Build Crafting
A comprehensive guide to creating effective builds in Deadlock.
Build Philosophy
Before opening the build crafting screen, define a goal for your build. Build archetypes vary drastically by character. Focus on making one or two aspects of your character extremely strong rather than spreading thin.
Build Archetypes
- Spirit Damage: Scale abilities with spirit power for burst or sustained damage
- Gun Build: Focus on weapon damage, fire rate, and bullet procs
- Melee Build: Scale melee damage and lifesteal for close-quarters combat
- Support/Utility: Focus on healing, crowd control, and team buffs
- Hybrid: Balance multiple damage types (common on characters like Lady Geist, Mirage)
Build Structure
Organize builds into categories that follow your game progression:
| Category | Purpose | Timing |
|---|---|---|
| Early Game / Build Setup | Lane sustain, early power spikes, farming efficiency | 0-8 minutes |
| Mid Game / Build Core | Core items that define your build’s identity | 8-20 minutes |
| Late Game / Late Upgrades | Luxury items, upgrades, situational power | 20+ minutes |
| Situational | Flex items based on enemy composition | Throughout |
Mark situational categories as “optional” - items here won’t be included in auto-queue.
The 4.8k Investment System
Reaching 4.8k souls spent in any item category provides significant stat bonuses:
| Category | 4.8k Bonus |
|---|---|
| Weapon | +18% Weapon Damage |
| Vitality | +203 Health |
| Spirit | +19 Spirit Power |
Key insight: Even on gun-focused builds, getting 4.8k investment in spirit is often worth it for the free +19 spirit power on scaling abilities. Most optimal builds reach 4.8k investment in all three categories.
Early Game Itemization
Lane Sustain
Choose one healing item based on your build type:
| Item | Best For | Notes |
|---|---|---|
| Extra Regen | Universal | Passive, no thought required |
| Healing Rite | Universal | More powerful but requires activation, stops on damage |
| Restorative Shot | Gun builds | Scales weapon damage via category investment |
| Mystic Regeneration | Spirit builds with low cooldowns | Only if you proc it consistently (Mirage Jinmark, not Viscus Splatter) |
| Melee Lifesteal | Melee builds | Also scales health via category investment |
Gun Item for Spirit Builds
Always include at least one gun item, even in spirit builds. Your gun should never be “absolutely worthless.”
Monster Rounds (500 souls) is ideal for spirit builds:
- Massive damage bonus vs NPCs (creeps, jungle, objectives)
- Cheap, meant to be sold later
- Helps farm and take objectives faster
Early Power Spikes
For spirit builds:
- Extra Spirit - Universal must-have for scaling
- Mystic Burst - Significant bonus damage on abilities
For gun builds:
- Rapid Rounds / Active Reload - Fire rate is king
- Headshot Booster / Close Quarters - Situational damage boosts
Mobility
Choose based on build needs:
| Item | Upgrades To | Best For |
|---|---|---|
| Extra Stamina | Arcane Surge | Spirit builds (+12% ability range/radius, +15% duration, +20 spirit) |
| Extra Stamina | Kinetic Dash | Gun builds (+25% fire rate, bonus ammo) |
| Extra Stamina | Stamina Mastery | Characters needing raw mobility (Lash, Paige) |
| Sprint Boots | - | Characters wanting map movement |
| Enduring Speed | - | Reducing enemy slows |
Movement meta shift: With stamina and movement speed nerfs, Stamina Mastery has become essential on many characters. Sideways air dashes (jump + immediate sideways dash) are now the fastest movement method.
Cooldown Reduction
For ability-focused builds:
- Compressed Cooldown (1,250) - Imbue onto your primary ability
- Superior Cooldown (3,000) - Often worth rushing as first T3 item
Mid Game Itemization
Toxic Bullets Meta
Toxic Bullets (3,200) is currently the strongest gun item in the game for most characters with reasonable fire rate. It:
- Applies % max health bleed damage
- Applies healing reduction
- Synergizes with ricochet builds
Works on: Most gun users, Infernus, Warden, Mina, McGinnis, Seven, and anyone shooting reasonably fast.
Key Build Core Items by Archetype
Spirit Nukers:
- Surge of Power (imbued on primary ability)
- Tankbuster
- Greater Expansion
- Warp Stone (for gap closing)
Gun Carries:
- Toxic Bullets
- Kinetic Dash
- Burst Fire / Swift Striker
- Vampiric Burst / Bullet Lifesteal
Tanks/Bruisers:
- Colossus (15% base health bonus, resists, enemy slow)
- Majestic Leap (initiation + barrier)
- Fortitude / Spirit Lifesteal
Supports:
- Guardian Ward (barrier for allies)
- Heroic Aura (15% bullet resist for team)
- Rescue Beam
- Echo Shard (if cube/save ability based)
Item Upgrade Decisions
Not all items need upgrading. Consider:
- Duration Extender → Superior Duration: Only 6% more duration for 1,600 souls. Often not worth it if only one ability benefits.
