Deadlock By The Numbers

Haze

Patch 2026-09-29.

Daily trends

0 = off

Summary

Win rate 53.4% ± 0.2 (n=227,941). Grade S. vs average +3.4 pp.

Kills / deaths / assists per game: 8.6 / 6.4 / 10.4. Net worth per minute: 1,237.3. Average match length: 36.0 min.

Lane highlights: this patch, all ranks, clean matches, all purchases. Ranked by observed match win rate among assigned-lane opponents with enough games; differences use this hero's overall rate in the same population.

Best observed lane opponent: Warden — 60.2% (likely range 58.8% to 61.7%), +6.8 pp vs hero overall, 4,565 games.

Worst observed lane opponent: Rat King — 47.2% (likely range 46.5% to 47.8%), -6.3 pp vs hero overall, 24,611 games.

Top items and bottom items by phase

Bought before 10 min

Top items: Active Reload +0.5 pp

Bottom items: Extra Regen -2.1 pp, Sprint Boots -1.4 pp, Swift Striker -0.4 pp

10–20 min

Top items: Bullet Resist Shredder +2.6 pp, Weakening Headshot +1.1 pp, Burst Fire +0.5 pp

Bottom items: Titanic Magazine -1.5 pp, Slowing Hex -1.0 pp, Swift Striker -1.3 pp

20 min or later

Top items: Silencer +2.1 pp, Lucky Shot +1.7 pp, Siphon Bullets +1.7 pp

Bottom items: Capacitor -2.8 pp, Vampiric Burst -2.2 pp, Bullet Resist Shredder -2.1 pp

Ranked by the low end of each likely range, from items with enough games. See Win rate impact below for the full tables.

View the most popular and highest win rate builds for this hero.

By rank tier

Show the rank table
Tier Games Win rate Pick share Ban rate
All tiers227,94153.4% ± 0.2 (n=227,941)4.9% (n=4,643,618)3.9% (n=387,129)
1 Initiate12,16753.8% ± 0.9 (n=12,167)4.2% (n=286,633)4.1% (n=26,191)
2 Seeker26,38054.1% ± 0.6 (n=26,380)4.7% (n=567,145)3.6% (n=53,624)
3 Acolyte26,46753.9% ± 0.6 (n=26,467)4.9% (n=538,601)3.4% (n=49,318)
4 Sentinel22,24553.5% ± 0.7 (n=22,245)4.9% (n=454,663)3.3% (n=40,935)
5 Mystic20,24554.0% ± 0.7 (n=20,245)4.9% (n=412,948)2.9% (n=37,362)
6 Ritualist20,93053.9% ± 0.7 (n=20,930)5.0% (n=417,480)2.9% (n=36,413)
7 Emissary20,60753.6% ± 0.7 (n=20,607)5.1% (n=403,465)2.8% (n=36,580)
8 Oracle27,93753.2% ± 0.6 (n=27,937)5.1% (n=546,368)4.6% (n=42,649)
9 Phantom22,46252.8% ± 0.7 (n=22,462)5.2% (n=432,077)6.6% (n=40,417)
10 Ascendant11,32352.6% ± 0.9 (n=11,323)5.3% (n=213,670)5.4% (n=16,821)
11 Eternus4,14253.1% ± 1.5 (n=4,142)5.3% (n=78,077)8.6% (n=6,819)

Win rate by match length

Show the match length table
Match length Win rate
under 30 min50.9% ± 0.5 (n=42,858)
30–40 min53.7% ± 0.3 (n=127,665)
40 min or more54.6% ± 0.4 (n=57,418)

Win rate impact

Show the win rate impact tables

Computed 2026-10-23 00:36 UTC. All ranks, clean matches.

