Deadlock utility items
Effects that do not fit a damage or defence bucket but decide fights anyway.
19 items on patch 09-16-2026. Pick a tier, then an item, for what it does and when to buy it.
Weapon
4 items3,200 souls each
Sacrifices a nearby enemy minion for a temporary combat buff.
Buy when: Buy when you fight near waves and can convert minions into tempo.
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.
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.
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.
Vitality
5 items1,600 souls each
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 +45s 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
3,200 souls each
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
An area heal that restores you and every nearby ally at once.
Buy when: Buy on supports and frontliners to undo chip damage across the team between fights.
325 base heal (+6 per boon) over 2s, 18m radius, 60s cooldown; +5% Ability Range, +8 Spirit Power
A channelled beam that heals and pulls a distant ally toward you, saving them from a losing fight.
Buy when: Buy on supports to extract a focused teammate out of a dive.
6,400 souls each
Strips all non-Stun debuffs from an ally (or yourself) at range and gives them a large barrier and move speed. It is the only ranged cleanse in the game.
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, 45s 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
Spirit
10 items800 souls each
An economy item that generates extra souls over time.
Buy when: Buy early in a safe lane to accelerate your item timings.
Increases the range and size of your abilities.
Buy when: Buy when you struggle to land abilities on mobile or distant enemies.
Your Spirit Damage reduces the target's fire rate, 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: The cheapest possible answer to an enemy gun carry in lane.
1,600 souls each
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.
3,200 souls each
A large increase to ability range and radius.
Buy when: Buy when landing abilities from safety is the problem.
A long-range delayed Stun that is far stronger against airborne targets: the Stun lasts longer the higher they are, and their gravity is doubled so they crash back to the ground.
Buy when: The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky.
0.5s base stun after a 2s delay, up to +1.5s extra against targets 30m or more in the air; +100% gravity during the stun; 45m cast range, 35s cooldown; +75 Bonus Health
Watch out: Gravity effect increased from +50% to +100% on 6 Mar 2026
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.
6,400 souls each
Curses a single enemy: it interrupts them, silences them, disarms them, blocks item use and strips all their non-ultimate buffs. Nothing else in the game removes an enemy from a fight so completely — but holding it costs you damage.
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) plus a 0.3s stun and heavy slow; 20m cast range, 55s cooldown; -25% of your own damage while the curse runs
Watch out: Since 30 Jan 2026 it no longer grants weapon damage and instead applies an 8% total damage penalty while held; it also lost its spirit resist and health bonuses
Instantly resets all of your ability and item cooldowns, including your ultimate.
Buy when: Buy on heroes with a fight-winning ultimate so you can use it twice in one engagement.
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
Other things to buy for
Each of these lists the items that provide it, the same way.