Deadlock weapon damage items
Scales what your gun does. The core of any build whose damage comes out of the weapon.
52 items on patch 09-16-2026. Pick a tier, then an item, for what it does and when to buy it.
Weapon
40 items800 souls each
Adds weapon damage that only applies while you are near your target.
Buy when: Buy on short-range brawlers who fight inside a few metres.
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.
Increases headshot damage, rewarding precise aim in lane.
Buy when: Buy on accurate heroes to win early lane trades outright.
Speeds up your projectiles, which makes hitting moving or distant targets much easier.
Buy when: Buy on projectile-weapon heroes fighting mobile or long-range opponents.
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.
Landing headshots returns a small amount of health, giving lane sustain to accurate players.
Buy when: Buy when you are losing a poke lane but can reliably land headshots.
1,600 souls each
A timed reload minigame: hit the window and you get a burst of fire rate and Bullet Damage for a few seconds.
Buy when: Buy on any gun carry comfortable with the timing; it is one of the strongest early weapon power spikes.
Lets you keep firing accurately while airborne and improves air mobility.
Buy when: Buy on heroes who fight from the air or want to dodge ground-based abilities while shooting.
Weapon damage ramps up the longer you hold fire on a target within one magazine.
Buy when: Buy on heroes who can hold sustained fire on a single target.
Dashing grants a short window of bonus fire rate and weapon damage.
Buy when: Buy on mobile gun heroes who weave dashes into their damage rotation.
Adds weapon damage that only applies beyond a certain distance.
Buy when: Buy on snipers and poke heroes who hold distance.
Adds a burst of Spirit Damage to your bullets on a short internal cooldown.
Buy when: Buy on hybrid heroes who have some spirit scaling and a decent fire rate.
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.
Temporarily fires extra projectiles to the sides, greatly improving wave clear and close-range damage.
Buy when: Buy when you need faster wave clear or want extra close-range burst.
Rewards fighting up close: doing bullet or Melee Damage within a short range builds a damage and Lifesteal bonus. Since March 2026 it no longer cares about the angle you attack from.
Buy when: Buy on close-range duelists and flankers who commit into melee range.
procs on bullet or melee damage within 8m (Mar 6 2026 rework)
Watch out: No longer procs from attack angle — since 6 Mar 2026 it triggers on bullet or melee damage within 8m
A larger fire-rate increase at the cost of a small weapon-damage penalty.
Buy when: Buy on sustained-fire heroes who benefit more from rate than per-Bullet Damage.
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.
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.
-12% Bullet Resist for 12s (value changed from -13% in Sep 2026); +60 Bonus Health
3,200 souls each
Converts some of your weapon output into spirit-scaling damage, blending gun and ability builds.
Buy when: Buy on hybrid heroes with meaningful Spirit Power who still shoot a lot.
Taking damage stacks up weapon damage, rewarding heroes who stay in the fight while low.
Buy when: Buy on durable brawlers who absorb damage and keep shooting.
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
Periodically fires an extra burst of bullets alongside your normal shots, adding free damage.
Buy when: Buy as a general gun-damage upgrade on most weapon carries.
Sacrifices a nearby enemy minion for a temporary combat buff.
Buy when: Buy when you fight near waves and can convert minions into tempo.
Landing bullets stacks 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.
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.
Team aura granting nearby allies bonus fire rate and bullet Lifesteal.
Buy when: Buy on a frontline hero in a gun-scaling team to lift the whole squad's damage and sustain.
Bonus weapon damage against enemies who are above a health threshold, front-loading your damage.
Buy when: Buy when you are the one opening on healthy targets rather than cleaning up.
Aura that reduces the Bullet Resist of nearby enemies, boosting your whole team's gun damage.
Buy when: Buy on a gun-heavy team fighting durable enemies at close quarters.
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.
Improves long-range accuracy and damage falloff, letting you fight effectively from distance.
Buy when: Buy on snipers and heroes forced to hold long sightlines.