Bought before 10 min

Comparison: Bought before 10 min. Up to 10 rows per tier, eligible alternatives first. Purchase shares: 227,941 hero appearances.
Item Comparison tier Bought in Win rate when bought Win rate impact Likely range Distinct matches Data covered Evidence
Rapid RoundsTier 1 / 6 alternatives (group 1)85.6%53.6% ± 0.2 (n=195,173)-0.2 pp-0.3 to -0.0 pp223,061100.0%likely hurts
Extra HealthTier 1 / 6 alternatives (group 1)45.5%55.4% ± 0.3 (n=103,826)+0.0 pp-0.4 to +0.4 pp223,061100.0%unclear
Extra SpiritTier 1 / 6 alternatives (group 1)72.1%54.0% ± 0.2 (n=164,406)-0.2 pp-0.4 to +0.0 pp223,061100.0%unclear
Extended MagazineTier 1 / 6 alternatives (group 1)29.0%53.9% ± 0.4 (n=66,143)-0.3 pp-0.6 to -0.0 pp223,061100.0%likely hurts
Sprint BootsTier 1 / 6 alternatives (group 1)10.3%55.4% ± 0.6 (n=23,536)-1.4 pp-2.4 to -0.4 pp223,061100.0%likely hurts
Extra RegenTier 1 / 6 alternatives (group 1)20.0%51.9% ± 0.5 (n=45,645)-2.1 pp-2.5 to -1.7 pp223,061100.0%likely hurts
Active ReloadTier 2 / 4 alternatives (group 2)71.4%54.3% ± 0.2 (n=162,651)+0.5 pp+0.3 to +0.6 pp217,186100.0%likely helps
Titanic MagazineTier 2 / 4 alternatives (group 2)20.0%55.9% ± 0.5 (n=45,623)+0.0 pp-0.4 to +0.5 pp217,186100.0%unclear
Swift StrikerTier 2 / 4 alternatives (group 2)81.6%54.3% ± 0.2 (n=186,017)-0.4 pp-0.5 to -0.3 pp217,186100.0%likely hurts
Bullet LifestealTier 2 / 4 alternatives (group 2)10.2%56.2% ± 0.6 (n=23,267)-0.6 pp-1.7 to +0.6 pp217,186100.0%unclear
Spirit StrikeTier 1 / 6 alternatives (group 1)0.1%45.0% ± 8.5 (n=129)——223,061100.0%not enough data
Mystic ExpansionTier 1 / 6 alternatives (group 1)0.1%45.4% ± 5.4 (n=317)——223,061100.0%not enough data
Monster RoundsTier 1 / 6 alternatives (group 1)4.3%49.9% ± 1.0 (n=9,840)——223,061100.0%not enough data
Close QuartersTier 1 / 6 alternatives (group 1)0.8%49.8% ± 2.2 (n=1,904)——223,061100.0%not enough data
Improved SpiritTier 2 / 4 alternatives (group 2)1.5%51.5% ± 1.7 (n=3,439)——217,186100.0%not enough data
Melee ChargeTier 2 / 4 alternatives (group 2)0.1%46.1% ± 8.1 (n=141)——217,186100.0%not enough data
Quicksilver ReloadTier 2 / 4 alternatives (group 2)4.0%53.1% ± 1.0 (n=9,103)——217,186100.0%not enough data
StalkerTier 2 / 4 alternatives (group 2)0.1%47.6% ± 7.5 (n=166)——217,186100.0%not enough data
Spirit ShieldingTier 2 / 4 alternatives (group 2)1.3%56.2% ± 1.8 (n=2,990)——217,186100.0%not enough data
Compress CooldownTier 2 / 4 alternatives (group 2)0.1%43.2% ± 7.7 (n=155)——217,186100.0%not enough data
Stamina MasteryTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=18)——00.0%not enough data
Torment PulseTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=7)——00.0%not enough data
Silence WaveTier 3 / 0 alternatives (group 3)0.1%57.7% ± 7.1 (n=182)——00.0%not enough data
Express ShotTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=5)——00.0%not enough data
Cultist SacrificeTier 3 / 0 alternatives (group 3)0.7%51.0% ± 2.4 (n=1,615)——00.0%not enough data
Rapid RechargeTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=6)——00.0%not enough data
Tesla BulletsTier 3 / 0 alternatives (group 3)2.2%56.2% ± 1.4 (n=5,068)——00.0%not enough data
Veil WalkerTier 3 / 0 alternatives (group 3)2.2%51.2% ± 1.4 (n=4,983)——00.0%not enough data
Blood TributeTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=4)——00.0%not enough data
Greater ExpansionTier 3 / 0 alternatives (group 3)0.0%insufficient data (n=3)——00.0%not enough data
Glass CannonTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=15)——00.0%not enough data
Armor PiercerTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=5)——00.0%not enough data
CapacitorTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=37)——00.0%not enough data
LeechTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
Vampiric BurstTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
SilencerTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
Siphon BulletsTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
Lucky ShotTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
Focus LensTier 4 / 0 alternatives (group 4)0.0%insufficient data (n=1)——00.0%not enough data
RicochetTier 4 / 0 alternatives (group 4)0.4%57.0% ± 3.3 (n=838)——00.0%not enough data

