Deadlock items
156 items on patch 10-30-2026. Pick a category, a tier, then an item. If you know the symptom but not the item, start from counter items by problem.
Browse by what it gives you
Pick a stat for every item that provides it, or see them grouped by what they are for.
Staying alive
Breaking them down
Abilities
Everything else
Renamed items — 10 older names still used by out-of-date guides
Armor Piercing Roundsis now Armor Piercer Armor Piercer +60% Bullet Velocity +60% Proc Chance +8% Weapon DamageCombat Barrieris now
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate Improved Bullet Armoris now
Bullet Resilience
Bullet Resilience +35% Bullet Resist +5 Out of Combat Regen Curseis now
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Debuff Removeris now
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount Withering Whipis now
Rusted Barrel
Rusted Barrel +16s Cooldown +5s Duration +0.1s Cast Delay +32% Fire Rate +60 Bonus Health -8% Bullet Resist Silence Glyphis now
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health Improved Spirit Armoris now
Spirit Resilience
Spirit Resilience +30% Spirit Resist +3 Out of Combat Regen Spirit Shredder Bulletsis now Spirit Shredder Spirit Shredder +8s Debuff Duration +10% Spirit LifestealBackstabberis now
Stalker
Stalker +6s Cooldown +5s Duration +50 Bonus Health +17 Damage Per Second -6% Bullet Resist +5s Debuff Duration -50% Footstep Sound Distance
Weapon
53 items800 souls each
Adds weapon damage that only applies while you are within 15m of your target, plus melee resist.
Buy when: Buy on short-range brawlers who fight inside a few metres.
+20% Weapon Damage within 15m of the target, +20% Melee Resist
Increases magazine size so you spend less of a fight reloading.
Buy when: Buy when you are running dry mid-duel or cannot finish a wave in one magazine.
+30% Max Ammo, +8% Weapon Damage
Your next headshot against an enemy hero deals bonus weapon damage, once every 9 seconds, rewarding precise aim in lane.
Buy when: Buy on accurate heroes to win early lane trades outright.
+45 bonus weapon damage on your next headshot against a hero, 9s cooldown; +30 Bonus Health
Speeds up your projectiles, which makes hitting moving or distant targets much easier.
Buy when: 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.
+45% Bullet Velocity, +8% Weapon Damage
Adds weapon damage and Bullet Resist against NPCs, plus a little out-of-combat regen, aimed at farming troopers and camps.
Buy when: Buy when you need to clear Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute and waves quickly.
+25% Weapon Damage vs NPCs, +25% Bullet Resist vs NPCs, +1 Out of Combat Regen
Cheap early fire-rate boost that scales your gun's damage-per-second without changing how you play.
Buy when: Almost any gun-scaling hero takes this in the opening minutes to win the lane trade.
+9% Fire Rate
Every 6 seconds your next bullet heals you, more when it hits an enemy hero than when it hits an NPC or orb.
Buy when: Buy when enemy poke is wearing you down in lane and you can keep landing shots on them.
Next bullet heals 50 on a hero hit or 20 on an NPC or orb hit, 6s cooldown; +6% Weapon Damage
1,600 souls each
Pressing Reload during the highlighted part of a reload finishes it instantly and grants fire rate, bullet Lifesteal and move speed for 7 seconds.
Buy when: Buy on any gun carry comfortable with the timing who reloads often in fights.
On a timed reload: +25% Fire Rate, +16% Bullet Lifesteal, +0.75 m/s Move Speed for 7s, 12s cooldown; +20% Max Ammo
Removes the move-speed penalty while shooting, and the active gives a burst of move speed and slow resist.
Buy when: Buy on gun heroes who strafe while shooting, or when enemy slows keep pinning you in place.
Active: +3 m/s Move Speed and +40% Slow Resist for 5s, 16s cooldown. Passive: no move-speed penalty while shooting; +6% Weapon Damage, +6% Bullet Resist, +35% Slide Distance
Weapon damage ramps up the longer you keep firing, reaching its maximum after 2.5 seconds of continuous fire.
Buy when: Buy on heroes who can hold sustained fire on a single target.
Up to +45% Weapon Damage after 2.5s of continuous fire; +20% Max Ammo
A dash-jump gives you fire rate and bonus ammo until your next reload, for up to 7 seconds, and the item adds a stamina charge.
Buy when: Buy on mobile gun heroes who weave dash-jumps into their damage rotation.
After a dash-jump: +25% Fire Rate and +6 bonus ammo until your next reload (up to 7s); +1 Stamina, +12% Stamina Recovery
Adds weapon damage that only applies when you are more than 15m from your target, plus fall-off range and sprint speed.
Buy when: Buy on snipers and poke heroes who hold distance.
+40% Weapon Damage beyond 15m; +8% Weapon Fall-off Range, +0.75 m/s Sprint Speed
Your next heavy melee against an enemy deals 25% more damage, and it adds Melee Damage, heavy melee reach and some Bullet Resist.
Buy when: Buy on melee-centric heroes or to punish enemies who cannot parry well.
Next heavy melee +25% damage, 5s cooldown; +10% Melee Damage, +50% Heavy Melee Distance, +6% Bullet Resist
Every 8 seconds your next bullet deals bonus Spirit Damage that scales with Spirit Power.
Buy when: Buy on hybrid heroes who have some spirit scaling and a decent fire rate.
Next bullet +40 spirit damage (+0.9 per Spirit Power), 8s cooldown; +7 Spirit Power
Adds weapon damage against enemies above 50% health, plus bullet velocity, a little weapon damage and Spirit Power.
Buy when: Buy on heroes who open fights on healthy targets with a decisive burst.
+25% Weapon Damage against enemies above 50% health; +60% Bullet Velocity, +8% Weapon Damage, +7 Spirit Power
Dealing 200 weapon damage within 3.5 seconds gives back a charge of each of your charged abilities, once every 25 seconds.
Buy when: Buy on gun heroes whose kit has charge-based abilities they want back mid-fight.
200 weapon damage within 3.5s restores one charge to each charged ability, 25s cooldown; +20% Max Ammo, +10% Weapon Damage
Bullets build up a movement slow and cut dash distance, making runners much easier to catch and kill.
Buy when: Buy when enemy escape artists keep walking out of your damage window.
Builds up to -24% Move Speed and -20% Dash Distance for 3.5s; 0.7% build-up per shot (varies by hero)
Your bullets lower the target's Spirit Resist and give you and your allies spirit Lifesteal against them, softening them up for your team's ability damage.
Buy when: Buy when your team's damage is mostly abilities and the enemy is stacking Spirit Resist.
Bullet debuff for 8s: -8% Spirit Resist, +10% Spirit Lifesteal against the target for you and allies
For 5 seconds your weapon fires multishot, and hitting more than one hero with an attack builds a stacking weapon-damage bonus.
Buy when: Buy when enemies fight bunched together, or for faster wave clear.
Active: 5-shot multishot for 5s, 27s cooldown; +8% Weapon Damage per stack, up to 5 stacks, 12s stack duration
Dealing weapon damage within 8m opens a wound: the enemy takes Spirit Damage over time, loses Bullet Resist and is revealed through walls, and you gain move speed.
Buy when: Buy on close-range duelists and flankers who commit into short range.
