Build file · 28 Oct to 5 Nov

Apollo build and item order

What Apollo players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

350.8k

last 7 days

Finished build

≈11 items

41k souls held in items at the end

Build type

Caster

66% of item souls in spirit

Games past 35 min

52%

the finished build is read from these

The Apollo build in brief

Most Apollo players open with Mystic Burst and Mystic Expansion, then pick up Spirit Snatch (around 18 minutes, 50% of games) and Tankbuster (around 21 minutes, 72% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Tankbuster (34%), Spirit Snatch (33%) and Torment Pulse (24%).

In games past 35 minutes, a finished Apollo carries about 11 items, 41.2k souls, 66% of them spirit; most end with Tankbuster (85%), Boundless Spirit (81%) and Greater Expansion (69%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (36% of games); the late-game duel sets it against Crushing Fists (6% of games).

In long games, players pick Stamina Mastery or Lifestrike: of those who buy either, 12% buy both.

The clearest change by opponent: against Haze, Apollo players buy Metal Skin at about ×3.87 the usual rate (9,226 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Apollo - Spirit-Close Range [55% WR] [tracklock.gg]" by Tracklock, picked in 25,095 games (48% won).

SpiritWeaponVitality
Caster66% of item souls in spiritWeapon 7% · vitality 27% · spirit 66%. The diamond is the average hero.7 days · games over 35 min (52%)

The finished build 7 days · games over 35 min (52%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Apollo games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 186,222 long games (52% of Apollo games).

Show as table
The finished Apollo build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityStamina Mastery42%42%2%~24:093,200
VitalityHealbane38%46%17%~16:141,600
VitalityLifestrike38%39%3%~20:043,200
SpiritTankbuster85%86%1%~22:043,200
SpiritBoundless Spirit81%81%0%~27:596,400
SpiritGreater Expansion69%70%1%~27:313,200
SpiritSpirit Snatch57%58%3%~19:213,200
Flex (spirit)Torment Pulse48%49%3%~22:023,200
Flex (spirit)Spirit Burn48%48%1%~34:416,400
Flex (spirit)Radiant Regeneration40%41%2%~18:223,200
Flex (spirit)Transcendent Cooldown39%40%1%~35:126,400
Weapon, alternateMelee Charge20%40%49%~12:321,600
Weapon, alternateHunter's Aura19%20%4%~22:093,200
Weapon, alternateCrushing Fists17%18%1%~30:596,400
Vitality, alternateHealing Booster34%44%22%~14:511,600
Vitality, alternateSpirit Resilience26%27%4%~30:063,200
Vitality, alternateDispel Magic23%24%5%~24:133,200
Spirit, alternateEscalating Exposure27%28%1%~36:216,400
Spirit, alternateMystic Reverb20%20%1%~35:426,400
Spirit, alternateCold Front16%24%34%~12:001,600

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Apollo is Apollo players only.

The 8 clearest changes in what Apollo players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Apollo players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Apollo players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.879.2k—
VindictaKnockdown×3.006.2k—
HazePlated Armor×1.8812k—
AbramsRebuttal×1.959.5k—
HazeBullet Resilience×1.5311k—
ShivDispel Magic×1.2831k—
VindictaPhantom Strike×2.282.8k—
HazeSpirit Resilience×0.8238k—

What you hold, minute by minute 7 days

Each band is one item: the share of Apollo games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.3 items51,182 souls15% of games still going1.0 weapon3.8 vitality7.4 spirit
82% of games still going at 30:00TankbusterImproved SpiritMystic Expansion481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.0 itemsVitality3.8 itemsSpirit7.4 items
82% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Apollo games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Melee Charge2%15%30%36%37%32%25%24%
Other weapon items0.10.30.30.50.60.60.70.7
Extra Regen32%40%42%28%16%15%15%15%
Healbane0%9%26%34%38%41%43%42%
Healing Booster1%8%28%36%40%41%42%40%
Lifestrike0%1%9%23%31%35%37%38%
Stamina Mastery0%0%5%15%25%32%36%40%
Other vitality items0.30.71.01.11.11.31.51.7
Mystic Burst60%80%81%59%17%9%9%9%
Tankbuster0%2%14%35%59%75%82%84%
Extra Spirit44%43%8%2%2%2%2%2%
Improved Spirit8%51%67%71%59%27%20%20%
Boundless Spirit0%0%2%10%28%50%67%78%
Mystic Expansion31%68%76%77%60%29%23%23%
Greater Expansion0%0%4%12%25%43%57%66%
Spirit Strike6%39%40%16%5%4%4%4%
Spirit Snatch0%4%20%35%46%52%55%56%
Radiant Regeneration0%9%19%25%31%34%37%39%
Torment Pulse0%1%10%24%35%40%44%47%
Superior Cooldown0%0%5%15%33%52%49%44%
Transcendent Cooldown0%0%0%1%4%10%19%32%
Spirit Burn0%0%0%1%3%11%25%42%
Other spirit items0.20.60.90.90.90.91.01.2
Items held, in all2.55.27.18.18.69.210.111.1

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Apollo players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Spirit Burn by the clock: 64% → 47%. By souls at purchase: 51–59%.

  1. Radiant Regeneration

    120,030 buyers · 49.8% won overall

    most buy it 10–22 min

    49.8% of all its buyers won.

    Show as table
  2. Spirit Snatch

    174,120 buyers · 49.4% won overall

    most buy it 13–22 min

    49.4% of all its buyers won.

    Show as table
  3. Torment Pulse

    142,373 buyers · 51.2% won overall

    most buy it 16–24 min

    By the clock: 58% → 44%. By souls at purchase: 48–57%.