10–20 min

Comparison: 10–20 min. 100.0% of the comparison covered by data. Up to 10 rows per tier, eligible alternatives first. Purchase shares: 227,941 hero appearances.
Item Comparison tier Bought in Win rate when bought Win rate impact Likely range Distinct matches Evidence
Sprint BootsTier 1 / 2 alternatives (group 1)19.3%53.9% ± 0.5 (n=44,030)+0.1 pp-0.2 to +0.3 pp63,458unclear
Extra HealthTier 1 / 2 alternatives (group 1)10.4%52.0% ± 0.6 (n=23,594)-0.4 pp-0.9 to +0.1 pp63,458unclear
Bullet Resist ShredderTier 2 / 8 alternatives (group 2)31.6%56.8% ± 0.4 (n=72,102)+2.6 pp+2.3 to +2.9 pp198,431likely helps
Weakening HeadshotTier 2 / 8 alternatives (group 2)11.2%54.1% ± 0.6 (n=25,501)+1.1 pp+0.6 to +1.7 pp198,431likely helps
Enduring SpeedTier 2 / 8 alternatives (group 2)29.9%54.5% ± 0.4 (n=68,189)+0.1 pp-0.2 to +0.4 pp198,431unclear
FleetfootTier 2 / 8 alternatives (group 2)14.4%53.0% ± 0.5 (n=32,832)-0.4 pp-0.9 to +0.1 pp198,431unclear
Bullet LifestealTier 2 / 8 alternatives (group 2)34.5%52.3% ± 0.3 (n=78,713)-1.0 pp-1.2 to -0.7 pp198,431likely hurts
Slowing HexTier 2 / 8 alternatives (group 2)29.3%52.6% ± 0.4 (n=66,791)-1.0 pp-1.3 to -0.8 pp198,431likely hurts
Swift StrikerTier 2 / 8 alternatives (group 2)11.1%49.4% ± 0.6 (n=25,226)-1.3 pp-1.9 to -0.7 pp198,431likely hurts
Titanic MagazineTier 2 / 8 alternatives (group 2)13.3%50.6% ± 0.6 (n=30,351)-1.5 pp-2.0 to -0.9 pp198,431likely hurts
Burst FireTier 3 / 4 alternatives (group 3)46.1%57.7% ± 0.3 (n=105,015)+0.5 pp+0.3 to +0.8 pp185,147likely helps
FortitudeTier 3 / 4 alternatives (group 3)39.8%56.1% ± 0.3 (n=90,621)+0.2 pp+0.0 to +0.4 pp185,147likely helps
Surge of PowerTier 3 / 4 alternatives (group 3)49.8%55.3% ± 0.3 (n=113,612)-0.5 pp-0.7 to -0.3 pp185,147likely hurts
Tesla BulletsTier 3 / 4 alternatives (group 3)13.8%54.6% ± 0.5 (n=31,568)-1.0 pp-1.4 to -0.5 pp185,147likely hurts
Spirit StrikeTier 1 / 2 alternatives (group 1)0.0%insufficient data (n=22)——63,458not enough data
Rapid RoundsTier 1 / 2 alternatives (group 1)3.4%50.1% ± 1.1 (n=7,682)——63,458not enough data
Mystic ExpansionTier 1 / 2 alternatives (group 1)0.3%53.6% ± 3.8 (n=657)——63,458not enough data
Extra SpiritTier 1 / 2 alternatives (group 1)4.8%51.4% ± 0.9 (n=10,896)——63,458not enough data
Monster RoundsTier 1 / 2 alternatives (group 1)0.6%45.7% ± 2.6 (n=1,397)——63,458not enough data
Close QuartersTier 1 / 2 alternatives (group 1)0.4%48.5% ± 3.3 (n=856)——63,458not enough data
Melee LifestealTier 1 / 2 alternatives (group 1)0.0%insufficient data (n=23)——63,458not enough data
Mystic RegenerationTier 1 / 2 alternatives (group 1)0.0%45.5% ± 9.6 (n=99)——63,458not enough data
Improved SpiritTier 2 / 8 alternatives (group 2)1.7%50.6% ± 1.6 (n=3,791)——198,431not enough data
Melee ChargeTier 2 / 8 alternatives (group 2)0.0%insufficient data (n=66)——198,431not enough data
Stamina MasteryTier 3 / 4 alternatives (group 3)0.4%51.2% ± 3.2 (n=908)——185,147not enough data
Torment PulseTier 3 / 4 alternatives (group 3)0.0%insufficient data (n=11)——185,147not enough data
Majestic LeapTier 3 / 4 alternatives (group 3)0.0%insufficient data (n=16)——185,147not enough data
Silence WaveTier 3 / 4 alternatives (group 3)2.1%53.4% ± 1.4 (n=4,775)——185,147not enough data
Express ShotTier 3 / 4 alternatives (group 3)0.0%insufficient data (n=48)——185,147not enough data
Cultist SacrificeTier 3 / 4 alternatives (group 3)0.6%48.1% ± 2.6 (n=1,426)——185,147not enough data
RicochetTier 4 / 1 alternatives (group 4)27.4%56.0% ± 0.4 (n=62,492)——62,492not enough data
FrenzyTier 4 / 1 alternatives (group 4)0.1%60.8% ± 8.6 (n=120)——62,492not enough data
Spirit BurnTier 4 / 1 alternatives (group 4)0.0%insufficient data (n=4)——62,492not enough data
Glass CannonTier 4 / 1 alternatives (group 4)0.8%64.1% ± 2.2 (n=1,815)——62,492not enough data
Lightning ScrollTier 4 / 1 alternatives (group 4)0.0%insufficient data (n=7)——62,492not enough data
Echo ShardTier 4 / 1 alternatives (group 4)0.1%54.7% ± 6.8 (n=201)——62,492not enough data
Armor PiercerTier 4 / 1 alternatives (group 4)0.2%55.1% ± 5.0 (n=372)——62,492not enough data
RefresherTier 4 / 1 alternatives (group 4)0.0%insufficient data (n=1)——62,492not enough data
CapacitorTier 4 / 1 alternatives (group 4)4.1%61.7% ± 1.0 (n=9,343)——62,492not enough data
Crushing FistsTier 4 / 1 alternatives (group 4)0.0%insufficient data (n=16)——62,492not enough data