Wound for 5s: 17 spirit damage per second, -6% Bullet Resist, revealed through walls; +1.5 m/s Move Speed for you; 8m range, 6s cooldown. +50 Bonus Health, -50% footstep sound distance
Watch out: Triggers on weapon damage within 8m, not on the angle you attack from
A bigger fire-rate increase than
Rapid Rounds
Rapid Rounds +9% Fire Rate , which it builds from, plus some sprint speed.
Buy when: Buy on sustained-fire heroes who benefit more from rate than per-Bullet Damage.
+20% Fire Rate, +0.75 m/s Sprint Speed
A large magazine increase for heroes who want to keep firing through an entire fight.
Buy when: Buy when fights last long enough that you would otherwise reload mid-engagement.
+100% Max Ammo, +14% Weapon Damage
Headshots strip Bullet Resist from the target, so your whole team's gun damage lands harder on that enemy.
Buy when: Buy into tanky enemies when your team is gun-heavy and you can land headshots.
On headshot: -12% Bullet Resist for 12s; +60 Bonus Health
3,200 souls each
Throws a flask that creates a burning area dealing increasing Spirit Damage per second and reducing enemy Bullet Resist inside it; it is 50% less effective against non-heroes.
Buy when: Buy for zone denial, or to punish enemies who must hold a choke.
Active: 10m area for 5s, 45 rising to 95 damage per second (+0.2/+0.4 per Spirit Power), -7% Bullet Resist, 30s cooldown; 50% less effective vs non-heroes. +10 Spirit Power
Imbue an ability with more range; damaging heroes with it grants weapon damage for each unique hero hit, with a reduced effect on non-heroes.
Buy when: Buy on hybrid heroes with a damaging ability that hits several heroes and who shoot a lot afterwards.
+22% range on the imbued ability; +20% Weapon Damage per unique hero hit for 20s (5% per non-hero, up to 8 non-hero stacks)
Every 120 damage you take adds a stack of weapon damage for 10 seconds, rewarding heroes who stay in the fight.
Buy when: Buy on durable brawlers who absorb damage and keep shooting.
+7% Weapon Damage per 120 damage taken, up to 10 stacks, 10s duration; +8% Bullet Resist
A toggle that burns your own health continuously in exchange for fire rate, debuff resist and move speed. As of March 2026 it no longer applies any healing reduction to enemies.
Buy when: Buy on a high-sustain gun hero who can pay the health cost, especially when enemy crowd control is the main thing stopping your damage.
Toggle: -50 health/s, +35% Fire Rate, +35% Debuff Resist, +2m Move Speed. Passive +8% Debuff Resist, +8% Spirit Resist, +4 out-of-combat regen
Watch out: Healing reduction REMOVED 6 Mar 2026; self-damage raised 40/s -> 50/s in the same patch
When one of your bullets hits a hero you briefly gain fire rate and move speed, once every 9 seconds.
Buy when: Buy as a general gun-damage upgrade on weapon carries who stay on target.
On hitting a hero: +32% Fire Rate and +1.25 m/s Move Speed for 4.5s, 9s cooldown; +10% Fire Rate, +50% Slide Distance
Consume an enemy NPC for 170% bonus souls and a long-lasting buff that includes weapon damage and ability range; it also boosts damage and Bullet Resist against NPCs.
Buy when: Buy when you farm troopers and camps and can use the souls and long buff.
Active: consume an NPC for 170% bonus souls and a 160s buff of +10% Weapon Damage, +50 Bonus Health, +12% Ability Range; 270s cooldown. +30% Weapon Damage vs NPCs, +30% Bullet Resist vs NPCs, +2 Out of Combat Regen
Each of your bullets that hits a hero adds a stack of Bullet Resist on you, so extended fights make you steadily tougher against guns.
Buy when: Buy as a cheap dual-purpose pick when the enemy carries are gun-based and you stay in fights.
+2% Bullet Resist per hero hit, up to 30%, 24s stack duration; +75 Bonus Health, +18% Weapon Damage, +35% Max Ammo
Every 8 seconds your next attack fires twice in quick succession with increased damage and bullet velocity, using extra ammo.
Buy when: Buy on heroes whose single shots hit hard and who can land the empowered attack.
Next attack fires twice: +125% Weapon Damage, +100% Bullet Velocity, +38% Weapon Damage on secondary fire, uses 2 extra ammo, 8s cooldown; +8% Weapon Damage, +60% Bullet Velocity
Watch out: Secondary-fire damage and its growth were cut about 5% on 30 Oct 2026 (40% -> 38%, growth 1.3 -> 1.24)
Your next headshot against an enemy hero deals bonus weapon damage, heals you and briefly gives you move speed, once every 8 seconds.
Buy when: Buy on accurate heroes who can chain headshots in a fight.
Next headshot on a hero: +75 bonus weapon damage, heals 4%, +1.75 m/s Move Speed for 3s; 8s cooldown. +5% Weapon Damage, +50 Bonus Health
Nearby allies get Bullet Resist all the time; the active gives you and nearby allies fire rate and move speed for a few seconds.
Buy when: Buy on a frontline hero in a gun-scaling team to lift the whole squad's damage and sustain.
Passive: +17% Bullet Resist to nearby allies (35m). Active: +26% Fire Rate and +2.25 m/s Move Speed for you and allies within 35m for 7s, 22s cooldown; minions get double. +1.5 m/s Sprint Speed
While you are above 65% health you deal extra weapon damage and your bullets reduce enemy Bullet Resist.
Buy when: Buy when you open fights at high health, especially behind a frontline that keeps you healthy.
Above 65% of your health: +35% Weapon Damage and bullets apply -10% Bullet Resist for 8s; +125 Bonus Health, +4.5 Out of Combat Regen
An aura that lowers the Bullet Resist and fire rate of nearby enemies in line of sight, doubled when only one enemy hero is near you.
Buy when: Buy on a gun-heavy team fighting durable enemies at close quarters.
Enemies within 15m and in line of sight: -10% Bullet Resist, -15% Fire Rate (doubled against a lone enemy hero); +100 Bonus Health, +0.75 m/s Sprint Speed
Watch out: Since 30 Oct 2026 it neither affects nor counts enemies out of line of sight or behind walls
Within 15m of your target you gain a large weapon-damage bonus and your bullets slow them; it also adds health and melee resist.
Buy when: Buy on shotgun-range brawlers who fight nose-to-nose.
Within 15m: +50% Weapon Damage and bullets slow by 20% for 2.5s; +75 Bonus Health, +30% Melee Resist
The active makes you stealthed; attacking or casting ends it and starts an ambush that grants weapon damage and Spirit Power, reaching full strength after 6s of stealth.
Buy when: Buy on flankers who want to open a fight from an unexpected angle and can stay hidden for the 6s the ambush needs to peak.
Active: stealth for 13s (spotted within 20m, briefly revealed when damaged), +5 m/s sprint while invisible; ambush for 5s: +50% Weapon Damage, +25 Spirit Power at full strength, which takes 6s of stealth to build. +5 Out of Combat Regen, +2 m/s Sprint Speed
Watch out: An ability cast to break stealth now gets the ambush bonus on its own damage; before 30 Oct 2026 the bonus arrived only after that ability had gone off
Adds weapon damage beyond 15m from your target, along with fall-off range, zoom and bullet velocity, at the cost of a little move speed.
Buy when: Buy on snipers and heroes forced to hold long sightlines.
