Deadlock burst damage items
Damage delivered in one window rather than over a fight.
15 items on patch 09-16-2026. Pick a tier, then an item, for what it does and when to buy it.
Weapon
10 items800 souls each
Increases headshot damage, rewarding precise aim in lane.
Buy when: Buy on accurate heroes to win early lane trades outright.
1,600 souls each
Improves heavy melee, adding charges and damage for melee-based pressure.
Buy when: Buy on melee-centric heroes or to punish enemies who cannot parry well.
The first shots out of a fresh magazine deal bonus damage, rewarding burst-and-reload play.
Buy when: Buy on heroes who open engagements with a short, decisive burst.
3,200 souls each
Using an ability empowers your next shots with bonus damage, rewarding ability-weaving.
Buy when: Buy on heroes who interleave abilities and gunfire.
Landing a headshot grants a stacking damage buff for several seconds.
Buy when: Buy on accurate heroes who can chain headshots in a fight.
Large weapon and Spirit Damage bonus that only applies at very short range.
Buy when: Buy on shotgun-range brawlers who fight nose-to-nose.
Grants stealth out of combat and a burst of damage when you break it, letting you set up ambushes.
Buy when: Buy on flankers who want to open a fight from an unexpected angle.
6,400 souls each
Turns heavy melee into a heavy area strike with displacement and bonus damage.
Buy when: Buy on melee bruisers who want to punish clustered enemies.
A very large weapon damage increase paid for with a permanent reduction to your maximum health.
Buy when: Buy only when you are winning, can stay behind your frontline, and need to close out the game fast.
Watch out: The max-health penalty is permanent while held and stacks badly with enemy burst
Bullets have a chance to deal greatly increased damage and apply a slow.
Buy when: Buy on high-fire-rate heroes where the proc chance triggers often.
Spirit
5 items800 souls each
Adds bonus Spirit Damage to abilities that deal a large hit, front-loading your burst.
Buy when: Buy on burst casters to win early trades.
3,200 souls each
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
6,400 souls each
Instantly resets the cooldown of one non-ultimate ability so you can cast it twice back-to-back.
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.
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 is the hardest single-target lockout in the game.
Buy when: Buy to delete one enemy caster from the fight entirely — it stops every ability and item they have for four and a half seconds.
4.5s Silence, 30% of damage dealt applied on expiry, -9% Spirit Resist, 20m cast range, 45s cooldown; +10% Fire Rate
Your abilities echo, dealing extra Area Damage and applying a slow around the target.
Buy when: Buy on area casters to add damage and stickiness to every cast.
Other things to buy for
Each of these lists the items that provide it, the same way.