20 min or later

Comparison: 20 min or later. Up to 10 rows per tier, eligible alternatives first. Purchase shares: 227,941 hero appearances.
Item Comparison tier Bought in Win rate when bought Win rate impact Likely range Distinct matches Data covered Evidence
Debuff ReducerTier 2 / 2 alternatives (group 1)13.3%56.5% ± 0.6 (n=30,367)+0.5 pp+0.0 to +0.9 pp51,29098.2%likely helps
Bullet Resist ShredderTier 2 / 2 alternatives (group 1)10.5%51.3% ± 0.6 (n=23,914)-2.1 pp-2.8 to -1.5 pp51,29098.2%likely hurts
Tesla BulletsTier 3 / 4 alternatives (group 2)12.7%54.0% ± 0.6 (n=29,018)+0.8 pp+0.3 to +1.2 pp136,38399.5%likely helps
Spirit ResilienceTier 3 / 4 alternatives (group 2)19.1%53.5% ± 0.5 (n=43,506)+0.7 pp+0.3 to +1.2 pp136,38399.5%likely helps
Burst FireTier 3 / 4 alternatives (group 2)35.8%51.1% ± 0.3 (n=81,603)-0.1 pp-0.3 to +0.1 pp136,38399.5%unclear
Surge of PowerTier 3 / 4 alternatives (group 2)14.0%50.8% ± 0.5 (n=31,967)-1.0 pp-1.4 to -0.6 pp136,38399.5%likely hurts
SilencerTier 4 / 10 alternatives (group 3)41.3%62.8% ± 0.3 (n=94,166)+2.1 pp+1.9 to +2.3 pp206,12699.7%likely helps
Lucky ShotTier 4 / 10 alternatives (group 3)28.5%63.1% ± 0.4 (n=65,069)+1.7 pp+1.4 to +2.0 pp206,12699.7%likely helps
Siphon BulletsTier 4 / 10 alternatives (group 3)25.2%61.9% ± 0.4 (n=57,456)+1.7 pp+1.4 to +2.0 pp206,12699.7%likely helps
InhibitorTier 4 / 10 alternatives (group 3)15.3%60.5% ± 0.5 (n=34,892)+1.1 pp+0.6 to +1.5 pp206,12699.7%likely helps
Crippling HeadshotTier 4 / 10 alternatives (group 3)14.6%61.5% ± 0.5 (n=33,204)-0.0 pp-0.5 to +0.4 pp206,12699.7%unclear
Armor PiercerTier 4 / 10 alternatives (group 3)10.4%58.7% ± 0.6 (n=23,688)-0.7 pp-1.4 to +0.0 pp206,12699.7%unclear
RicochetTier 4 / 10 alternatives (group 3)48.1%56.3% ± 0.3 (n=109,623)-1.3 pp-1.5 to -1.0 pp206,12699.7%likely hurts
UnstoppableTier 4 / 10 alternatives (group 3)20.6%58.3% ± 0.4 (n=46,845)-1.3 pp-1.7 to -0.9 pp206,12699.7%likely hurts
Vampiric BurstTier 4 / 10 alternatives (group 3)23.1%57.1% ± 0.4 (n=52,550)-2.2 pp-2.5 to -1.9 pp206,12699.7%likely hurts
CapacitorTier 4 / 10 alternatives (group 3)20.4%56.9% ± 0.5 (n=46,505)-2.8 pp-3.2 to -2.4 pp206,12699.7%likely hurts
Spirit StrikeTier 1 / 0 alternatives (group 4)0.0%insufficient data (n=15)——00.0%not enough data