    Show as table
  4. Tankbuster

    252,615 buyers · 49.2% won overall

    most buy it 17–25 min

    49.2% of all its buyers won.

    Show as table
  5. Stamina Mastery

    118,028 buyers · 50.6% won overall

    most buy it 17–27 min

    50.6% of all its buyers won.

    Show as table
  6. Greater Expansion

    183,418 buyers · 50.4% won overall

    most buy it 21–31 min

    50.4% of all its buyers won.

    Show as table
  7. Boundless Spirit

    214,204 buyers · 52.0% won overall

    most buy it 22–31 min

    52.0% of all its buyers won.

    Show as table
  8. Spirit Burn

    106,543 buyers · 57.2% won overall

    most buy it 29–38 min

    By the clock: 64% → 47%. By souls at purchase: 51–59%.

    Show as table

For Torment Pulse and Spirit Burn, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Apollo players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

131,631 games · 50.9% won · 75% reach 30 min

Crushing Fists at 20–30 min

22,410 games · 56.0% won · 75% reach 30 min

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Crushing Fists at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
53.3%
55.1%55.7%
50.4%52.1%
55.9%
52.9%52.6%
52.5%54.8%
54.1%51.8%
49.1%49.9%
54.0%55.7%
55.5%
54.3%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (52%)

Items Apollo players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Stamina Mastery or Lifestrike: 12% buy both.

    Only Stamina Mastery49.9% won · 62,780 games

    Both12%

    Only Lifestrike48.4% won · 57,432 games

    Stamina Mastery-only buyers won 1.4 pts more than Lifestrike-only buyers. Out of 135,980 long games with either.

  • Healbane or Lifestrike: 14% buy both.

    Only Healbane48.9% won · 66,235 games

    Both14%

    Only Lifestrike49.0% won · 54,392 games

    Players who bought only one won about the same either way. Out of 139,435 long games with either.

  • Radiant Regeneration or Lifestrike: 13% buy both.

    Only Radiant Regeneration49.8% won · 58,618 games

    Both13%

    Only Lifestrike48.6% won · 55,994 games

    Radiant Regeneration-only buyers won 1.1 pts more than Lifestrike-only buyers. Out of 131,818 long games with either.

Sets

  • 1.8× as likely together

    38% of long games · 70,891 games

  • 2.4× as likely together

    37% of long games · 69,551 games

  • 2.3× as likely together

    35% of long games · 65,230 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Mystic BurstMystic ExpansionExtra SpiritImproved SpiritExtra RegenSpirit StrikeTankbusterSpirit SnatchHealing BoosterImproved SpiritCompress CooldownHealbaneTankbusterBoundless SpiritSuperior CooldownGreater ExpansionCompress CooldownSpirit SnatchSpirit BurnBoundless SpiritTranscendent CooldownGreater ExpansionEscalating ExposureSuperior CooldownEvery game99% reach 9 min95% reach 20 min69% reach 30 min
Show as table
Apollo's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMystic Burst79%48.9%284,593
0–9 minMystic Expansion65%49.1%233,855
0–9 minExtra Spirit64%48.3%230,968
0–9 minImproved Spirit44%49.1%158,118
0–9 minExtra Regen39%49.2%140,644
0–9 minSpirit Strike34%49.5%122,665
9–20 minTankbuster34%48.6%121,435
9–20 minSpirit Snatch33%49.9%119,556
9–20 minHealing Booster31%49.4%112,376
9–20 minImproved Spirit29%49.1%103,207
9–20 minCompress Cooldown28%48.8%102,355
9–20 minHealbane28%50.1%100,846
20–30 minTankbuster38%49.8%136,242
20–30 minBoundless Spirit37%51.6%135,334
20–30 minSuperior Cooldown36%50.3%131,631
20–30 minGreater Expansion29%49.6%103,300
20–30 minCompress Cooldown16%51.0%59,327
20–30 minSpirit Snatch16%49.3%57,775
30 min +Spirit Burn23%53.8%83,847
30 min +Boundless Spirit20%51.3%70,652
30 min +Transcendent Cooldown19%49.7%68,145
30 min +Greater Expansion17%50.5%61,211
30 min +Escalating Exposure14%52.3%51,530
30 min +Superior Cooldown13%50.4%47,655

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Disengaging Sigil3111214
Riposte48910
Flawless Advance1257
Itani Lo Sahn61315

The most played full upgrade path (2% of matches, 53.5% won). Flawless Advance is maxed first in 82% of matches.

In-game builds players pick 7 days

  1. Apollo - Spirit-Close Range [55% WR] [tracklock.gg]by Tracklock · 14,503 players10 of 11 board items
    25,095 games
    48.0% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. ⚔ Spirit DPS · Curse and Melt - deadlocked.ggby deadlocked.gg · 14,728 players10 of 11 board items
    24,715 games
    47.1% won
  3. TOP 1 FENCER NA - SHMUCKby Little Shmuck · 11,123 players10 of 11 board items
    19,539 games
    51.5% won
  4. Rumples Best in slot Hybrid Apollo 11/1by Rumple · 6,737 players9 of 11 board items
    13,257 games
    51.3% won
  5. SN|P3R : ϟ Devil May Care ϟby SN|P3R · 6,321 players10 of 11 board items
    10,713 games
    49.5% won

The build each player had selected when the match started; known for 47% of Apollo games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Apollo matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
186,222 (52% of Apollo games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 5 Nov. Not affiliated with or endorsed by Valve.