Build file · 28 Oct to 4 Nov

Drifter build and item order

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

Matches

531.6k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Gunner

40% of item souls in weapons

Games past 35 min

56%

the finished build is read from these

The Drifter build in brief

Most Drifter players open with Stalker and Melee Lifesteal, then pick up Spirit Snatch (around 15 minutes, 60% of games) and Fortitude (around 18 minutes, 47% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Spirit Snatch (54%), Fortitude (35%) and Lifestrike (25%).

In games past 35 minutes, a finished Drifter carries about 11 items, 42.5k souls, 40% of them weapon; most end with Hunter's Aura (67%), Spirit Snatch (66%) and Tankbuster (55%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Burst Fire (27% of games); the late-game duel sets it against Superior Duration (16% of games).

In long games, players pick Tankbuster or Point Blank: of those who buy either, 10% buy both.

The clearest change by opponent: against Haze, Drifter players buy Metal Skin at about ×4.76 the usual rate (30,114 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "DRIFTER- DPS GUN" by ..., picked in 40,554 games (52% won).

SpiritWeaponVitality
Gunner40% of item souls in weaponsWeapon 40% · vitality 33% · spirit 28%. The diamond is the average hero.7 days · games over 35 min (56%)

The finished build 7 days · games over 35 min (56%)

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

What Drifter 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 285,439 long games (56% of Drifter games).

Show as table
The finished Drifter build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponHunter's Aura67%69%3%~23:163,200
WeaponStalker55%87%37%~7:111,600
WeaponBurst Fire46%47%2%~24:173,200
WeaponPoint Blank40%41%4%~20:023,200
VitalityLifestrike50%53%5%~21:053,200
VitalityFortitude50%54%7%~18:533,200
VitalityTrophy Collector28%41%31%~10:391,600
SpiritSpirit Snatch66%68%3%~15:123,200
SpiritTankbuster55%56%2%~22:203,200
SpiritSuperior Duration34%34%3%~29:213,200
SpiritSpirit Burn29%29%1%~33:076,400
Weapon, alternateShadow Weave28%30%6%~21:223,200
Weapon, alternateCrushing Fists28%28%1%~30:546,400
Weapon, alternateKinetic Dash25%33%24%~11:491,600
Vitality, alternateSpirit Resilience24%25%4%~30:273,200
Vitality, alternateVampiric Burst22%22%1%~32:386,400
Vitality, alternateJuggernaut19%19%2%~35:246,400
Spirit, alternateBoundless Spirit17%17%1%~34:316,400

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, ★ Drifter is Drifter players only.

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

Lifts compare how often Drifter 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 Drifter players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.7630k★ +2.8 pts over tier III · 30k buyers, Drifter only
VindictaKnockdown×3.3814k—
InfernusDispel Magic×2.0635k—
VindictaPhantom Strike×4.218.3k—
HazePlated Armor×2.0223k—
LashCounterspell×2.0720k—
AbramsRebuttal×1.9018k—
HazeBullet Resilience×1.649.6k—

What you hold, minute by minute 7 days

Each band is one item: the share of Drifter 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 12.8 items54,661 souls15% of games still going5.3 weapon4.2 vitality3.3 spirit
83% of games still going at 30:00StalkerHunter's Aura481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon5.3 itemsVitality4.2 itemsSpirit3.3 items
83% 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 Drifter games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Close Quarters31%44%45%29%10%7%7%7%
Point Blank0%1%10%25%33%37%39%40%
Stalker27%75%82%84%85%85%79%68%
Kinetic Dash1%17%26%31%32%33%33%30%
Melee Charge1%6%18%28%31%23%15%14%
Crushing Fists0%0%0%2%6%13%20%26%
Hunter's Aura0%0%6%23%44%60%66%68%
Burst Fire0%0%3%11%28%39%43%45%
Other weapon items0.20.50.70.91.21.51.82.0
Melee Lifesteal68%73%74%61%25%15%14%14%
Lifestrike0%2%11%26%39%46%50%51%
Sprint Boots5%31%15%2%1%1%1%2%
Trophy Collector2%21%37%39%39%40%38%34%
Extra Health4%19%34%16%4%3%3%3%
Fortitude0%1%17%35%45%49%51%52%
Other vitality items0.10.40.61.01.31.61.92.2
Mystic Burst34%48%50%39%11%5%4%4%
Tankbuster0%1%5%19%39%50%53%54%
Spirit Strike17%58%32%5%3%3%3%3%
Spirit Snatch0%7%44%57%63%65%66%67%
Superior Duration0%0%0%2%9%20%28%33%
Spirit Burn0%0%0%0%3%10%19%26%
Other spirit items0.10.30.60.80.90.90.91.1
Items held, in all2.35.27.08.08.910.110.911.7

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

Buy windows: clock against souls 7 days

When Drifter 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

Hunter's Aura by the clock: 62% → 42%. By souls at purchase: 52–57%.

  1. Spirit Snatch

    321,212 buyers · 51.4% won overall

    most buy it 11–17 min

    By the clock: 61% → 45%. By souls at purchase: 50–56%.

    Show as table
  2. Fortitude

    247,504 buyers · 52.3% won overall

    most buy it 14–21 min

    52.3% of all its buyers won.

    Show as table
  3. Point Blank

    188,688 buyers · 52.0% won overall

    most buy it 15–22 min

    52.0% of all its buyers won.