+60% Weapon Damage beyond 15m; +60% Bullet Velocity, +10% Weapon Damage, +20% Weapon Fall-off Range, +25% Weapon Zoom, +1 m/s Sprint Speed, -0.7 m/s Move Speed
Your bullets lower the target's Spirit Resist and give you and your allies spirit Lifesteal against them; headshots lower their Spirit Resist further.
Buy when: Buy when enemies stack Spirit Resist and your team's damage is ability-based.
Bullet debuff: -8% Spirit Resist, +10% Spirit Lifesteal against the target; headshots add -7% Spirit Resist per stack, up to 4 stacks, 8s, at most every 2s. +75 Bonus Health
Your bullets have a chance to shock the target, and the shock jumps to nearby enemies, turning single-target fire into Area Damage.
Buy when: Buy when fights are clumped or you need faster wave and camp clear on a gun hero.
15% chance: 33 shock damage (+0.19 per Spirit Power), jumps up to 4 times within 8m, at most every 0.2s
Bullets build up a bleed that damages a share of the target's maximum health, and it cuts their healing while it runs.
Buy when: The gun-hero answer to enemy Lifesteal and big-health frontliners — buy it when an enemy is out-healing your damage.
Builds up a bleed of 1.9% max health per second (+0.006 per Spirit Power) for 4s with -40% Incoming Healing; 1.28% build-up per shot (varies by hero)
Watch out: Bleed does not build from melee attacks
Builds from
Slowing Bullets
Slowing Bullets +24% Move Speed -20% Dash Distance +3.5s Slow Duration : your bullets build up the same slow, and it adds a lot of weapon damage and debuff resist at the cost of a little move speed and reduced stamina recovery.
Buy when: Buy when you need to hold down mobile enemies with bullets alone and want more gun damage.
Builds up to -24% Move Speed and -20% Dash Distance for 3.5s; +30% Weapon Damage, +22% Debuff Resist, -0.5 m/s Move Speed, -14% Stamina Recovery
6,400 souls each
Your bullets have a large chance to become unavoidable — piercing enemies and ignoring their Bullet Resist entirely.
Buy when: Buy when enemies stack Bullet Resist or rely on bullet-evasion effects.
60% chance per bullet to pierce and ignore Bullet Resist; +60% Bullet Velocity, +8% Weapon Damage
Watch out: Procced bullets bypass bullet evasion and damage barriers, and are not stopped by Plated Armor
Your bullets can shock and chain to nearby enemies, and the active fires a projectile that damages, heavily slows, blocks stamina use and silences movement items and abilities.
Buy when: Buy on gun heroes who need to catch mobile targets and want chain damage on their bullets.
Passive: 20% chance for 43 shock damage (+0.19 per Spirit Power), up to 6 jumps within 10m. Active: 100 damage, slow up to 60% that recovers over 3s, no stamina use and movement silenced, 40s cooldown. +5% Fire Rate
A headshot debuffs the target hard: both resistances drop and their healing is cut for a long window. It is simultaneously an armour-shred, an anti-heal and a focus-fire tool.
Buy when: Buy when one durable, self-healing enemy is the focus of every fight and you can land headshots.
On headshot: -16% Bullet Resist, -16% Spirit Resist, -40% Incoming Healing for 12s; +125 Bonus Health
Watch out: The triggering headshot itself is dealt before the resist reduction applies
Your melee hits restore ammo and stack a bullet-resist debuff on the enemy; heavy melee adds two stacks, and at six stacks the target is stunned.
Buy when: Buy on melee bruisers who land repeated melee hits on one target.
Melee: restores 15% ammo and applies -5% Bullet Resist per stack for 8s; heavy melee = 2 stacks; 6 stacks stun for 0.75s. Next heavy melee +25% damage (5s cooldown). +22% Melee Damage, +12% Bullet Resist, +60% Heavy Melee Distance
Adds fire rate, bullet Lifesteal and health; when you drop below 50% health you gain much more fire rate, move speed and debuff resist for 10 seconds, and debuffs already on you are reduced.
Buy when: Buy on durable carries who regularly fight at low health and can survive the window.
Below 50% health: +40% Fire Rate, +4 m/s Move Speed, +40% Debuff Resist for 10s, 16s cooldown; +160 Bonus Health, +15% Fire Rate, +10% Bullet Lifesteal
A very large weapon damage increase paid for with less maximum health; each hero kill also adds permanent fire rate.
Buy when: Buy only when you are winning, can stay behind your frontline, and need to close out the game fast.
+85% Weapon Damage, -13% Max Health; +7% Fire Rate per hero kill, up to 8 stacks, lose 1 stack on death
Watch out: The max-health penalty is permanent while held and stacks badly with enemy burst
Each bullet has a chance to be empowered and deal bonus weapon damage; the bonus damage cannot crit.
Buy when: Buy on high-fire-rate heroes where the proc chance triggers often.
25% chance for +100% bonus weapon damage on hit; +30% Max Ammo
Your bullets ricochet to enemies near your target, applying your bullet procs and dealing part of the original damage, which multiplies your damage in grouped fights and against waves.
Buy when: Buy on a gun carry in a team-fight-heavy game or when you need to dominate wave clear.
Ricochets to 2 extra targets within 13m for 65% damage; +18% Fire Rate
Bullets build toward a Silence and, in the meantime, cut the target's outgoing Spirit Damage.
Buy when: Buy when an enemy spellcaster is the main damage threat and you can land sustained bullets on them.
+12% Spirit Resist; bullets cut the target's spirit damage by 25% for 6s and build up to a 2.5s Silence (1.04% per shot, varies by hero), then 10s immunity on that target
Watch out: Silence does not apply to a target with Unstoppable active
Casting an ability or item in combat gives a stacking buff of fire rate and faster reloads, plus a little ability cooldown reduction.
Buy when: Buy on hybrid carries who cast often during fights and keep shooting.
Per cast in combat: +11% Fire Rate and -10% Reload Time, up to 6 stacks, 18s (refreshes on each cast); +5% Ability Cooldown Reduction
Shooting heroes charges it up; when full you gain fire rate, Spirit Power and spirit Lifesteal for 15 seconds, on top of its own spirit stats.
Buy when: Buy on heroes whose abilities scale hard with spirit but who fire constantly.
When charged (1.08% per shot on heroes): +25% Fire Rate, +30 Spirit Power, +10% Spirit Lifesteal for 15s; +13% Ability Duration, +15% Spirit Lifesteal, +90 Bonus Health, +8 Spirit Power
Vitality
54 items800 souls each
Flat bonus health — the cheapest way to survive one more ability.
Buy when: Buy early against burst lanes when you are getting one-shot out of trades.
+210 Bonus Health
Health regeneration that keeps you in lane without recalling.
Buy when: Buy when enemy poke is chipping you out of lane.
+2.5 Health Regen, +1.5 Out of Combat Regen
An extra stamina charge, meaning one more dash or jump for dodging and repositioning.
Buy when: Buy when you keep dying because you ran out of dashes mid-escape.
+1 Stamina, +12% Stamina Recovery
An active barrier for a few seconds that blunts burst spikes, plus a little out-of-combat regen.
Buy when: Cheap early answer to a burst-heavy lane; also the component for
Guardian Ward
Guardian Ward +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit ,
Reactive Barrier
Reactive Barrier +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit ,
Spirit Shielding
Spirit Shielding +45s Cooldown +3.5s Time Frame +225 Damage Threshold +2.5 Out of Combat Regen +8s Barrier Duration +15% Spirit Resist Builds from Grit and
Weapon Shielding
Weapon Shielding +35s Cooldown +4s Time Frame +250 Damage Threshold +2.5 Out of Combat Regen +8s Barrier Duration +18% Bullet Resist Builds from Grit .
