Deadlock spirit damage items
Scales what your abilities do, through Spirit Power and ability-specific effects.
44 items on patch 09-16-2026. Pick a tier, then an item, for what it does and when to buy it.
Weapon
9 items1,600 souls each
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.
Your bullets reduce the target's Spirit Resist, 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.
3,200 souls each
Throws a flask that creates a burning area dealing damage over time and reducing enemy Bullet Resist inside it.
Buy when: Buy for zone denial and faster objective damage, or to punish enemies who must hold a choke.
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.
Bullets strip Spirit Resist from the target, amplifying your team's ability damage on that enemy.
Buy when: Buy when enemies stack Spirit Resist and your team's damage is ability-based.
Bullets chain Spirit Damage 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.
Bullets build up a bleed that damages a share of the target's maximum health and, crucially, 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.
1.9% max health per second bleed (+0.006 spirit scaling), 35% Healing Reduction, 4s duration; build-up per bullet varies by hero
Watch out: Bleed does not build from melee attacks
6,400 souls each
Strongly links gun and ability damage, adding spirit scaling to your weapon.
Buy when: Buy on hybrid carries with heavy spirit investment.
Converts sustained weapon output into a large Spirit Power bonus, a bridge item for gun-to-spirit hybrids.
Buy when: Buy on heroes whose abilities scale hard with spirit but who fire constantly.
Vitality
5 items1,600 souls each
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.
Collecting soul orbs grants stacking bonus health and Spirit Power.
Buy when: Buy early on farming heroes to snowball stats out of lane.
6,400 souls each
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
Converts your bonus health into Spirit Power, rewarding heroes who build tanky and cast.
Buy when: Buy on tanky spirit heroes with large health pools.
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
Spirit
30 items800 souls each
Adds a charge to your charge-based abilities.
Buy when: Buy on kits with charge abilities you want to use more often.
Flat Spirit Power, the cheapest way to make every ability hit harder.
Buy when: Buy on any ability-scaling hero in the opening minutes.
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.
Increases the range and size of your abilities.
Buy when: Buy when you struggle to land abilities on mobile or distant enemies.
Melee attacks deal bonus Spirit Damage and debuff the target's Spirit Resist.
Buy when: Buy on heroes who mix melee into their rotation.
1,600 souls each
Casting an ability grants a short burst of move speed and Spirit Power.
Buy when: Buy on low-cooldown casters who want to kite while casting.
An expanding ice blast that damages and heavily slows everything it touches — the cheapest area anti-mobility tool.
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
Reduces your ability cooldowns, giving more casts per fight.
Buy when: Buy on ability-reliant heroes with long cooldowns.
Extends how long your ability effects last, including your crowd control.
Buy when: Buy on heroes whose value is in long-duration zones, buffs or CC.
A larger flat Spirit Power increase than the tier-1 option.
Buy when: Buy as the core scaling stat on any ability carry.
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
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, 40m cast range, 18s cooldown; +50 Bonus Health
3,200 souls each
A targeted damage-over-time curse that deals damage based on the victim's health and, most importantly, cuts their healing by half for a long window. It is the strongest dedicated anti-heal in the spirit tree.
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.
-50% Healing Reduction for 12s; 1.95 spirit damage/s (+0.003 scaling); 20m cast range, 30s cooldown; +8 Spirit Power, +65 Bonus Health
Watch out: Healing reduction raised -45% -> -50% on 6 Mar 2026
A large increase to ability range and radius.
Buy when: Buy when landing abilities from safety is the problem.
Adds ability charges and speeds up charge recovery.
Buy when: Buy on charge-based kits.
Landing abilities on enemy heroes steals Spirit Power from them for a duration.
Buy when: Buy in a caster-versus-caster matchup to swing the spirit-power race.
A large reduction to all your ability cooldowns.
Buy when: Buy on ability carries who want to cast constantly.
A large increase to how long your ability effects last, including crowd control and zones.
Buy when: Buy on heroes with long-duration zones, buffs or CC.
Casting an ability grants a strong temporary boost to Spirit Power and move speed.
Buy when: Buy on casters who chain abilities in a burst rotation.
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
Emits a periodic pulse of Spirit Damage to nearby enemies, 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.
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 — the stamina freeze stops them dashing out.
175 spirit damage (0.7 scaling), 1s Freeze, -48% Move Slow for 4s, 16m radius, 24s cooldown; +10% Spirit Resist
Watch out: The freeze and the slow are applied simultaneously, not sequentially
A very large all-round increase to Spirit Power, health and weapon damage — the generic late-game caster stat stick.
Buy when: Buy as a late-game scaling item on any ability carry.
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
Builds from
Mystic Slow
Mystic Slow +2s Duration +24% Move Speed -10% Dash Distance +50 Bonus Health : your Spirit Damage chains lightning to nearby enemies while keeping the slow effect.
Buy when: Buy on area casters who want extra chain damage plus sticking power.
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.
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.
Buffs a friendly target (including yourself) with heavy Spirit Resist and debuff resist plus a damaging aura, and reduces debuffs already on them. It is a team-wide defensive save.
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
A big hit of Spirit Damage detonates into an explosion and a long burn that applies extremely heavy healing reduction — the most severe anti-heal in the game.
Buy when: Buy on a heavy burst caster against an enemy whose Lifesteal or healing is the win condition.
Triggers above a 500 damage threshold: 50 explosion damage, 24 (+0.06 scaling) burn damage/s for 8s, -70% Healing Reduction; 20s immunity per target; +6% Ability Range
Watch out: 20s immunity per target means you cannot reapply it repeatedly to the same enemy
The largest cooldown reduction available, letting you cast almost continuously.
Buy when: Buy on ability carries whose power is in casting often.
Other things to buy for
Each of these lists the items that provide it, the same way.