- Mystic Expansion → Greater Expansion: Usually worth it for range-dependent abilities.
- Spirit Lifesteal → Infuser: Worth it on spirit builds in extended fights.
Late Game Itemization
Flex Slot Management
You only unlock flex slots through guardian/walker kills. Plan your build around available slots:
- Don’t add too many distinct items - you won’t have slots
- Selling cheap early items (Monster Rounds, Extra Regen) frees slots
- Upgrading existing items doesn’t consume new slots
Late Game Power Items
Spirit:
- Boundless Spirit - High scaling, hidden tech on some characters (Abrams)
- Mystic Reverb - Imbue for slow + AoE damage echo
- Phantom Strike - Teleport to enemy, pull down, disarm
Gun:
- Ricochet + Silencer + Inhibitor combo (Mirage, Haze)
- Glass Cannon (stacking fire rate on kills)
- Armor Piercing Rounds (counter high bullet resist)
Survivability:
- Diviner’s Kevlar (+1000 HP during ult)
- Divine Barrier (remove debuffs, barrier, movespeed)
- Ethereal Shift (invulnerability for squishy carries)
Situational Items
Always Consider
| Item | When |
|---|---|
| Dispel Magic | Heavy CC comps |
| Counter Spell | Spell-heavy enemies, bursty mages |
| Reactive Barrier | Stun/movement lock enemies |
| Metal Skin | Fed gun carries |
Anti-Healing
| Item | Use Case |
|---|---|
| Toxic Bullets | Gun builds |
| Healbane | Spirit builds |
| Spirit Burn | Late game, spirit builds needing burst heal reduction |
Vs Gun-Heavy Comps
- Suppressor - Reduce fire rate when dealing spirit damage
- Return Fire - Discourage enemies from shooting you
- Bullet Resilience / Escalating Resilience - Stack bullet resist
Vs Spirit-Heavy Comps
- Spirit Resilience - Below % health spirit resist
- Spirit Shielding - Auto-barrier vs spirit burst
- Counter Spell - Parry protects from ability damage/effects
Dead Items
Avoid these currently underperforming items:
- Siphon Bullets - Over-nerfed, worst item in the game. If you need healing, get Fury Trance or Vampiric Burst. If you need damage, anything else is better.
Imbued Abilities
Items with imbued abilities must be assigned to specific abilities. Always annotate which ability gets the imbue in your build to avoid mistakes later.
Common imbue targets:
- Compressed Cooldown: Primary damage/utility ability
- Duration Extender: Abilities with meaningful duration (ults, buffs)
- Surge of Power: Primary damage ability for move speed maintenance
- Quicksilver Reload: Abilities that benefit from fire rate on use
Ability Upgrade System
Point Costs
Each ability has 3 upgrade tiers that must be purchased in order:
| Tier | Cost | Unlock Requirement |
|---|---|---|
| T1 | 1 point | Base ability |
| T2 | 2 points | T1 purchased |
| T3 | 5 points | T2 purchased |
Total to max one ability: 8 points (1+2+5)
Point Availability
- Total points available: ~29 points through normal leveling
- Bonus points: +1 per Spirit Urn delivery (carrier only)
- Full max: 32 points (4 abilities × 8 points) - impossible without urn deliveries
Since you can’t max all abilities, prioritize wisely. Most builds max 2-3 abilities and leave one at T1 or T2.
Ability Unlock Progression
You don’t start with all 4 abilities. Base abilities unlock at specific levels:
| Level | Unlock |
|---|---|
| 0 | 1st ability (1 point) |
| 1 | 2nd ability |
| 4 | 3rd ability |
| 6 | 4th ability (ult) |
After level 6, you earn ability points to spend on upgrades.
Upgrade Priority Guidelines
- Get T1 in your primary ability first (essential cooldown/effect)
- Get T1 in secondary abilities for baseline utility
- Rush key T2 upgrades (especially ult T2 if it grants unstoppable/immunity)
- Save T3 (5 points) for abilities with high-impact upgrades
- Don’t waste points on weak upgrades just to “max” an ability
Adapting Your Build
Builds are guidelines, not rigid rules:
- Scout enemy builds early and often
- Break from build order when situation demands it
- Buy items not in your build if immediately needed (Reactive Barrier vs early CC)
- Don’t be afraid to sell cheap early items to make room for late game power
The best players adapt their build order based on:
- Enemy team composition
- Current game state (ahead/behind)
- Which enemies are fed
- Objective timings
Sources
- Metro’s “Best Build for Every Hero” (2026 Update)
- Andrew Chicken’s “Ultimate New Player Build Crafting Guide”