Rapid RoundsTier 1 / 0 alternatives (group 4)0.7%48.6% ± 2.4 (n=1,606)——00.0%not enough data
Mystic ExpansionTier 1 / 0 alternatives (group 4)0.3%49.2% ± 3.7 (n=681)——00.0%not enough data
Extra SpiritTier 1 / 0 alternatives (group 4)1.0%49.7% ± 2.1 (n=2,208)——00.0%not enough data
Monster RoundsTier 1 / 0 alternatives (group 4)0.1%47.1% ± 7.8 (n=155)——00.0%not enough data
Close QuartersTier 1 / 0 alternatives (group 4)0.2%50.3% ± 4.2 (n=535)——00.0%not enough data
Melee LifestealTier 1 / 0 alternatives (group 4)0.0%insufficient data (n=11)——00.0%not enough data
Mystic RegenerationTier 1 / 0 alternatives (group 4)0.0%insufficient data (n=87)——00.0%not enough data
Extended MagazineTier 1 / 0 alternatives (group 4)2.0%55.8% ± 1.4 (n=4,670)——00.0%not enough data
GritTier 1 / 0 alternatives (group 4)1.5%55.8% ± 1.6 (n=3,519)——00.0%not enough data
Improved SpiritTier 2 / 2 alternatives (group 1)1.5%53.6% ± 1.6 (n=3,529)——51,29098.2%not enough data
Melee ChargeTier 2 / 2 alternatives (group 1)0.0%insufficient data (n=28)——51,29098.2%not enough data
Quicksilver ReloadTier 2 / 2 alternatives (group 1)3.4%57.2% ± 1.1 (n=7,652)——51,29098.2%not enough data
StalkerTier 2 / 2 alternatives (group 1)0.0%56.0% ± 9.6 (n=100)——51,29098.2%not enough data
Spirit ShieldingTier 2 / 2 alternatives (group 1)1.4%47.4% ± 1.7 (n=3,148)——51,29098.2%not enough data
Compress CooldownTier 2 / 2 alternatives (group 1)0.7%54.9% ± 2.4 (n=1,619)——51,29098.2%not enough data
Active ReloadTier 2 / 2 alternatives (group 1)0.7%47.1% ± 2.5 (n=1,501)——51,29098.2%not enough data
Slowing BulletsTier 2 / 2 alternatives (group 1)1.0%49.2% ± 2.0 (n=2,307)——51,29098.2%not enough data
Stamina MasteryTier 3 / 4 alternatives (group 2)1.4%53.5% ± 1.7 (n=3,278)——136,38399.5%not enough data
Torment PulseTier 3 / 4 alternatives (group 2)0.0%insufficient data (n=14)——136,38399.5%not enough data
Majestic LeapTier 3 / 4 alternatives (group 2)0.0%insufficient data (n=40)——136,38399.5%not enough data
Silence WaveTier 3 / 4 alternatives (group 2)0.6%46.8% ± 2.7 (n=1,282)——136,38399.5%not enough data
Express ShotTier 3 / 4 alternatives (group 2)0.1%46.1% ± 7.5 (n=167)——136,38399.5%not enough data
Cultist SacrificeTier 3 / 4 alternatives (group 2)0.1%43.9% ± 6.5 (n=221)——136,38399.5%not enough data

