Dive onto the backline
“They jump straight past the frontline onto me.”
Start with
Close Quarters
Close Quarters +20% Weapon Damage +20% Melee Resist — the cheapest answer, at 800 souls . 32 more below, by tier.
Items that answer this
33 itemsTier 1 800 souls each
-
Close Quarters
Close Quarters +20% Weapon Damage +20% Melee Resist Buy on short-range brawlers who fight inside a few metres. -
Extra Stamina
Extra Stamina +1 Stamina +12% Stamina Recovery Buy when you keep dying because you ran out of dashes mid-escape. -
Rebuttal
Rebuttal +75 Bonus Health +1.25s Parry Cooldown +6s Buff Duration +30% Bonus Damage +100% Damage Parried as Heal +18% Melee Resist Buy against melee-heavy divers and heroes with telegraphed heavy melee; it makes parry a real counterplay tool.
Tier 2 1,600 souls each
-
Cold Front
Cold Front +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist Buy when you need an area slow to catch runners or peel a dive; it upgrades into
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front . -
Guardian Ward
Guardian Ward +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Buy on supports to save a focused ally from a burst window; it is the path to
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward . -
Mystic Slow
Mystic Slow +2s Duration +24% Move Speed -12% Dash Distance +50 Bonus Health Buy on casters when enemies keep dashing out of your ability range. -
Reactive Barrier
Reactive Barrier +55s Cooldown +10s Duration +1 Out of Combat Regen Buy when enemy crowd control is followed by burst damage — it buys you the seconds you need to live through the combo. Watch out: Triggers only on Stun, Chain, Immobilize, Sleep or Silence — not on plain damage -
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist Buy against divers and sustained gun carries who commit to shooting you at close range. Watch out: Returns pre-mitigation damage, so it works off the attacker's raw output -
Slowing Bullets
Slowing Bullets +24% Move Speed -20% Dash Distance +3.5s Slow Duration Buy when enemy escape artists keep walking out of your damage window. -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Watch out: Silences movement-based abilities AND movement items — it disables Warp Stone, Phantom Strike, Vindicta's Flight, Infernus's Flame Dash and similar -
Stalker
Stalker +6s Cooldown +5s Duration +50 Bonus Health +17 Damage Per Second -6% Bullet Resist +5s Debuff Duration -50% Footstep Sound Distance Buy on close-range duelists and flankers who commit into short range. Watch out: Triggers on weapon damage within 8m, not on the angle you attack from -
Suppressor
Suppressor +4.5s Duration +6 Spirit Power +28% Fire Rate +8% Bullet Resist The cheap mid-game answer to a gun carry if you have any Spirit Damage to apply. Watch out: Duration was raised 4s -> 5s on 6 Mar 2026, then cut 5s -> 4.5s on 28 Jul 2026 — current value is 4.5s
Tier 3 3,200 souls each
-
Disarming Hex
Disarming Hex +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist The dedicated answer to a gun carry: it simply turns their weapon off for four seconds during their damage window. Watch out: Affects abilities that modify primary fire, but not weapon-damage abilities that work independently of primary fire -
Lifestrike
Lifestrike +4s Cooldown +48% Move Speed +2.5s Slow Duration +16% Melee Damage +125 Bonus Health Buy on melee bruisers for in-fight sustain. -
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy to escape ground-based lockdown and to rotate across the map quickly. Watch out: Leaves you airborne, which Knockdown punishes with a longer stun and +100% gravity -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale Buy to blank an enemy gun carry's ultimate or burst window entirely. Watch out: Blocks weapon damage from players and NPCs, but on-bullet-hit effects and build-ups still apply -
Point Blank
Point Blank +50% Weapon Damage +20% Move Speed +2.5s Slow Duration +30% Melee Resist +75 Bonus Health Buy on shotgun-range brawlers who fight nose-to-nose. -
Rescue Beam
Rescue Beam +60s Cooldown +2.5s Channel Duration +20% Heal Amount +0.2s Heal Interval +6% Ability Range +6% Radius Buy on supports to extract a focused teammate out of a dive. -
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health Buy to cut off enemy ability combos in a teamfight, or to Silence a channelling ultimate hero before they start — it will not cancel one already being channelled. Watch out: Silence does not interrupt channelling abilities, so it will not cancel an ultimate that is already being channelled -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Buy when dodging telegraphed abilities and disengaging is how you survive. -
Torment Pulse
Torment Pulse +1.4s Cooldown +100 Bonus Health +22% Melee Resist Buy on frontliners for free damage in brawls and to chip minions; the constant pulse can also help flush out an enemy hiding nearby. -
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Watch out: Silenced (and therefore unusable) while affected by Slowing Hex -
Weighted Shots
Weighted Shots +30% Weapon Damage +22% Debuff Resist -14% Stamina Recovery +24% Move Speed -20% Dash Distance +3.5s Slow Duration Buy when you need to hold down mobile enemies with bullets alone and want more gun damage.
