Item Tier List
All 156 items ranked S through D — October 2026 meta. Know what's worth your souls before you open the shop.
All 156 items ranked S through D — October 2026 meta. Know what's worth your souls before you open the shop.
These items tempt new players but underperform statistically:
If you love one of these, play it — comfort beats stats. But know what the numbers say.
The shop's four tiers (800 / 1,600 / 3,200 / 6,400 souls) map roughly to game phases — and each tier has a job. Buy with the phase you're in, not the phase you wish you were in: a Tier 4 dream doesn't help if you lose lane with empty slots.
Cheap stat-fillers for the first minutes. Grab 2–4 to match your lane: damage if you're ahead and trading, health/sustain if you're getting poked out. Empty item slots are the real trap — a filled cheap slot beats a saved-up empty one.
Your first real decisions. These items define how you play the mid game — mobility, sustain, and your first fight-winners. This is where most games are quietly won: the player who spikes first rotates first.
Items that change what your hero does: teamfight auras, hard crowd control, and the answers to whatever is beating you. Buy reactively here — Counterspell into the ability that keeps killing you, Toxic Bullets into their sustain.
The items that decide matches. By now buy order matters less than timing: have your game-ender online before the fight that ends the game, not after. Cheat Death before the base race, Unstoppable before their wombo lands.
Buy paths from lane to late game. Adapt the middle to your hero and the enemy team — the endpoints are what matter.
Headshot Booster (T1) → Slowing Bullets (T2) → Bullet Lifesteal (T2) → Toxic Bullets (T3) → Ricochet (T4) → Glass Cannon (T4)
Lane damage, then stickiness and sustain so you survive the mid game, then the teamfight scaling that melts everyone.
Mystic Burst (T1) → Extra Spirit (T1) → Compress Cooldown (T2) → Improved Spirit (T2) → Superior Cooldown (T3) → Mystic Reverb (T4)
Cheap spirit and cooldowns first — note Extra Spirit feeds Improved Spirit, which feeds Boundless Spirit, so none of it is wasted.
Extra Health (T1) → Sprint Boots (T1) → Battle Vest (T2) → Reactive Barrier (T2) → Fortitude (T3) → Unstoppable (T4) → Cheat Death (T4)
Health and move speed to survive lane, resists for the mid game, then the two items that win late teamfights.
Component chains save you souls: buy the cheap piece early — Extra Spirit → Improved Spirit / Surge of Power → Boundless Spirit, Extra Regen → Healing Booster, Mystic Vulnerability → Escalating Exposure, Mystic Slow → Lightning Scroll.
Cheap cooldown reduction with spirit power. Fits literally every caster build.
49% win rate. The cooldown item that defines caster builds — more casts wins games.
53% win rate. Pulsing AoE spirit damage that scales with the fight. Zone monsters live here.
Immediately re-cast an ability. Double your best spell on demand.
56% win rate — the highest of any spirit item. Re-cast your last ability for massive burst. Deletes heroes.
Reset all cooldowns. Two ults in one fight wins games.
63% win rate. Survive lethal damage once per fight. Turns lost teamfights into won ones.
Your bullets cut enemy damage and healing. Single-handedly shuts down hyper-carries.
35% bullet and spirit lifesteal plus damage. The sustain king — out-heal entire teams.
Immune to stun, silence, sleep, root, and disarm. Your 'I get to play the game' button. Non-negotiable late game.
Bleed based on max HP plus healing reduction. Melts tanks, counters sustain comps, and scales into late game. One of the highest win-rate items on gun carries.
Kills and assists trigger attack speed and lifesteal surges. Win one fight, win them all.
Massive damage at the cost of survivability. You're a carry — if you get caught you die anyway. Deal 70% more damage while alive.
Bullets bounce to additional targets. The only way to instantly clear waves and apply on-hit effects to multiple heroes. Non-negotiable on gun carries by 20 minutes.
Your bullets silence. Deletes ability-reliant heroes from the game.
Cooldown reduction — the universal spirit starter.
Cheap debuff tool for 800 souls. Absurd value early.
For melee-spirit hybrids. Melee hits deal spirit damage and shred spirit resist.