Builds from
Slowing Bullets
Slowing Bullets +24% Move Speed -20% Dash Distance +3.5s Slow Duration : your bullets slow enemies harder and add damage scaling from the target's health.
Buy when: Buy when you need to hold down mobile, high-health enemies with bullets alone.
6,400 souls each
Your bullets have a large chance to become unavoidable — piercing enemies and ignoring their Bullet Resist entirely.
Buy when: The definitive answer to enemies stacking Bullet Resist, barriers or bullet-evasion effects.
55% proc chance; +60% Bullet Velocity, +8% Weapon Damage
Watch out: Procced bullets bypass bullet evasion and damage barriers, and are not stopped by Plated Armor
Boosts ability charges and charge regeneration alongside weapon stats.
Buy when: Buy on charge-based ability kits that want more uses per fight.
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: approx -17% Bullet Resist, -17% Spirit Resist, -35% Healing Reduction for 12s; +125 Bonus Health
Watch out: The triggering headshot itself is dealt before the resist reduction applies
Large weapon damage, fire rate and Lifesteal surge when you drop below a health threshold — a comeback item for brawlers.
Buy when: Buy on durable carries who regularly fight at low health and can survive the window.
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.
Your bullets bounce to additional nearby enemies, multiplying 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.
Strongly links gun and ability damage, adding spirit scaling to your weapon.
Buy when: Buy on hybrid carries with heavy spirit investment.
Vitality
9 items1,600 souls each
Solid flat Bullet Resist, plus weapon damage and fire rate while you stay above a health threshold.
Buy when: The efficient mid-game buy against gun carries when you also want offence — it is the best bullet-resist-per-soul item at tier 2.
+18% Bullet Resist, +3 out-of-combat regen; above 65% health: +18% Weapon Damage, +7% Fire Rate
Using an ability grants a short burst of fire rate and Spirit Power, rewarding ability-weaving supports and hybrids.
Buy when: Buy on low-cooldown ability kits.
For a few seconds, anyone who damages you automatically takes a share of that damage back, and you gain Bullet Resist permanently.
Buy when: Buy against divers and sustained gun carries who commit to shooting you at close range.
+10% Bullet Resist; active returns 65% of bullet damage and 25% of spirit damage for 6.5s, 23s cooldown
Watch out: Returns pre-mitigation damage, so it works off the attacker's raw output
3,200 souls each
A combat state granting bonus health regeneration and combat stats for a window.
Buy when: Buy on brawlers who want to win an extended slugfest.
6,400 souls each
Receiving healing grants you bonus fire rate, converting your team's support into damage.
Buy when: Buy alongside a healer or on a heavy-Lifesteal build.
Your bullets build up a debuff that both cuts the target's outgoing damage and applies heavy healing reduction — the strongest single answer to a self-sustaining carry.
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 large bullet and spirit Lifesteal alongside solid offensive and health stats. It no longer applies any healing reduction.
Buy when: Buy on a carry who wins by staying in the fight and healing through incoming damage.
+25% Spirit Lifesteal, +25% Bullet Lifesteal, +180 Bonus Health, +12% Weapon Damage, +12 Spirit Power
Watch out: Healing reduction removed 8 May 2025 — older guides listing Leech as anti-heal are stale
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
A burst of greatly increased Lifesteal and combat stats for a short window.
Buy when: Buy to survive and win an extended duel on a carry.
Spirit
3 items1,600 souls each
Your Spirit Damage strips Bullet Resist from the target, so your team's guns hit harder on anyone you have touched.
Buy when: Buy on a caster playing with gun carries against durable enemies.
Using an ability instantly reloads part of your magazine, letting hybrids cycle gun and abilities.
Buy when: Buy on hybrid heroes who weave abilities into gunfire.
6,400 souls each
Converts a large share of your Spirit Power into weapon damage, turning a caster's stats into gun damage.
Buy when: Buy on hybrid heroes with heavy spirit investment who still shoot.
Other things to buy for
Each of these lists the items that provide it, the same way.