    Show as table
  4. Lifestrike

    236,593 buyers · 52.0% won overall

    most buy it 16–24 min

    52.0% of all its buyers won.

    Show as table
  5. Tankbuster

    249,210 buyers · 51.5% won overall

    most buy it 18–25 min

    51.5% of all its buyers won.

    Show as table
  6. Hunter's Aura

    309,831 buyers · 53.6% won overall

    most buy it 18–26 min

    By the clock: 62% → 42%. By souls at purchase: 52–57%.

    Show as table
  7. Burst Fire

    204,584 buyers · 52.0% won overall

    most buy it 20–27 min

    52.0% of all its buyers won.

    Show as table
  8. Superior Duration

    136,759 buyers · 55.6% won overall

    most buy it 24–32 min

    55.6% of all its buyers won.

    Show as table

For Spirit Snatch and Hunter's Aura, 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 Drifter 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.

Burst Fire at 20–30 min

136,826 games · 51.4% won · 75% reach 30 min

Superior Duration at 20–30 min

82,283 games · 57.2% won · 73% reach 30 min

Late items (30 minutes on) for Burst Fire at 20–30 min against Superior Duration 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
55.1%
55.6%
53.9%
58.1%
53.9%
56.7%58.2%
54.1%56.0%
47.4%50.8%
57.7%
55.2%
56.4%
56.4%
57.6%
57.1%

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 (56%)

Items Drifter 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

  • Tankbuster or Point Blank: 10% buy both.

    Only Tankbuster50.4% won · 133,429 games

    Both10%

    Only Point Blank51.6% won · 91,492 games

    Point Blank-only buyers won 1.3 pts more than Tankbuster-only buyers. Out of 250,706 long games with either.

  • Spirit Snatch or Point Blank: 16% buy both.

    Only Spirit Snatch50.4% won · 152,430 games

    Both16%

    Only Point Blank51.3% won · 75,318 games

    Players who bought only one won about the same either way. Out of 269,707 long games with either.

  • Melee Charge or Kinetic Dash: only 4% buy both.

    Only Melee Charge51.7% won · 95,497 games

    Both4%

    Only Kinetic Dash51.1% won · 87,455 games

    Players who bought only one won about the same either way. Out of 190,589 long games with either.

Sets

  • 1.8× as likely together

    28% of long games · 79,649 games

  • 2.2× as likely together

    27% of long games · 77,333 games

  • 1.8× as likely together

    27% of long games · 76,621 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 +Melee LifestealStalkerSpirit StrikeMystic BurstClose QuartersSprint BootsSpirit SnatchFortitudeExtra HealthLifestrikeTrophy CollectorPoint BlankHunter's AuraTankbusterBurst FireLifestrikeSuperior DurationFortitudeSilencerSpirit BurnSuperior DurationCrushing FistsJuggernautVampiric BurstEvery game100% reach 9 min96% reach 20 min69% reach 30 min
Show as table
Drifter's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMelee Lifesteal73%51.1%371,977
0–9 minStalker71%52.1%363,474
0–9 minSpirit Strike57%51.6%290,797
0–9 minMystic Burst47%50.8%243,172
0–9 minClose Quarters42%51.9%216,472
0–9 minSprint Boots29%52.9%147,903
9–20 minSpirit Snatch54%52.2%278,336
9–20 minFortitude35%53.5%177,079
9–20 minExtra Health28%52.3%145,377
9–20 minLifestrike25%52.1%127,817
9–20 minTrophy Collector24%52.0%124,711
9–20 minPoint Blank24%52.3%122,320
20–30 minHunter's Aura35%53.6%178,615
20–30 minTankbuster30%52.3%151,307
20–30 minBurst Fire27%52.6%136,826
20–30 minLifestrike19%52.6%97,716
20–30 minSuperior Duration16%55.0%82,283
20–30 minFortitude13%52.5%69,108
30 min +Silencer12%56.1%62,865
30 min +Spirit Burn12%54.2%62,592
30 min +Superior Duration10%53.6%49,969
30 min +Crushing Fists10%54.3%49,821
30 min +Juggernaut10%53.9%49,306
30 min +Vampiric Burst9%54.1%46,030

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

Rend1268
Stalker's Mark341011
Bloodscent5913
Eternal Night7121415

The most played full upgrade path (3% of matches, 52.3% won). Rend is maxed first in 76% of matches.

In-game builds players pick 7 days

  1. DRIFTER- DPS GUNby ... · 22,555 players9 of 11 board items
    40,554 games
    51.9% won

    Lane (L-R)

    take 1

    Lane optional

    Mid (L-R) can use ur mind also

    Mid optional

    Late (situation)

    Late optional

    other gun options

    survival

    hybird options

  2. Drifter - Gun-Vampiric [62% WR] [tracklock.gg]by Tracklock · 18,770 players8 of 11 board items
    34,115 games
    51.4% won
  3. REND/GUN DRIFTER [Lockbuilds.com]by Harvester · 19,709 players9 of 11 board items
    33,935 games
    48.3% won
  4. Sensu Rank 1 Melee Spirit HYBRID Buildby Sensu · 14,431 players9 of 11 board items
    27,352 games
    52.9% won
  5. LORE ACCURATE DRIFTER (GUN EDITION)by zeitgeist · 6,207 players11 of 11 board items
    10,476 games
    50.6% won

The build each player had selected when the match started; known for 41% of Drifter 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 Drifter matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
285,439 (56% of Drifter 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 4 Nov. Not affiliated with or endorsed by Valve.