Observed builds

View Most popular / Highest win rate builds for these patch, rank, scope and purchase-view settings.

Item effects

Show the item effect tables

Computed 2026-10-23 00:36 UTC from 387,129 clean matches across all ranks. Expected win chance at purchase, Win rate vs expected and Edge over same-tier items come from a model of the game before each purchase; they are separate from the win rate impact comparison.

Bought before 10 min

0 items below the selected purchase-share filter. Purchase shares use all hero games, including for phase purchases.

Purchase shares: 227,941 hero appearances. Computed 2026-10-23 00:36 UTC from 387,129 clean matches, all ranks.
Item Tier Bought in Win rate when bought Expected win chance at purchase Win rate vs expected vs hero Edge over same-tier items
Spirit Resilience30.1%66.7% ± 8.3 (n=120)50.4%+16.2 pp+13.3 pp+7.4 pp
Spirit Sap20.1%60.4% ± 6.8 (n=197)48.5%+11.9 pp+7.0 pp+6.1 pp
Escalating Resilience30.1%61.1% ± 7.7 (n=149)47.5%+13.6 pp+7.7 pp+4.8 pp
Fortitude33.2%63.1% ± 1.1 (n=7,208)50.6%+12.5 pp+9.7 pp+3.7 pp
Bullet Resist Shredder24.8%59.7% ± 0.9 (n=10,857)51.1%+8.6 pp+6.3 pp+2.8 pp
Weakening Headshot27.4%58.7% ± 0.7 (n=16,813)50.2%+8.5 pp+5.3 pp+2.7 pp
Recharging Rush20.1%58.4% ± 6.3 (n=233)50.4%+7.9 pp+5.0 pp+2.2 pp
Fleetfoot25.2%58.8% ± 0.9 (n=11,875)50.9%+7.9 pp+5.3 pp+2.1 pp
Battle Vest27.8%57.1% ± 0.7 (n=17,891)49.3%+7.8 pp+3.6 pp+2.0 pp
Extra Health145.5%55.4% ± 0.3 (n=103,826)49.9%+5.6 pp+2.0 pp+1.3 pp

10–20 min

0 items below the selected purchase-share filter. Purchase shares use all hero games, including for phase purchases.

Purchase shares: 227,941 hero appearances. Computed 2026-10-23 00:36 UTC from 387,129 clean matches, all ranks.
Item Tier Bought in Win rate when bought Expected win chance at purchase Win rate vs expected vs hero Edge over same-tier items
Mystic Vulnerability20.0%60.2% ± 9.1 (n=108)49.9%+10.3 pp+6.8 pp+5.5 pp
Radiant Regeneration30.0%59.2% ± 9.6 (n=98)47.3%+11.9 pp+5.8 pp+4.2 pp
Recharging Rush23.6%62.4% ± 1.1 (n=8,110)53.4%+8.9 pp+9.0 pp+4.1 pp
Glass Cannon40.8%64.1% ± 2.2 (n=1,815)48.1%+16.0 pp+10.7 pp+3.7 pp
Long Range20.2%55.9% ± 4.9 (n=383)48.0%+7.9 pp+2.5 pp+3.1 pp
Hollow Point32.3%62.6% ± 1.3 (n=5,137)51.9%+10.7 pp+9.2 pp+3.0 pp
Bullet Resist Shredder231.6%56.8% ± 0.4 (n=72,102)49.2%+7.6 pp+3.4 pp+2.7 pp
Siphon Bullets40.6%64.9% ± 2.5 (n=1,349)50.4%+14.5 pp+11.5 pp+2.3 pp
Inhibitor40.1%63.2% ± 5.6 (n=285)48.9%+14.3 pp+9.7 pp+2.0 pp
Silencer41.0%65.7% ± 2.0 (n=2,250)51.4%+14.3 pp+12.3 pp+2.0 pp

20 min or later

0 items below the selected purchase-share filter. Purchase shares use all hero games, including for phase purchases.

