 pp
Pocket4,07055.6%54.1% to 57.1%+5.6 pp
Billy4,03152.4%50.9% to 53.9%+2.4 pp
Apollo3,74648.3%46.7% to 49.9%-1.7 pp
Violet3,35049.9%48.2% to 51.6%-0.1 pp
Silver3,34050.8%49.1% to 52.5%+0.8 pp
Kelvin3,24746.4%44.7% to 48.1%-3.6 pp
Grey Talon2,79155.8%53.9% to 57.6%+5.8 pp
The Doorman2,51651.2%49.3% to 53.2%+1.2 pp
Viscous2,25556.0%54.0% to 58.0%+6.0 pp
McGinnis2,22051.4%49.3% to 53.5%+1.4 pp
Vyper2,21749.2%47.1% to 51.3%-0.8 pp
Sinclair2,06951.4%49.3% to 53.6%+1.4 pp
Mirage1,78155.6%53.3% to 57.9%+5.6 pp
Warden1,74454.5%52.1% to 56.8%+4.5 pp
Nurse Harrow89751.1%47.8% to 54.3%+1.1 pp

Win rate when laning with

Hero Games Observed match win rate Likely range vs hero overall
Rat King6,20057.5%56.2% to 58.7%+7.5 pp
Haze5,32354.0%52.7% to 55.4%+4.1 pp
Paige4,98254.4%53.0% to 55.8%+4.4 pp
Infernus3,96947.9%46.4% to 49.5%-2.1 pp
Lash3,43351.8%50.1% to 53.5%+1.8 pp
Graves3,25453.0%51.3% to 54.7%+3.0 pp
Wraith3,21453.5%51.8% to 55.3%+3.6 pp
Rem3,21345.6%43.9% to 47.3%-4.4 pp
Venator3,17146.6%44.9% to 48.4%-3.4 pp
Drifter3,16253.0%51.2% to 54.7%+3.0 pp
Bebop3,15744.4%42.7% to 46.1%-5.6 pp
Dynamo2,87451.3%49.5% to 53.1%+1.3 pp
Seven2,82851.1%49.2% to 52.9%+1.1 pp
Vindicta2,72752.0%50.2% to 53.9%+2.0 pp
Victor2,61650.6%48.7% to 52.5%+0.6 pp
Ivy2,59352.0%50.1% to 53.9%+2.0 pp
Mo & Krill2,54550.1%48.2% to 52.0%+0.1 pp
Shiv2,48347.2%45.2% to 49.1%-2.8 pp
Baba2,43053.2%51.2% to 55.1%+3.2 pp
Mina2,32846.1%44.1% to 48.2%-3.9 pp
Abrams2,29649.6%47.5% to 51.6%-0.4 pp
Billy2,26445.8%43.8% to 47.9%-4.2 pp
Solomon2,21644.9%42.9% to 47.0%-5.0 pp
Lady Geist2,08846.9%44.8% to 49.1%-3.1 pp
Yamato2,08450.2%48.1% to 52.4%+0.2 pp
Deadman Danny2,06141.7%39.6% to 43.8%-8.3 pp
Paradox2,04947.7%45.6% to 49.9%-2.3 pp
Pocket1,99146.4%44.2% to 48.6%-3.6 pp
Silver1,94547.3%45.1% to 49.5%-2.7 pp
Apollo1,67450.5%48.1% to 52.9%+0.5 pp
Kelvin1,59655.6%53.1% to 58.0%+5.6 pp
Holliday1,58151.2%48.7% to 53.6%+1.2 pp
Violet1,56849.2%46.8% to 51.7%-0.8 pp
Calico1,52651.4%48.9% to 53.9%+1.4 pp
The Doorman1,35845.0%42.4% to 47.6%-5.0 pp
Viscous1,25745.9%43.2% to 48.7%-4.1 pp
Sinclair1,17746.7%43.9% to 49.6%-3.3 pp
McGinnis1,17647.0%44.2% to 49.9%-3.0 pp
Vyper1,12252.3%49.4% to 55.2%+2.3 pp
Grey Talon1,10146.0%43.0% to 48.9%-4.0 pp
Warden94939.2%36.1% to 42.3%-10.8 pp
Mirage85542.1%38.8% to 45.4%-7.9 pp
Nurse Harrow52850.8%46.5% to 55.0%+0.8 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

102,997 games with the items chosen so far.

