Gap closers and escapes
“They reach me whenever they want and leave when they want.”
Start with
High-Velocity Rounds
High-Velocity Rounds +45% Bullet Velocity +8% Weapon Damage — the cheapest answer, at 800 souls . 14 more below, by tier.
Items that answer this
15 itemsTier 1 800 souls each
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High-Velocity Rounds
High-Velocity Rounds +45% Bullet Velocity +8% Weapon Damage Buy on heroes with slow bullets (under 275 m/s) fighting mobile or long-range opponents, where the extra Bullet Velocity cuts how far ahead each shot has to be led. -
Mystic Expansion
Mystic Expansion +20% Ability Range +20% Radius Buy when you struggle to land one key ability on mobile or distant enemies.
Tier 2 1,600 souls each
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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 . -
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. -
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
Tier 3 3,200 souls each
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Greater Expansion
Greater Expansion +30% Ability Range +30% Radius +10% Spirit Resist Buy when landing abilities from safety is the problem. -
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Watch out: Gravity effect increased from +50% to +100% on 6 Mar 2026 -
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
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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 -
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 -
Lightning Scroll
Lightning Scroll +2s Duration +64% Move Speed +50 Bonus Health +0.75s Stun Duration +3s Delay Before Effect +24% Move Speed -12% Dash Distance Buy on heroes whose ultimate hits several enemies, best with Spirit Power behind it. -
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. -
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Watch out: Silenced by Slowing Hex, which blocks movement-based items -
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
25 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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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) -
Apollo
Apollo Strong in duels, and Riposte punishes heroes who dive him Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing low (1/3) -
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) -
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) -
Celeste
Celeste Very mobile: four stamina charges, an air-control passive, sliding and wall-bouncing movement Durability low (1/3) Burst high (2/3) 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) -
Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) -
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) -
Holliday
Holliday Moves herself and her team around via Bounce Pad and Powder Keg self-launch Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
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) -
Ivy
Ivy True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) 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) -
Mina
Mina Two untargetable hops with recasts make committing to kill her risky. Durability none (0/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Mirage
Mirage Global-teleport split pressure: Traveler means he is rarely out of position on the macro map. Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
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) -
Paradox
Paradox Paradoxical Swap exchanges positions with a hit enemy, pulling them out of safety and into her team. Durability low (1/3) Burst high (2/3) Mobility low (1/3) Healing none (0/3) -
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) -
Silver
Silver Two distinct kits means she covers both the mid-range and close-range phases of a fight without itemising for both Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Sinclair
Sinclair Long effective weapon range (60m falloff end) combined with a steerable skillshot Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing none (0/3) -
Vindicta
Vindicta Escape and repositioning via 13-23s of free Flight Durability none (0/3) Burst very high (3/3) Mobility very high (3/3) Healing none (0/3) -
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
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