Active: 200 Barrier for 4s, 60s cooldown; +1 Out of Combat Regen
Gives you or an ally a heal over time and sprint speed; it is dispelled if the target takes damage from enemy players or objectives.
Buy when: Buy to stay in lane against chip damage without going back to base.
Active: 300 health over 20s plus +2 m/s Sprint Speed, 30m cast range, 70s cooldown
Your next melee attack heals you, giving brawlers a cheap sustain source; the heal is weaker against non-heroes.
Buy when: Buy on melee-inclined heroes and for jungle sustain.
Next melee heals 100, 8s cooldown (1.5x longer after a light melee), 30% effective vs non-heroes; +12% Melee Damage
Makes parrying genuinely rewarding: a successful parry on a hero heals you for the damage blocked, reflects it back, and buffs your damage. It also shortens your parry cooldown and adds melee resist.
Buy when: Buy against melee-heavy divers and heroes with telegraphed heavy melee; it makes parry a real counterplay tool.
+75 Bonus Health, +18% Melee Resist, -1.25s Parry Cooldown; on parry: heal for damage parried, return that damage, +30% Bonus Damage for 6s
Increases sprint speed and out-of-combat regen for rotations and map presence.
Buy when: Buy when the game is decided by rotations and objective contests.
+2 m/s Sprint Speed, +2 Out of Combat Regen
1,600 souls each
Solid flat Bullet Resist, plus weapon damage and fire rate while you stay above a health threshold.
Buy when: An efficient mid-game buy against gun carries when you also want offence.
+18% Bullet Resist, +3 out-of-combat regen; above 65% health: +22% Weapon Damage, +7% Fire Rate
Returns a share of your weapon damage as health, and adds bonus health and a little weapon damage.
Buy when: Buy on gun carries to survive extended fights and farm safely.
+15% Bullet Lifesteal, +90 Bonus Health, +10% Weapon Damage
Flat debuff resistance: every timed negative effect on you — stuns, slows, silences, roots — runs shorter.
Buy when: The standard early buy when the enemy team chains crowd control; it is also the component for
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer .
+25% Debuff Resist, +90 Bonus Health
Watch out: Debuff Resist does NOT shorten the stun from a parry
Spirit Resist all the time, plus Spirit Power and ability cooldown reduction while you stay above 65% health.
Buy when: Buy on low-cooldown ability kits.
Above 65% health: +15 Spirit Power, +5% Ability Cooldown Reduction; +18% Spirit Resist, +2 Out of Combat Regen
Reduces how much enemy slows actually slow you, and adds move speed.
Buy when: Buy when enemy slows are what is killing you — it is the dedicated answer, separate from generic debuff resist.
+25% Slow Resist, +2m Move Speed, +2 out-of-combat regen
Targeted barrier and move speed you can throw on yourself or an ally at range.
Buy when: 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 .
250 Barrier and +2.75m Move Speed for 6s, 40m cast range, 60s cooldown (30s on allies); +8% Ability Range, +1.5 out-of-combat regen
Your Spirit Damage applies healing reduction to the target, and you get a heal if a hero dies under the effect.
Buy when: The cheapest anti-heal item: take it the moment an enemy's Lifesteal or a support's healing is out-pacing your damage.
35% Healing Reduction for 8s, stacking across sources with diminishing returns; 170 heal (+3 per boon) on hero kill under the effect; +7 Spirit Power
Watch out: Only applies through spirit damage, not plain bullet damage
Amplifies the healing you apply, including your Lifesteal and self-heals.
Buy when: Buy alongside Lifesteal or on supports to make each heal go further.
+20% Healing Effectiveness, +2 out-of-combat regen
Watch out: Does not increase healing received from allies
Automatically grants a barrier the moment you are stunned, chained, immobilised, slept or silenced — it turns a CC chain into a survivable one.
Buy when: Buy when enemy crowd control is followed by burst damage — it buys you the seconds you need to live through the combo.
325 Barrier (+1.8 spirit scaling) for 10s, 55s cooldown; +1 out-of-combat regen
Watch out: Triggers only on Stun, Chain, Immobilize, Sleep or Silence — not on plain damage
Banks a stack every time an enemy casts an ability near you, then converts the stacks into a heal and stamina refill on demand. It scales directly with how spell-spammy the enemy team is.
Buy when: Buy against ability-spam comps that poke constantly — the more they cast, the bigger your heal.
+8% Spirit Resist; stores 1 stack per enemy ability cast within 32m, up to 25 stacks; 16 healing per stack (+0.45 boon scaling), up to 3 stamina; 20s cooldown
Watch out: Passive abilities and item passives do not generate stacks
For 6.5 seconds, anyone who damages you with a weapon or ability automatically takes a bullet back, returning a share of that damage.
Buy when: Buy against divers and sustained gun carries who commit to shooting you at close range.
Active for 6.5s: returns 65% of bullet damage and 25% of spirit damage, 23s cooldown; +10% Bullet Resist
Watch out: Returns pre-mitigation damage, so it works off the attacker's raw output
Returns a share of your ability damage as health, and adds bonus health and a little Spirit Power.
Buy when: Buy on ability carries who want to trade repeatedly without recalling.
+15% Spirit Lifesteal, +90 Bonus Health, +8 Spirit Power
Automatically shields you and grants temporary Spirit Resist after you take a burst of Spirit Damage in a short window.
Buy when: Buy against spellcaster burst combos — it absorbs the opening spike and hardens you for the follow-up.
300 Barrier for 8s and +15% Spirit Resist when you take 225 spirit damage within 3.5s; 45s cooldown; +2.5 out-of-combat regen
Watch out: Self-only; cannot be cast on allies
Every kill or assist adds a stack of sprint speed, ability range and passive soul income; the stacks persist through death. Less weapon damage against NPCs.
Buy when: Buy early on farming heroes to snowball stats out of lane.
Per stack (max 16): +0.15 m/s Sprint, +0.75% Ability Range, +16 Souls per Minute; base +2 m/s Sprint, +2 out-of-combat regen; -15% Weapon Damage vs NPCs
The gun-damage mirror of
Spirit Shielding: a barrier and temporary Bullet Resist after you take a burst of weapon damage.
Buy when: Buy against a gun carry whose opening burst kills you before you can respond.
300 Barrier for 8s and +18% Bullet Resist when you take 250 weapon damage within 4s; 35s cooldown; +2.5 out-of-combat regen
Watch out: Melee damage also counts toward the trigger threshold
3,200 souls each
Large flat Bullet Resist that grows further once you drop below half health — the core anti-gun stat item.
Buy when: Buy when the enemy team's damage is predominantly gun-based; it is the standard tier-3 bullet answer.
+35% Bullet Resist, +5 out-of-combat regen; below 50% health, an extra +15% Bullet Resist
Watch out: Low-health threshold raised 40% -> 50% and the bonus lowered 22% -> 15% on 6 Mar 2026
Charges your parry so that the next one blocks the damage and effects of an enemy ability or item outright, healing and buffing you when it lands.
Buy when: Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry.
