Unkillable frontline
“I cannot kill their tank.”
Start with
Extended Magazine
Extended Magazine +30% Max Ammo +8% Weapon Damage — the cheapest answer, at 800 souls . 27 more below, by tier.
Items that answer this
28 itemsTier 1 800 souls each
-
Extended Magazine
Extended Magazine +30% Max Ammo +8% Weapon Damage Buy when you are running dry mid-duel or cannot finish a wave in one magazine. -
Spirit Strike
Spirit Strike +8s Cooldown +6s Duration Buy on heroes who mix melee into their rotation.
Tier 2 1,600 souls each
-
Bullet Resist Shredder
Bullet Resist Shredder +8s Duration -10% Bullet Resist +9% Weapon Damage +9% Bullet Resist Buy on a caster playing with gun carries against durable enemies. -
Intensifying Magazine
Intensifying Magazine +20% Max Ammo +2.5s Time for Max Damage +45% Max Weapon Damage Buy on heroes who can hold sustained fire on a single target. -
Mystic Vulnerability
Mystic Vulnerability +7s Duration +8% Spirit Resist Buy on an ability-heavy team facing enemies who stack Spirit Resist. Watch out: Does not stack; repeated spirit damage only refreshes the debuff -
Spirit Sap
Spirit Sap +22s Cooldown +12s Duration +0.1s Cast Delay -9% Spirit Resist +50 Bonus Health -30 Spirit Power Buy against an enemy spellcaster: it lowers their damage and raises yours against them at the same time. - Spirit Shredder Spirit Shredder +8s Debuff Duration +10% Spirit Lifesteal Buy when your team's damage is mostly abilities and the enemy is stacking Spirit Resist.
-
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 -
Titanic Magazine
Titanic Magazine +100% Max Ammo +14% Weapon Damage Buy when fights last long enough that you would otherwise reload mid-engagement. -
Weakening Headshot
Weakening Headshot -12% Bullet Resist +12s Debuff Duration +60 Bonus Health Buy into tanky enemies when your team is gun-heavy and you can land headshots.
Tier 3 3,200 souls each
-
Alchemical Fire
Alchemical Fire +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power Buy for zone denial, or to punish enemies who must hold a choke. -
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Buy when an enemy is healing through your damage and you want a point-and-click answer that does not rely on landing bullets. Watch out: Healing reduction raised -45% -> -50% on 6 Mar 2026 -
Hollow Point
Hollow Point +65% Life Threshold +35% Weapon Damage +4.5 Out of Combat Regen +125 Bonus Health -10% Bullet Resist +8s Debuff Duration Buy when you open fights at high health, especially behind a frontline that keeps you healthy. -
Hunter's Aura
Hunter's Aura +100 Bonus Health -10% Bullet Resist +15% Fire Rate Buy on a gun-heavy team fighting durable enemies at close quarters. Watch out: Since 30 Oct 2026 it neither affects nor counts enemies out of line of sight or behind walls -
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. -
Spirit Rend
Spirit Rend +2s Max Frequency +75 Bonus Health +4 Max Stacks +10% Spirit Lifesteal -7% Spirit Resist +8s Debuff Duration Buy when enemies stack Spirit Resist and your team's damage is ability-based. -
Tankbuster
Tankbuster +14s Cooldown +7.5% Current Health Damage +40 Damage +14s Charge-Up Time +50 Bonus Health Buy when an enemy tank's health pool is the reason your abilities feel useless. Watch out: Only triggers on spirit damage above the 165 threshold against enemy heroes -
Tesla Bullets
Tesla Bullets +0.2s Max Frequency +15% Proc Chance +4 Max Jumps Buy when fights are clumped or you need faster wave and camp clear on a gun hero. -
Toxic Bullets
Toxic Bullets -40% Incoming Healing The gun-hero answer to enemy Lifesteal and big-health frontliners — buy it when an enemy is out-healing your damage. Watch out: Bleed does not build from melee attacks -
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
- Armor Piercer Armor Piercer +60% Bullet Velocity +60% Proc Chance +8% Weapon Damage Buy when enemies stack Bullet Resist or rely on bullet-evasion effects. Watch out: Procced bullets bypass bullet evasion and damage barriers, and are not stopped by Plated Armor
-
Crippling Headshot
Crippling Headshot +125 Bonus Health -16% Bullet Resist -16% Spirit Resist -40% Incoming Healing +12s Debuff Duration Buy when one durable, self-healing enemy is the focus of every fight and you can land headshots. Watch out: The triggering headshot itself is dealt before the resist reduction applies -
Escalating Exposure
Escalating Exposure +12s Duration +0.7s Max Frequency +4.5% Spirit Amp per Stack +17% Spirit Resist +12 Max Stacks Buy on high-frequency Spirit Damage heroes to melt durable targets over a sustained fight. Watch out: The amplified damage is a separate instance applied after the original spirit damage -
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. Watch out: The damage penalty does not apply to spirit damage from an enemy with Unstoppable active; the healing reduction always applies -
Mystic Reverb
Mystic Reverb +6.25s Cooldown +8% Spirit Lifesteal +22% Imbued Lifesteal +32% Move Speed +10% Max Health Damage Buy on area casters with one big damaging ability to add damage and stickiness to it. -
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist Buy on supports to harden a focused ally against a caster team while adding pressure damage. -
Siphon Bullets
Siphon Bullets +15% Weapon Damage +10% Bullet Resist +9999 Max Stacks +17s Steal Duration +1.2s Max Frequency +2.5% Hero Lifesteal Buy on sustained gun carries fighting big-health frontliners — it shrinks them and grows you at the same time. Watch out: Stolen health decays exponentially with successive applications because it scales off the enemy's reduced max HP -
Spirit Burn
Spirit Burn +6% Ability Range +6% Radius +500 Damage Threshold +50 Explosion Damage +8s Debuff Duration -70% Incoming Healing +20s Immunity Duration Buy on a heavy burst caster against an enemy whose Lifesteal or healing is the win condition. Watch out: 20s immunity per target means you cannot reapply it repeatedly to the same enemy
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
7 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.
-
Abrams
Abrams Heals himself through Siphon Life and Infernal Resilience's regeneration Durability very high (3/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Billy
Billy Anti-mobility — Chain Gang disables movement abilities outright and Bashdown pulls airborne heroes to the floor Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
McGinnis
McGinnis Defines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable. Durability high (2/3) Burst low (1/3) Mobility none (0/3) 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) -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) -
Victor
Victor Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Warden
Warden Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3 Durability high (2/3) Burst low (1/3) Mobility low (1/3) 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