Tier 4 6,400 souls each
-
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. Watch out: Slowed targets have their stamina regen frozen -
Cheat Death
Cheat Death +90s Cooldown +4.5s Death Immunity Duration +200 Bonus Health +15% Bullet Resist -60% Damage Reduction -60% Incoming Healing Buy when you are being assassinated in every fight — it converts one death per 90 seconds into an escape window. Watch out: Clears all non-stun debuffs when it triggers -
Colossus
Colossus +37s Cooldown +7s Duration +25% Base Health +15% Weapon Damage +35% Bullet Resist +35% Spirit Resist +24% Move Speed -22% Dash Distance +20% Model Scale +30% Melee Damage Buy on frontliners who need to absorb a full team's damage while holding enemies in place. Watch out: The bonus base health applies only to starting base health and boon health, not health from abilities or other items -
Crushing Fists
Crushing Fists +5s Cooldown +12% Bullet Resist +22% Melee Damage +60% Heavy Melee Distance +25% Bonus Heavy Damage +6 Max Stacks +8s Debuff Duration +0.75s Stun Duration +15% Ammo +2x Heavy Melee Bonus -5% Bullet Resist Buy on melee bruisers who land repeated melee hits on one target. -
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. Watch out: Removes non-stun debuffs only — stuns are not cleansed -
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction Buy on heroes with a channelled or commitment-heavy ultimate that the enemy tries to burst you out of. -
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power Buy to survive a telegraphed assassination combo or ultimate — you cannot be hurt for four seconds. Watch out: Interrupts your own channelled abilities on activation -
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +15 Health Regen +4s Duration Buy on frontliners against a team that slows and kites you, especially when the main damage is gun-based. -
Magic Carpet
Magic Carpet +32s Cooldown +12s Duration +0.2s Cast Delay +14 Spirit Power +1.3s Summon Duration +15% Ability Duration +25% Air Control -15% Gravity Scale +125 Bonus Health Buy when map rotations and split-push response are deciding the game, or as an escape from ground-locked fights. Watch out: Flying makes you a prime target for Knockdown's airborne bonus stun and +100% gravity -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Watch out: Applies the full Slowing Hex effect, so it silences enemy movement items such as Warp Stone and Phantom Strike
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
11 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
-
Calico
Calico Fast farming and map mobility: she turns a quiet map into a soul lead Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3) -
Deadman Danny
Deadman Danny Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Drifter
Drifter A heavy 20.10-damage-per-bullet shotgun, with burst on top from Rend Durability low (1/3) Burst very high (3/3) Mobility high (2/3) Healing low (1/3) -
Haze
Haze Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Lash
Lash Vertical engage: he converts altitude into damage and pickups. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
Mo & Krill
Mo & Krill A layered single-target lockdown package: Sand Blast disarm into Burrow knockup into a multi-second Combo stun. Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Pocket
Pocket Two independent escapes (Flying Cloak teleport and an untargetable satchel) make them hard to kill. Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Shiv
Shiv Killing Blow ignores positioning once the target is low, giving reliable single-target removal Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Vyper
Vyper High close-range sustained damage, with effectively infinite ammo while sliding Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Wraith
Wraith Single-target lockdown: Telekinesis disables for over two seconds and then blocks Stamina and movement abilities afterwards Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Yamato
Yamato 8.2 m/s base movement speed plus a 23-31m grapple gives her strong engagement control Durability high (2/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3)
Get this answered for your actual game
Which of these is worth a slot depends on how many of the six enemies really press this. The tool works that out from the lineup.
Open the matchup tool