Purchase shares: 227,941 hero appearances. Computed 2026-10-23 00:36 UTC from 387,129 clean matches, all ranks.
Item Tier Bought in Win rate when bought Expected win chance at purchase Win rate vs expected vs hero Edge over same-tier items
Mystic Vulnerability20.1%60.1% ± 5.8 (n=271)51.6%+8.5 pp+6.7 pp+4.4 pp
Extra Regen10.9%62.3% ± 2.1 (n=2,075)54.6%+7.7 pp+8.8 pp+3.5 pp
Frenzy42.8%66.5% ± 1.2 (n=6,358)53.3%+13.2 pp+13.1 pp+3.2 pp
Extended Magazine12.0%55.8% ± 1.4 (n=4,670)49.1%+6.8 pp+2.4 pp+2.6 pp
Recharging Rush27.4%54.4% ± 0.8 (n=16,785)48.2%+6.2 pp+1.0 pp+2.1 pp
Silencer441.3%62.8% ± 0.3 (n=94,166)50.7%+12.0 pp+9.3 pp+2.1 pp
Spirit Lifesteal22.5%58.8% ± 1.3 (n=5,754)52.7%+6.1 pp+5.4 pp+1.9 pp
Spirit Sap20.5%55.0% ± 2.8 (n=1,252)49.1%+6.0 pp+1.6 pp+1.9 pp
Lucky Shot428.5%63.1% ± 0.4 (n=65,069)51.3%+11.8 pp+9.6 pp+1.8 pp
Hollow Point35.0%54.8% ± 0.9 (n=11,337)47.8%+7.0 pp+1.4 pp+1.7 pp
How we calculate this

In observed win rates, ± shows half the width of the likely range; n is the number of games or appearances counted. Percentage-point differences are labeled pp.

Grades use win rates adjusted toward the overall average to reduce small-sample swings. Difference from the corresponding population average, in percentage points: S at or above +3; A at or above +1 and < +3; B > -1 and < +1; C > -3 and at or below -1; D at or below -3. A dash means not enough data. The displayed win rate is the observed rate; grades use the adjusted rate. Hero-summary grades use all ranks, clean matches for this patch.

Win rate when bought is the observed match win rate among buyers. Win rate impact compares eligible same-tier alternatives in the same purchase phase after giving them a common mix of purchase times, team wealth leads and ranks. Compare only rows with the same alternatives and mix; numbered groups distinguish different comparisons when a table contains more than one. The reference includes the item itself; zero is the reference average. Data covered is the share of the intended comparison mix supported by the data, counted in groups of purchase time, team wealth lead and rank.

The likely range is a 95% interval accounting for purchases from the same match, conditional on the chosen alternatives and mix. Likely helps means the entire range is above zero; likely hurts means below zero; unclear includes zero. Not enough data means a comparison failed its sample, support or display requirements. These associations do not establish cause, account for unmeasured differences or repeated players across matches, predict future patches, or add up to a build win rate. Filtering items does not change the comparison groups, weights or estimates.

Expected win chance at purchase is the average win chance a separate model of the game gave the buyers just before they bought. Win rate vs expected is the buyers' actual win rate minus that expected chance, measured on the same data used to fit the model. Edge over same-tier items is that difference minus the average difference for same-tier items on this hero in the same phase; it is observational, not the win rate impact comparison. Purchase shares use all hero appearances. Rows are limited to 10 per comparison tier.

Win chance effect comes from a statistical model over clean matches of this patch and match tier. It is shown in percentage points above a 50% baseline from this hero's side: positive means this hero's side wins more often. Tables are sorted by the underlying model coefficient.