Longer ability durations — core for DoT and zone heroes.
Amplify spirit damage on targets. Your whole team's abilities hit harder.
Active slow. Catch anyone, set up every combo.
Drain spirit resist and spirit power — anti-caster tech.
Disarm a carry. Deletes their damage for the duration.
Bigger ability radius. Hit more targets with every cast.
Faster charge regen. Charge-based heroes become oppressive.
AoE silence. Teamfight caster shutdown.
Longer durations on everything that matters.
Imbue an ability with permanent spirit power; casting it boosts your move speed.
Charges up bonus spirit damage for big ability hits. The answer to 6000-HP frontlines.
Huge spirit power plus health. Raw scaling.
Stacking spirit amp the longer you fight. Scaling monster.
Become untargetable. Dodge the combo that would kill you.
Explosion plus burn on big spirit hits, with healing reduction — finish what your team starts.
Maximum cooldown reduction. Cast everything twice as often.
Extra dash and jump. Movement is life in Deadlock.
Active heal plus spirit power. Clutch recovery on demand.
Parry to heal the damage parried and send it back — punishes anyone who touches you.
Move speed is the best stat in the game. Buy these first.
Core gun sustain. The reason carries can stay in fights.
Anti-heal on hit. Mandatory against sustain comps.
Sustain for casters.
Your next parry also blocks ability and item effects.
Tank staple. Big health plus regen after avoiding damage.
Melee hits heal you. Brawler sustain core.
Extra air dash and stamina. Movement tech enabler.
Grow huge, gain resists, slow nearby enemies. Teamfight-defining tank active.
Move speed, regen, slow resist. Core of the current bruiser meta.
Steal enemy max HP with your bullets. Anti-tank scaling.
Taking spirit damage shortens your ability cooldowns — mages focusing you just feed you more spells.
Flat fire-rate boost for 800 souls. One of the highest-value early purchases in the game.
Your bullets heal you. Lets you win trades you'd otherwise lose.
Your next bullet deals bonus spirit damage. Bridges weapon and ability builds beautifully.
Your bullets slow. Turns every trade into a chase they can't win.
Flat fire-rate boost with no conditions. The most straightforward DPS increase at this tier.
Converts your gun to burst-fire with bonus damage. Massive DPS jump for most heroes.
Stacking resists the longer you fight. Core of the current bruiser meta.
Headshot kills snowball into more damage. Dominant in the right hands.
Huge damage and a slow up close. Brawlers live here.
Every shot chains lightning to nearby enemies. Teamfight AoE for free.
Headshots shred resists and healing. Anti-carry tech.
Chance for empowered bonus-damage bullets (can’t crit). The more you commit, the harder it spikes.
Builds fire rate, spirit power, and spirit lifesteal as you shoot heroes. For spirit-gun hybrids.
Extra ability charge. Core on charge-based heroes.
Flat spirit power. Simple scaling.
Health regen when you deal spirit damage to heroes. Brawl more, regen more.
Dash-jump, then your next ability gains range, duration, and spirit power.
Hybrid shred. Gun-spirit bridge.
AoE slow active. Zone control.
Flat spirit power upgrade. Reliable scaling.
Imbue an ability: charges spirit damage and reloads your gun on use. Hybrid tempo.
Reduce enemy healing and regen. Situational anti-sustain.
Damage over time plus healing reduction. Grind them down.
Active knockdown. Setup and peel.
Heal plus move speed whenever you cast. Sustain for casters.
Melee hits steal spirit resist and spirit power. Snowball mechanic.
Big AoE nuke. Teamfight damage.
Debuff aura. Grind-down utility.
Ability range. Snipe from safety.
Your ultimate stuns and deals delayed bonus spirit damage. AoE burst.
Flying mobility. Rotation and surprise angles.
Hybrid weapon-spirit scaling. Niche carry.
Defensive aura plus max-health burn. Teamfight grinder.
AoE root and pull. Setup CC.
Flat health. Never bad, never exciting.
Out-of-combat regen. Stay in lane longer.
Regen that ramps while fighting. Solid brawler sustain.
Shorter CC and debuffs. Quietly wins fights.