Showing 24 of 25 items; minimum 30 games. Show more

Item Games Win rate Pick share Typical time
Extra Regen
Win rate impactTier 1 win rate impact: +0.8 pp; likely range +0.6 to +1.1 pp; likely helps; 100.0% of comparison covered by data; 94,397 distinct matches
57,96551.3% (95% interval 50.9%–51.7%)56.3% 1:16
High-Velocity Rounds
Win rate impactTier 1 win rate impact: -1.2 pp; likely range -1.6 to -0.7 pp; likely hurts; 100.0% of comparison covered by data; 94,397 distinct matches
36,44048.7% (95% interval 48.2%–49.3%)35.4% 1:18
Mystic Regeneration
Win rate impactWin rate impact: not enough data
2,30147.2% (95% interval 45.1%–49.2%)2.2% 1:33
Golden Goose Egg
Win rate impactWin rate impact: not enough data
97845.5% (95% interval 42.4%–48.6%)0.9% 1:16
Extra Charge
Win rate impactWin rate impact: not enough data
75241.2% (95% interval 37.8%–44.8%)0.7% 1:33
Extra Spirit
Win rate impactWin rate impact: not enough data
74141.7% (95% interval 38.2%–45.3%)0.7% 1:35
Mystic Expansion
Win rate impactWin rate impact: not enough data
39648.0% (95% interval 43.1%–52.9%)0.4% 1:43
Rebuttal
Win rate impactWin rate impact: not enough data
33346.2% (95% interval 41.0%–51.6%)0.3% 1:21
Mystic Burst
Win rate impactWin rate impact: not enough data
30950.5% (95% interval 44.9%–56.0%)0.3% 1:37
Healing Rite
Win rate impactWin rate impact: not enough data
28641.6% (95% interval 36.0%–47.4%)0.3% 1:34
Grit
Win rate impactWin rate impact: not enough data
26752.4% (95% interval 46.5%–58.3%)0.3% 1:27
Sprint Boots
Win rate impactWin rate impact: not enough data
17648.9% (95% interval 41.6%–56.2%)0.2% 1:29
Extra Stamina
Win rate impactWin rate impact: not enough data
15841.1% (95% interval 33.8%–48.9%)0.2% 1:38
Monster Rounds
Win rate impactWin rate impact: not enough data
12244.3% (95% interval 35.8%–53.1%)0.1% 1:21
Extra Health
Win rate impactWin rate impact: not enough data
11240.2% (95% interval 31.6%–49.4%)0.1% 1:38
Restorative Shot
Win rate impactWin rate impact: not enough data
10446.2% (95% interval 36.9%–55.7%)0.1% 1:21
Opening Rounds
Win rate impactWin rate impact: not enough data
10060.0% (95% interval 50.2%–69.1%)0.1% 3:08
Rapid Rounds
Win rate impactWin rate impact: not enough data
79Unavailable (sparse evidence)0.1% 1:33
Rusted Barrel
Win rate impactWin rate impact: not enough data
71Unavailable (sparse evidence)0.1% 1:18
Spirit Strike
Win rate impactWin rate impact: not enough data
57Unavailable (sparse evidence)0.1% 1:19
Spirit Lifesteal
Win rate impactWin rate impact: not enough data
53Unavailable (sparse evidence)0.1% 3:18
Cold Front
Win rate impactWin rate impact: not enough data
42Unavailable (sparse evidence)0.0% 3:15
Suppressor
Win rate impactWin rate impact: not enough data
42Unavailable (sparse evidence)0.0% 3:04
Melee Lifesteal
Win rate impactWin rate impact: not enough data
39Unavailable (sparse evidence)0.0% 1:33

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 169 paths with 30+ games. Show more

3-item cores (first three purchases)

Showing 24 of 169 paths with 30+ games. Show more

6-item cores (first six purchases)

Showing 24 of 183 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.