0.8s parry window; on a successful spell parry: 150 heal, +20 Spirit Power, +1.75m Move Speed for 6s; 23s cooldown; +50 Bonus Health, +5 Spirit Power
Watch out: Multiple abilities can be parried in the window, but the heal and buffs only apply from the first
Purges every non-ultimate debuff currently on you and, if it removed anything, heals you and grants move speed.
Buy when: Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage.
45s cooldown; 250 heal and +2 m/s Move Speed for 3s if anything was removed; +10% Spirit Resist
Watch out: Cannot be used while stunned or asleep
A big flat health pool plus strong regeneration once you have been out of damage for a short while.
Buy when: Buy when enemy poke keeps forcing you off the map and you want to reset in the field.
+375 Bonus Health, +2.25% Max Health Regen, +1.5m Move Speed while above 75% health; regen starts after a 10s damage-free delay
The active grants fire rate, Spirit Resist and move speed and removes the move-speed penalty while shooting, but silences you and blocks stamina use and regeneration while it lasts.
Buy when: Buy on gun brawlers who want to win an extended slugfest without needing their abilities in it.
Active for 6.5s: +32% Fire Rate, +40% Spirit Resist, +1.5 m/s Move Speed, you are silenced and cannot use stamina; 18s cooldown. +15% Bullet Lifesteal, +100 Bonus Health, +10% Weapon Damage
An area heal that restores you and every nearby ally at once, growing with your Spirit Power.
Buy when: Buy on supports and frontliners to undo chip damage across the team between fights; the heal grows with Spirit Power, so spirit builds get the most from it.
325 base heal (+1.1 per Spirit Power) over 2s, 18m radius, 60s cooldown; +5% Ability Range, +8 Spirit Power
Watch out: Heal scaling moved from boons to spirit power on 30 Oct 2026
Your melee attacks heal you and slow the target; the heal is weaker against non-heroes and recharges more slowly after a light melee.
Buy when: Buy on melee bruisers for in-fight sustain.
Melee hit: heal 120 + 35% of melee damage and -48% Move Speed for 2.5s, 4s cooldown (1.5x after light melee), 40% heal vs non-heroes; +125 Bonus Health, +16% Melee Damage
Launches you high into the air with a barrier and better air control; using it again in the air drops you down faster.
Buy when: Buy to escape ground-based lockdown and to rotate across the map quickly.
200 Barrier for 8s, +50% Air Control, 45s cooldown; cannot be used for 5s after an enemy hero attacks you
Watch out: Leaves you airborne, which Knockdown punishes with a longer stun and +100% gravity
Makes you flatly immune to bullets for several seconds, at the cost of reduced movement and heavier gravity while it runs. Against a gun carry's damage window it is an absolute wall; against spellcasters it does nothing.
Buy when: Buy to blank an enemy gun carry's ultimate or burst window entirely.
+12% Bullet Resist passive; active grants bullet immunity for 5s, 24s cooldown, -1.5m Move Speed, -20% Dash Distance and +20% gravity during it
Watch out: Blocks weapon damage from players and NPCs, but on-bullet-hit effects and build-ups still apply
A channelled beam that heals an ally and yourself, each by 20% of total health, and once during it you can pull the ally towards you.
Buy when: Buy on supports to extract a focused teammate out of a dive.
Active: 2.5s channel healing 20% of max health, one pull, 35m cast range, 60s cooldown; +6% Ability Range, +0.75 m/s Sprint Speed
The spirit-damage counterpart to
Bullet Resilience
Bullet Resilience +35% Bullet Resist +5 Out of Combat Regen : large flat Spirit Resist that increases below half health.
Buy when: Buy when enemy ability damage is the main thing killing you.
+30% Spirit Resist, +3 out-of-combat regen; below 50% health, an extra +15% Spirit Resist
Adds stamina charges and faster stamina recovery, and allows one extra air jump or air dash before landing.
Buy when: Buy when dodging telegraphed abilities and disengaging is how you survive.
+2 Stamina, +18% Stamina Recovery, +23% Air Jump/Dash Distance, one extra air jump or air dash
Passing through a cosmic veil turns you invisible, heals you and speeds you up, making rotations and resets much safer.
Buy when: Buy to reposition safely, sneak objectives and reset after a trade.
8s Stealth, +3.5m Move Speed while invisible, 85 heal, 20m detection radius, 15s cooldown; +125 Bonus Health, +6 Spirit Power
Watch out: Enemies within 20m can still spot you
An instant short-range blink in your camera direction that also grants Bullet Resist afterwards. It is the standard answer to being caught out.
Buy when: Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target.
11m teleport, +30% Bullet Resist for 6s, 16s cooldown
Watch out: Silenced (and therefore unusable) while affected by Slowing Hex
6,400 souls each
When you would die, you instead survive with temporary invulnerability and all non-Stun debuffs cleared — at the cost of heavily reduced damage and healing during the window.
Buy when: Buy when you are being assassinated in every fight — it converts one death per 90 seconds into an escape window.
4.5s death immunity, 90s cooldown, -60% damage and -60% healing during it; +200 Bonus Health, +15% Bullet Resist
Watch out: Clears all non-stun debuffs when it triggers
You grow larger and gain heavy bullet and Spirit Resist while slowing every enemy around you — a frontline engage and survive button.
Buy when: Buy on frontliners who need to absorb a full team's damage while holding enemies in place.
+25% Base Health, +15% Weapon Damage; active: +35% Bullet Resist, +35% Spirit Resist, +30% Melee Damage and 20% larger model, enemies within 14m slowed by 24% with reduced dash, for 7s; 37s cooldown
Watch out: The bonus base health applies only to starting base health and boon health, not health from abilities or other items
Strips all non-Stun debuffs from an ally (or yourself) at range and gives them a large barrier and move speed.
Buy when: Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight.
600 Barrier, +2.75m Move Speed for 6s, 40m cast range, 55s cooldown (halved when cast on allies); +10% Ability Range, +1.5 out-of-combat regen
Watch out: Removes non-stun debuffs only — stuns are not cleansed
Casting your ultimate gives you a very large barrier and a Spirit Power boost, so committing to your ult stops being a death sentence.
Buy when: Buy on heroes with a channelled or commitment-heavy ultimate that the enemy tries to burst you out of.
1000 Barrier and +40 Spirit Power for 20s on ultimate cast, 40s cooldown; +15% Ability Duration, +10% Ultimate Cooldown Reduction
Healing you apply to yourself or an ally gives the target bonus fire rate and move speed; innate regen and passive Lifesteal do not trigger it.
Buy when: Buy on heroes or builds with active heals they can put on themselves or allies during fights.
On applying a heal: +35% Fire Rate, +1.25 m/s Move Speed to the target for 7s; +25% Outgoing Healing, +10% Spirit Resist, +6 Health Regen, +4 Out of Combat Regen
The next hard crowd-control effect that hits you is automatically cleansed, and you get a barrier and a big cooldown refund for free. Unlike
Unstoppable it needs no reaction.
Buy when: Buy when enemy CC lands faster than you can react — it is the automatic, no-timing-required anti-lockdown item.
+10% Bullet Resist, +10% Spirit Resist, +2 out-of-combat regen; auto-cleanses the next Stun/Chain/Immobilize/Sleep/Silence/Fear, grants 325 Barrier (+2 per Spirit Power) for 10s and -20% on all ability cooldowns; 55s cooldown
Spirit Lifesteal, Spirit Resist and health, with an active that grants a large burst of spirit Lifesteal and Spirit Power for 7 seconds.