Spirit power and CDR while healthy. Niche but strong vs casters.
Sustained move speed. Rotation and chase value.
Amplify your healing. Healer and self-sustain synergy.
Shield triggers on hard CC. Anti-combo tech.
Shield vs spirit damage. Meta-dependent.
Kills and assists stack sprint, ability range, and soul income — even through death. Economy engine.
Shield vs weapon damage. Meta-dependent.
Cleanse debuffs on demand. Clutch vs CC chains.
Damage triggers a fire-rate and move-speed surge. Fight steroid.
Team AoE heal. Support value.
Super-jump mobility. Rotation and escape tool.
Resist plus regen vs spirit comps. Situational wall.
Teleport forward with bullet resist. Aggressive repositioning.
Big shield active. Clutch save on demand.
Anti-spirit-burst shield. Counters one-shot casters.
Sustain that scales with fight length.
CC-resistant tank stats. Frontline enabler.
Teleport to an enemy with disarm and slow. Gap-close plus disruption.
Raw armor and health. Simple wall.
Reduce the next big spirit hit. Anti-burst tech.
Active lifesteal nuke. Burst sustain on demand.
Reload less, shoot more. Simple and always useful.
Faster bullets plus damage — easier to hit moving targets at range.
Bonus damage to NPCs and troopers. Speeds up your farm significantly.
Nail the reload timing for fire rate, lifesteal, and move speed. Skill-based value.
Active burst of speed and slow resist. Chase kills or escape death.
Damage ramps as your magazine empties. Rewards committing to full sprays.
Rewards dash-jumping with fire rate and bonus ammo. Movement players get free DPS.
Bonus damage vs healthy targets. Win every opening trade.
Shred spirit resist so your abilities hit harder. Team-enabler.
AoE burn zone that shreds bullet resist. Zone control plus team damage amp.
Stack weapon damage as you take damage. Rewards playing on the edge.
Grant nearby allies bullet resist. Support-carry hybrid value.
Bonus damage while you stay healthy. Secures kills that would escape.
Aura shreds enemy bullet resist. Your whole team hits harder.
Long-range damage and headshots. Rewards distance and precision.
Bullets periodically pierce and ignore bullet resist. Shred through armor-stacking tanks.
Active burst damage. Timed detonation for combo finishes.
Melee hits restore ammo and stack shred, stunning at max. Brawler endgame.
Stacking fire rate and reload speed on ability casts. Niche but potent on the right hero.
Passive slow on abilities. Outclassed by the active.
Melee heroes only. Great there, dead slot otherwise.
Damage and fire rate while healthy. Falls off fast.
Shield an ally. Support-only value.
Active self-heal that scales with stacks. Outclassed by bigger options.
Auto-fires back at attackers. Too situational.
Heal an ally at range. Very niche.
Stealth through cosmic veils, plus heal and speed. High skill, narrow use.
Active heal and cleanse. Outclassed.
Only shines on shotgun-range heroes who live in melee.
Great if you reliably hit headshots. Dead weight if you don't.
Poke-build only. Useless if you ever get close.
Melee-hero exclusive. Strong there, irrelevant everywhere else.
Weapon damage recharges your charged abilities. Niche tempo trick.
Situational burst. Fun, but rarely optimal.
Close-range wounds: DoT, shred, reveal, and move speed. Worthless in fair fights.
Spray for days — but the DPS rarely justifies the slot.
Defensive headshot utility. Too situational for most builds.
Imbue an ability: damaging enemies stacks weapon damage. Only for true hybrids.
Drain your own HP for fire rate and speed. High risk, rarely worth it.
Fast follow-up shot damage. Niche trigger discipline reward.
Brief invisibility. The reposition rarely pays off.
Headshots shred spirit resist. Aim skill meets ability scaling — narrow audience.
Slower, heavier shots that slow. Utility over raw DPS.
Gimmick item. Fun once, then never again.
The radius isn't worth it for most builds.
Looks tanky, but the resists don’t justify 3,200 souls.
The resists don't justify the cost — a stat trap.
Consume an NPC for souls and a buff — but the long cooldown and setup make it a gimmick.