Sustained gun damage
“Their gun grinds me down in a long fight.”
Start with
Rebuttal
Rebuttal +75 Bonus Health +1.25s Parry Cooldown +6s Buff Duration +30% Bonus Damage +100% Damage Parried as Heal +18% Melee Resist — the cheapest answer, at 800 souls . 18 more below, by tier.
Items that answer this
19 itemsTier 1 800 souls each
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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. -
Rusted Barrel
Rusted Barrel +16s Cooldown +5s Duration +0.1s Cast Delay +32% Fire Rate +60 Bonus Health -8% Bullet Resist A cheap answer to an enemy gun carry in lane.
Tier 2 1,600 souls each
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Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate An efficient mid-game buy against gun carries when you also want offence. -
Bullet Lifesteal
Bullet Lifesteal +15% Bullet Lifesteal +90 Bonus Health +10% Weapon Damage Buy on gun carries to survive extended fights and farm safely. -
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 -
Weapon Shielding
Weapon Shielding +35s Cooldown +4s Time Frame +250 Damage Threshold +2.5 Out of Combat Regen +8s Barrier Duration +18% Bullet Resist Buy against a gun carry whose opening burst kills you before you can respond. Watch out: Melee damage also counts toward the trigger threshold
Tier 3 3,200 souls each
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Bullet Resilience
Bullet Resilience +35% Bullet Resist +5 Out of Combat Regen Buy when the enemy team's damage is predominantly gun-based; it is the standard tier-3 bullet answer. Watch out: Low-health threshold raised 40% -> 50% and the bonus lowered 22% -> 15% on 6 Mar 2026 -
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 -
Escalating Resilience
Escalating Resilience +30% Max Bullet Resist +2% Bullet Resist per Stack +24s Stack Duration +18% Weapon Damage +75 Bonus Health +35% Max Ammo Buy as a cheap dual-purpose pick when the enemy carries are gun-based and you stay in fights. -
Fury Trance
Fury Trance +18s Cooldown +6.5s Duration +15% Bullet Lifesteal +32% Fire Rate +40% Spirit Resist +100 Bonus Health +10% Weapon Damage +100 move speed penalty while shooting reduction Buy on gun brawlers who want to win an extended slugfest without needing their abilities in it. -
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
Tier 4 6,400 souls each
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Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Watch out: Voice lines still refer to the old name Curse -
Frenzy
Frenzy +16s Cooldown +10s Duration +50% Health Threshold +160 Bonus Health +15% Fire Rate +10% Bullet Lifesteal +40% Fire Rate +40% Debuff Resist Buy on durable carries who regularly fight at low health and can survive the window. -
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 -
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. -
Leech
Leech +12 Spirit Power +30% Spirit Lifesteal +30% Bullet Lifesteal +12% Weapon Damage +180 Bonus Health Buy on a carry who wins by staying in the fight and healing through incoming damage. Watch out: Healing reduction removed 8 May 2025 — older guides listing Leech as anti-heal are stale -
Plated Armor
Plated Armor +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health Buy against high-fire-rate gun carries, especially ones relying on bullet build-up debuffs like
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration ,
Toxic Bullets
Toxic Bullets -40% Incoming Healing or
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing . Watch out: Deflected bullets keep flying and can still damage other targets -
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 -
Vampiric Burst
Vampiric Burst +30s Cooldown +5s Duration +34% Fire Rate +75% Bullet Lifesteal +100 Bonus Health +75% Ammo +10% Bullet Resist +15% Bullet Lifesteal +10% Weapon Damage Buy to survive and win an extended duel on a carry.
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.
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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) -
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) -
Infernus
Infernus Strong sustained damage that keeps ticking after he leaves line of sight Durability low (1/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) -
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) -
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)
Get this answered for your actual game
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