Buy when: Buy on spirit heroes who want to heal through an extended ability fight.
Active for 7s: +75% Spirit Lifesteal, +30 Spirit Power, 30s cooldown; +15% Spirit Lifesteal, +10% Spirit Resist, +100 Bonus Health, +8 Spirit Power
Your bullets build up a debuff that both cuts the target's outgoing damage and applies heavy healing reduction.
Buy when: Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once.
-30% enemy Damage and -40% Healing Reduction for 5s at full build-up; +10% Weapon Damage, +150 Bonus Health; build-up per shot varies by hero
Watch out: The damage penalty does not apply to spirit damage from an enemy with Unstoppable active; the healing reduction always applies
Very high slow resistance and melee resistance, plus a passive that slows the fire rate of anyone shooting you. It answers kiting and gun carries simultaneously.
Buy when: Buy on frontliners against a team that slows and kites you, especially when the main damage is gun-based.
+50% Slow Resist, +2.5m Move Speed, +25% Melee Resist, +15 Health Regen; enemies who shoot you get -40% Fire Rate for 4s
Very large bullet and spirit Lifesteal, with offence and health on top. It also softens healing reduction applied to you, and no longer applies any itself.
Buy when: Buy on a carry who wins by staying in the fight and healing through incoming damage.
+30% Spirit Lifesteal, +30% Bullet Lifesteal, +180 Bonus Health, +12% Weapon Damage, +12 Spirit Power; reduces enemy healing reduction on you
Watch out: Healing reduction removed 8 May 2025 — older guides listing Leech as anti-heal are stale
Teleports you onto an enemy, pulls them to the ground, damages, slows and disarms them.
Buy when: Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst.
25m cast range, 35s cooldown, 75 spirit damage (0.93 scaling), -40% Move Slow and Disarm for 3s; +15% Weapon Damage, +8 Spirit Power
Watch out: Silenced by Slowing Hex, which blocks movement-based items
A chance for incoming bullets to be deflected outright, or at minimum to have all their on-hit effects stripped. It shuts down bullet build-up items as much as Bullet Damage.
Buy when: 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 .
+130 Bonus Health; 30% chance to deflect a bullet entirely, 50% chance to prevent its on-hit effects
Watch out: Deflected bullets keep flying and can still damage other targets
Your bullets temporarily steal maximum health from the target and add it to yours; the target gets it back when the debuff expires.
Buy when: Buy on sustained gun carries fighting big-health frontliners — it shrinks them and grows you at the same time.
2.5% max HP stolen per bullet, 17s steal duration, 1.2s cooldown; +15% Weapon Damage, +10% Bullet Resist
Watch out: Stolen health decays exponentially with successive applications because it scales off the enemy's reduced max HP
Combines strong Spirit Resist and debuff resist with a passive that heavily blunts the next large hit of Spirit Damage you take.
Buy when: The go-to answer to a spellcaster who deletes you with one big ability — it caps the spike and shortens their stuns at the same time.
+18% Spirit Resist, +25% Debuff Resist, +90 Bonus Health; 65% reduction on a single spirit hit above a 175 damage threshold, 9s cooldown
Watch out: Now builds from Debuff Reducer as of 30 Jan 2026
On activation you suppress your current negative effects and become flatly immune to Stun, Silence, Sleep, Root and Disarm for several seconds.
Buy when: Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage.
+25% Debuff Resist, +125 Bonus Health; active: 5.5s immunity to Stun/Silence/Sleep/Root/Disarm, 60s cooldown
Watch out: Cannot be used while already stunned or asleep — it must be pre-cast
The active grants a large burst of bullet Lifesteal, fire rate and ammo beyond your magazine size for 5 seconds.
Buy when: Buy to survive and win an extended duel on a carry.
Active for 5s: +75% Bullet Lifesteal, +34% Fire Rate, +75% ammo (not limited by magazine size), 30s cooldown; +15% Bullet Lifesteal, +10% Bullet Resist, +100 Bonus Health, +10% Weapon Damage
Strong Spirit Resist, and every heavy hit of enemy Spirit Damage cuts 4 seconds off a random ability cooldown, so being focused by a caster gives you extra uptime.
Buy when: Buy on an ability-reliant hero who is being targeted by enemy casters — the more they hit you, the more you cast.
+22% Spirit Resist, +14 Spirit Power; -4s off a random ability on cooldown per hit above a 75 damage threshold, 1s internal cooldown
Watch out: Only selects from abilities currently on cooldown
Spirit
49 items800 souls each
Adds a charge to your charge-based abilities and gives them bonus Spirit Power.
Buy when: Buy on kits with charge abilities you want to use more often.
+1 ability charge, +7 Spirit Power for charged abilities
Flat Spirit Power at the lowest item price, so your abilities that scale with it hit harder.
Buy when: Buy on any ability-scaling hero in the opening minutes.
+10 Spirit Power
Gains souls over time as long as you are alive; the active hatches the egg for souls and permanent buffs that grow the longer you held it. While held, your damage is reduced.
Buy when: Buy early in a safe lane to accelerate your item timings, then hatch it when the souls are worth more than the damage penalty.
Egg value grows 80 souls per minute; hatching gives one permanent buff per 80 souls accrued; -12% Damage Penalty while held; +1 m/s Sprint Speed, +1 Out of Combat Regen
Charges up over time, so your next ability that deals more than 80 damage deals bonus Spirit Damage, front-loading your burst.
Buy when: Buy on burst casters to win early trades.
+40 bonus damage on an ability hit over 80 damage, charges over 14s
Imbue one ability to increase its range and effect radius.
Buy when: Buy when you struggle to land one key ability on mobile or distant enemies.
+20% range and radius on the imbued ability
Dealing Spirit Damage to enemy heroes gives you health regeneration, and it stacks when you hit different heroes.
Buy when: Buy on casters losing a poke lane.
+4 HP/s regen for 7s on spirit damage to a hero, stacking per hero hit; +50 Bonus Health
Target an enemy to cut their fire rate and Bullet Resist for 5 seconds, taking the edge off gun heroes cheaply. It is the component for
Disarming Hex
Disarming Hex +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel .
Buy when: A cheap answer to an enemy gun carry in lane.
Active: -32% Fire Rate and -8% Bullet Resist on the target for 5s, 32m cast range, 16s cooldown; +60 Bonus Health, +0.5 m/s Sprint Speed
A light or heavy melee hit on a hero deals bonus Spirit Damage and lowers the target's Spirit Resist.
Buy when: Buy on heroes who mix melee into their rotation.
Melee on a hero: +40 spirit damage (+0.372 per Spirit Power) and -6% Spirit Resist for 6s, 8s cooldown (2x longer after a light melee)
1,600 souls each
After you dash-jump, the next ability you use within 7 seconds gets bonus range, duration and Spirit Power; it also adds a stamina charge.
Buy when: Buy on casters who dash-jump into position before their key ability.
Next ability within 7s of a dash-jump: +12% Ability Range, +15% Ability Duration, +20 Spirit Power; +1 Stamina, +12% Stamina Recovery
Your Spirit Damage strips Bullet Resist from the target, so your team's guns hit harder on anyone you have touched; it also adds some Bullet Resist and weapon damage.
Buy when: Buy on a caster playing with gun carries against durable enemies.
