Deadlock mobility items

Movement that lets you choose where a fight happens.

16 items on patch 09-16-2026. Pick a tier, then an item, for what it does and when to buy it.

Weapon

4 items

1,600 souls each

Fleetfoot Fleetfoot 1,600 souls · Tier 2 · Weapon · InstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Weapon T2 1,600 souls Strong evidence

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.

Kinetic Dash Kinetic Dash 1,600 souls · Tier 2 · Weapon · Passive +7s Duration +25% Fire Rate +6 Ammo +1 Stamina +12% Stamina Recovery Weapon T2 1,600 souls Strong evidence

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.

Recharging Rush Recharging Rush 1,600 souls · Tier 2 · Weapon · Passive +25s Cooldown +20% Max Ammo +10% Weapon Damage +200 Damage Threshold +3.5s Time Frame Weapon T2 1,600 souls Strong evidence

Reloads part of your magazine when you dash or sprint, keeping your gun up while repositioning.

Buy when: Buy on mobile gun heroes who reposition constantly between bursts.

3,200 souls each

Shadow Weave Shadow Weave 3,200 souls · Tier 3 · Weapon · InstantCast +37s Cooldown +13s Duration +0.6s Fade Time +5s Ambush Duration +25% Ambush Fire Rate +25 Ambush Spirit Power +25% Ambush Melee Damage +5 Out of Combat Regen Weapon T3 3,200 souls Strong evidence

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.

Vitality

9 items

800 souls each

Extra Stamina Extra Stamina 800 souls · Tier 1 · Armor · Passive +1 Stamina +12% Stamina Recovery Vitality T1 800 souls Strong evidence

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.

Sprint Boots Sprint Boots 800 souls · Tier 1 · Armor · Passive +2 Out of Combat Regen Vitality T1 800 souls Strong evidence

Increases out-of-combat sprint speed for rotations and map presence.

Buy when: Buy when the game is decided by rotations and objective contests.

1,600 souls each

Enduring Speed Enduring Speed 1,600 souls · Tier 2 · Armor · Passive +25% Slow Resist +2 Out of Combat Regen Vitality T2 1,600 souls Documented

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

3,200 souls each

Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Vitality T3 3,200 souls Documented

Launches you high into the air with a barrier and full air control, then lets you slam back down. It is the best pure escape and rotation tool at its tier.

Buy when: Buy to escape ground-based lockdown and to rotate across the map quickly.

200 Barrier (+12 per boon) for 8s, +50% Air Control, 45s cooldown; the cooldown resets to 5s if an enemy hero interrupts you

Watch out: Leaves you airborne, which Knockdown punishes with a longer stun and +100% gravity

Stamina Mastery Stamina Mastery 3,200 souls · Tier 3 · Armor · Passive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Vitality T3 3,200 souls Strong evidence

Adds stamina charges and faster stamina recovery, giving you far more dashes and jumps.

Buy when: Buy when dodging telegraphed abilities and disengaging is how you survive.

Veil Walker Veil Walker 3,200 souls · Tier 3 · Armor · Passive +15s Cooldown +16s Duration +0.25s Fade Time +125 Bonus Health +6 Spirit Power +8s Invisibility Duration Vitality T3 3,200 souls Documented

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

Warp Stone Warp Stone 3,200 souls · Tier 3 · Armor · InstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration Vitality T3 3,200 souls Documented

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

Juggernaut Juggernaut 6,400 souls · Tier 4 · Armor · Passive +25% Melee Resist +50% Slow Resist +40% Fire Rate +8 Health Regen +4s Duration Vitality T4 6,400 souls Documented

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, +8 Health Regen; enemies who shoot you get -40% Fire Rate for 4s

Phantom Strike Phantom Strike 6,400 souls · Tier 4 · Armor · Press +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration Vitality T4 6,400 souls Documented

Teleports you onto an enemy, slams them to the ground and disarms them. It is the premier catch tool against airborne and fleeing targets.

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

Spirit

3 items

1,600 souls each

Arcane Surge Arcane Surge 1,600 souls · Tier 2 · Tech · Passive +7s Duration +15% Ability Duration +20 Spirit Power +12% Radius +12% Ability Range +1 Stamina +12% Stamina Recovery Spirit T2 1,600 souls Strategic

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.

3,200 souls each

Surge of Power Surge of Power 3,200 souls · Tier 3 · Tech · Passive +14s Cooldown +28 Imbued Ability Spirit Power +20% Fire Rate Bonus +8s Move Speed Duration +100 move speed penalty while shooting reduction Spirit T3 3,200 souls Strong evidence

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.

6,400 souls each

Magic Carpet Magic Carpet 6,400 souls · Tier 4 · Tech · InstantCast +32s Cooldown +12s Duration +0.2s Cast Delay +14 Spirit Power +1.3s Summon Duration +15% Ability Duration +25% Air Control -15% Gravity Scale +125 Bonus Health Spirit T4 6,400 souls Strong evidence

Summons a flying carpet that carries you across the map at speed while letting you act.

Buy when: Buy when map rotations and split-push response are deciding the game, or as an escape from ground-locked fights.

Watch out: Flying makes you a prime target for Knockdown's airborne bonus stun and +100% gravity

Other things to buy for

Each of these lists the items that provide it, the same way.