Spirit damage applies -10% Bullet Resist for 8s; +9% Bullet Resist, +9% Weapon Damage
An expanding ice blast that damages and heavily slows everything it touches.
Buy when: 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 .
95 spirit damage (+0.47 scaling), -48% Move Slow for 4s, 10m max radius, 25s cooldown; +6% Spirit Resist
Imbue one ability to reduce its cooldown, giving more casts of it per fight.
Buy when: Buy on heroes with one long-cooldown ability they rely on.
-18% cooldown on the imbued ability
Imbue one ability to extend its duration.
Buy when: Buy on heroes whose value is in one long-duration zone, buff or CC.
+22% duration on the imbued ability
A larger flat Spirit Power increase than
Extra Spirit
Extra Spirit +10 Spirit Power , which it builds from, plus out-of-combat regen.
Buy when: Buy as the core scaling stat on any ability carry.
+18 Spirit Power, +1.5 Out of Combat Regen
Your Spirit Damage automatically slows the target's movement and cuts their dash distance — a free, always-on anti-mobility effect.
Buy when: Buy on casters when enemies keep dashing out of your ability range.
-24% Move Speed and -12% Dash Distance for 2s on spirit damage; +50 Bonus Health, +0.75m Sprint Speed
Dealing Spirit Damage strips Spirit Resist from the target, amplifying every subsequent ability your team lands.
Buy when: Buy on an ability-heavy team facing enemies who stack Spirit Resist.
+8% Spirit Resist; applies -8% Spirit Resist to the target for 7s
Watch out: Does not stack; repeated spirit damage only refreshes the debuff
Your imbued ability charges up over time; using it deals bonus Spirit Damage, grants fire rate and fully reloads your weapon.
Buy when: Buy on hybrid heroes who weave one ability into their gunfire.
Imbued ability, charges over 18s: +44 spirit damage (+0.16 per Spirit Power), +10% Fire Rate, reloads 100% of bullets
A point-and-click debuff that slows the target, increases their gravity and silences their movement abilities and movement items, so they cannot blink or fly away with them; it does not stop their stamina use.
Buy when: Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window.
-16% Move Speed and -26% Dash Distance for 3.5s, movement items and abilities silenced, gravity increased; 25m cast range, 29s cooldown; +0.5 m/s Sprint Speed
Watch out: Silences movement-based abilities AND movement items — it disables Warp Stone, Phantom Strike, Vindicta's Flight, Infernus's Flame Dash and similar
Targets an enemy to strip both their Spirit Resist and their Spirit Power — it weakens an enemy caster while making them easier to burst.
Buy when: Buy against an enemy spellcaster: it lowers their damage and raises yours against them at the same time.
-9% Spirit Resist and -30 Spirit Power for 12s, 35m cast range, 22s cooldown; +50 Bonus Health
Your Spirit Damage slows the enemy's fire rate, directly cutting a gun carry's damage output. It also gives you Bullet Resist.
Buy when: The cheap mid-game answer to a gun carry if you have any Spirit Damage to apply.
-28% enemy Fire Rate for 4.5s on spirit damage; +6 Spirit Power, +8% Bullet Resist
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
3,200 souls each
A targeted damage-over-time curse that deals damage based on the victim's current health and, most importantly, cuts their healing by more than half for a long window.
Buy when: Buy when an enemy is healing through your damage and you want a point-and-click answer that does not rely on landing bullets.
-55% Incoming Healing for 12s; 1.95% of current health per second (+0.003 per Spirit Power), non-lethal; 20m cast range, 30s cooldown; +8 Spirit Power, +65 Bonus Health
Watch out: Healing reduction raised -45% -> -50% on 6 Mar 2026
A point-and-click Disarm that stops the target using their weapon at all, and lowers their Bullet Resist while it runs.
Buy when: The dedicated answer to a gun carry: it simply turns their weapon off for four seconds during their damage window.
Disarm for 4.25s, -13% Bullet Resist, 32m cast range, 16s cooldown; +75 Bonus Health, +0.75m Sprint Speed
Watch out: Affects abilities that modify primary fire, but not weapon-damage abilities that work independently of primary fire
A large increase to the range and effect radius of your abilities and items, plus some Spirit Resist.
Buy when: Buy when landing abilities from safety is the problem.
+30% Ability Range and radius (abilities and items); +10% Spirit Resist
A long-range delayed Stun that is stronger against airborne targets: the Stun lasts longer the higher they are, and their gravity is increased while stunned.
Buy when: Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates.
0.5s stun after a 2s delay, up to +1.5s more the higher the target is in the air (full bonus at 30m); gravity increased during the stun; 45m cast range, 35s cooldown; +75 Bonus Health, +5% Ability Range
Watch out: Gravity effect increased from +50% to +100% on 6 Mar 2026
Casting an ability gives a short burst of move speed and, in combat only, heals you; dealing Spirit Damage to enemy heroes adds health regeneration, stacking across different heroes.
Buy when: Buy on high-spirit heroes who want to out-sustain poke.
On ability cast (6s cooldown): heal 40 (+1.4 per boon) in combat only and +1.75 m/s Move Speed for 3s. Spirit damage to enemy heroes: +4 HP/s regen (+0.025 per Spirit Power) for 7s, stacking per hero hit. +90 Bonus Health
Watch out: Since 30 Oct 2026 the cast heal only triggers while you are in combat
Adds two charges to your charge-based abilities, speeds up the time between charges and gives them bonus Spirit Power and cooldown reduction.
Buy when: Buy on charge-based kits.
Charged abilities: +2 charges, 30% faster time between charges, -14% cooldown, +14 Spirit Power
Fires an expanding projectile that silences enemies it passes through and deals impact damage; the Silence does not interrupt channelled abilities.
Buy when: 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.
3s Silence, 75 spirit damage (+0.7 per Spirit Power), 40m cast range, 42s cooldown; +90 Bonus Health
Watch out: Silence does not interrupt channelling abilities, so it will not cancel an ultimate that is already being channelled
A light or heavy melee hit on a hero deals bonus Spirit Damage and steals their Spirit Resist and Spirit Power; light melee hits have a reduced effect.
Buy when: Buy on melee-capable heroes fighting enemy casters up close.
Melee on a hero: +50 spirit damage (+0.84 per Spirit Power), steals 12% Spirit Resist and 25 Spirit Power for 10s, 6s cooldown (30% weaker on light melee); +75 Bonus Health, +7% Melee Damage
A large reduction to all your ability cooldowns.
Buy when: Buy on ability carries who want to cast constantly.
-20% Ability Cooldown; +4 Out of Combat Regen
A large increase to how long your abilities and items last, plus some Bullet Resist.
Buy when: Buy on heroes with long-duration zones, buffs or CC.
+28% Ability Duration (abilities and items); +8% Bullet Resist
Imbue an ability with permanent Spirit Power; using it gives you move speed and fire rate and lets you keep full speed while attacking.
Buy when: Buy on casters with one key damage ability they use at the start of every fight.
+28 Spirit Power on the imbued ability; on use: +1.75 m/s Move Speed for 8s and +20% Fire Rate, 14s cooldown
Charges over time so that your next large ability deals extra damage scaling off the target's current health — and that bonus ignores spirit resistance.
Buy when: Buy when an enemy tank's health pool is the reason your abilities feel useless.
Charges over 14s; abilities dealing more than 165 damage add 40 flat spirit damage plus 7.5% of the target's current health, ignoring Spirit Resist; +50 Bonus Health
Watch out: Only triggers on spirit damage above the 165 threshold against enemy heroes
Every 1.4 seconds it deals Spirit Damage to the two closest enemies within 9m, giving passive Area Damage and wave clear.
Buy when: Buy on frontliners for free damage in brawls and to chip minions; the constant pulse can also help flush out an enemy hiding nearby.
25 spirit damage (+0.23 per Spirit Power) to the 2 closest enemies within 9m every 1.4s; +100 Bonus Health, +22% Melee Resist
6,400 souls each
A large expanding ice blast that damages, briefly freezes and then heavily slows everything in a wide radius, and freezes their stamina regeneration.
Buy when: Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina.
175 spirit damage (+0.7 per Spirit Power), 1s Freeze, -48% Move Speed for 4s, 16m radius, 24s cooldown; +10% Spirit Resist
Watch out: Slowed targets have their stamina regen frozen
A very large Spirit Power increase, both flat and percentage, plus health — a late-game caster stat stick.
Buy when: Buy as a late-game scaling item on any ability carry.
+30 Spirit Power, +15% Spirit Power, +75 Bonus Health, +4 Out of Combat Regen
Curses a single enemy: it interrupts them, silences them, disarms them, blocks item use and strips all their non-ultimate buffs — but your own damage drops while it runs.
Buy when: Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright.
3.25s curse (interrupt, Silence, Disarm, item lockout, removes non-ultimate buffs); 20m cast range, 55s cooldown; -25% of your own damage while the curse runs
Watch out: Voice lines still refer to the old name Curse
Resets the cooldown of your imbued non-ultimate ability so you can cast it twice back-to-back; using it adds that ability's cooldown to the item's own.
Buy when: Buy on heroes with a single high-impact non-ultimate ability, such as a Stun or a big nuke, to double it in a fight.
Resets the imbued ability, 0.2s post-cast time; item cooldown 30s plus the imbued ability's cooldown; +5% Bullet Resist, +5% Spirit Resist
Your Spirit Damage stacks an amplifier on the target so each subsequent ability hits harder, and it also strips their Spirit Resist.
Buy when: Buy on high-frequency Spirit Damage heroes to melt durable targets over a sustained fight.
+17% Spirit Resist; -8% enemy Spirit Resist on spirit damage; +4.5% Spirit Amp per stack, up to 12 stacks, 12s duration, 0.7s internal cooldown
Watch out: The amplified damage is a separate instance applied after the original spirit damage
Sends you into a void state where you are invulnerable for four seconds, then leaves you with Spirit Power, Spirit Resist and move speed.
Buy when: Buy to survive a telegraphed assassination combo or ultimate — you cannot be hurt for four seconds.
4s invulnerable, drifting at 2.5 m/s, 37s cooldown; on exit +20 Spirit Power, +30% Spirit Resist, +3 m/s Move Speed for 5s
Watch out: Interrupts your own channelled abilities on activation
Silences a single enemy at range and banks a share of all damage dealt to them during the Silence, dumping it on them when the Silence ends; it also lowers their Spirit Resist and Spirit Power.
Buy when: Buy to take one enemy caster out of the fight — it silences them for four and a half seconds.
4.5s Silence, 35% of damage dealt applied on expiry, -9% Spirit Resist for 12s, -30 Spirit Power, 25m cast range, 40s cooldown; +10% Fire Rate
Watch out: Damage dealt to a barrier on the target counts toward the banked damage (fixed 30 Oct 2026)
Damage from your ultimate stuns the target and deals bonus Spirit Damage, scaling with Spirit Power, after a short delay, once per target per ultimate; it keeps
Mystic Slow
Mystic Slow +2s Duration +24% Move Speed -12% Dash Distance +50 Bonus Health 's slow on Spirit Damage.
Buy when: Buy on heroes whose ultimate hits several enemies, best with Spirit Power behind it.
Ultimate damage: 0.75s stun and 150 spirit damage (+0.35 per Spirit Power) after 3s, once per target per ultimate; spirit damage slows by 24% and cuts Dash Distance by 12% (Mystic Slow); +50 Bonus Health, +0.75 m/s Sprint Speed
Summons a flying carpet that carries you away at speed and makes you immune to slows; doing any action dismisses it.
Buy when: Buy when map rotations and split-push response are deciding the game, or as an escape from ground-locked fights.
Active: fly for 12s at +7 m/s, slow immune, 1.3s summon, 32s cooldown; +15% Ability Duration, +125 Bonus Health, +14 Spirit Power, -15% Gravity, +25% Air Control
Watch out: Flying makes you a prime target for Knockdown's airborne bonus stun and +100% gravity
Your imbued ability charges up over time; using it deals bonus Spirit Damage, grants fire rate and reloads your weapon, and until your next reload your bullets deal bonus Spirit Damage based on your Spirit Power.
Buy when: Buy on hybrid heroes with heavy spirit investment who shoot after casting.
Imbued ability, charges over 14s: +60 damage (+0.16 per Spirit Power), +22% Fire Rate, full reload; then bullets deal +20% of base bullet damage as spirit damage (+0.38 per Spirit Power) until you reload; +20% Max Ammo, +7 Spirit Power
Imbue an ability with Lifesteal: when it hits, the target is slowed and, after a short delay, enemies around them take a share of the damage dealt.
Buy when: Buy on area casters with one big damaging ability to add damage and stickiness to it.
Imbued ability: +22% lifesteal, -32% Move Speed on the target, 50% of the damage repeated to enemies within 16m after 3s, 6.25s cooldown; +8% Spirit Lifesteal
Instantly resets the cooldowns of all your abilities and restores all your charges.
Buy when: Buy on heroes with a fight-winning ultimate so you can use it twice in one engagement.
Resets all ability cooldowns and charges; 300s cooldown
Buffs one friendly target (including yourself) with heavy Spirit Resist and debuff resist plus a damaging aura, and reduces debuffs already on them.
Buy when: Buy on supports to harden a focused ally against a caster team while adding pressure damage.
2.3% max health/s aura damage in a 10m radius, +40% Spirit Resist, +20% Debuff Resist for 10s; 35m cast range, 35s cooldown; +100 Bonus Health
Dealing a lot of Spirit Damage to one enemy within a few seconds sets off an explosion and a long burn that cuts their healing very hard.
Buy when: Buy on a heavy burst caster against an enemy whose Lifesteal or healing is the win condition.
Triggers when you deal 500 spirit damage to one enemy within 5s: 50 explosion damage, 24 (+0.06 scaling) burn damage/s for 8s, -70% Healing Reduction; 20s immunity per target; half damage on non-heroes; +6% Ability Range
Watch out: 20s immunity per target means you cannot reapply it repeatedly to the same enemy
Cuts both ability and item cooldowns by a quarter, the most ability cooldown reduction of any item.
Buy when: Buy on ability carries whose power is in casting often.
-25% Ability Cooldown, -25% Item Cooldown; +4 Out of Combat Regen
A vacuum grenade that drags every enemy in a wide radius into one spot and applies
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance to all of them, silencing their movement abilities.
Buy when: Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once.
12m capture radius, -28% Move Speed, -36% Dash Distance for 4s plus Slowing Hex, 42s cooldown; +8% Ability Range, +0.75m Sprint Speed
Watch out: Applies the full Slowing Hex effect, so it silences enemy movement items such as Warp Stone and Phantom Strike