Build file · 28 Oct to 4 Nov

Haze build and item order

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

Matches

586.4k

last 7 days

Finished build

≈11 items

45k souls held in items at the end

Build type

Gunner

56% of item souls in weapons

Games past 35 min

54%

the finished build is read from these

The Haze build in brief

Most Haze players open with Swift Striker and Rapid Rounds, then pick up Surge of Power (around 17 minutes, 57% of games) and Fortitude (around 18 minutes, 44% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Surge of Power (51%), Burst Fire (45%) and Fortitude (36%).

In games past 35 minutes, a finished Haze carries about 11 items, 45.1k souls, 56% of them weapon; most end with Burst Fire (84%), Ricochet (82%) and Swift Striker (70%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Capacitor (20% of games); the late-game duel sets it against Lucky Shot (14% of games).

The clearest change by opponent: against Lash, Haze players buy Counterspell at about ×2.42 the usual rate (12,136 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "HAZE - THE DEMON BUILD - deadlocked.gg" by deadlocked.gg, picked in 39,178 games (52% won).

SpiritWeaponVitality
Gunner56% of item souls in weaponsWeapon 56% · vitality 30% · spirit 14%. The diamond is the average hero.7 days · games over 35 min (54%)

The finished build 7 days · games over 35 min (54%)

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

What Haze 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 296,103 long games (54% of Haze games).

Show as table
The finished Haze build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponBurst Fire84%85%2%~20:143,200
WeaponRicochet82%82%0%~25:506,400
WeaponSwift Striker70%94%25%~7:211,600
WeaponActive Reload62%76%19%~8:251,600
VitalityFortitude50%53%6%~18:193,200
VitalityVampiric Burst45%46%1%~30:366,400
SpiritSurge of Power65%67%3%~17:063,200
SpiritBullet Resist Shredder37%48%23%~17:271,600
Flex (weapon)Silencer52%52%1%~33:316,400
Flex (weapon)Capacitor43%44%2%~29:266,400
Flex (weapon)Lucky Shot39%39%1%~32:206,400
Weapon, alternateTitanic Magazine33%39%14%~11:421,600
Weapon, alternateCrippling Headshot22%23%2%~34:476,400
Weapon, alternateToxic Bullets19%20%4%~27:363,200
Vitality, alternateSiphon Bullets30%30%1%~34:356,400
Vitality, alternateEnduring Speed25%38%34%~16:371,600
Vitality, alternateSpirit Resilience23%24%4%~29:383,200
Spirit, alternateSlowing Hex22%36%38%~16:341,600

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, ★ Haze is Haze players only.

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

Lifts compare how often Haze 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 Haze players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
LashCounterspell×2.4212k—
VindictaKnockdown×3.116.8k—
InfernusDispel Magic×2.2213k—
AbramsRebuttal×1.848.1k—
VictorHealbane×1.955.7k—
VictorToxic Bullets×1.2250k—
VioletSpirit Resilience×1.1676k—
VyperMetal Skin×2.232.5k—

What you hold, minute by minute 7 days

Each band is one item: the share of Haze 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 12.7 items57,674 souls14% of games still going6.8 weapon3.7 vitality2.2 spirit
82% of games still going at 30:00Swift StrikerBurst FireActive ReloadRicochet481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon6.8 itemsVitality3.7 itemsSpirit2.2 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 Haze games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Rapid Rounds56%18%1%1%1%1%1%1%
Swift Striker25%81%90%92%93%93%91%82%
Burst Fire0%2%16%46%71%80%83%84%
Active Reload11%62%72%74%75%75%75%70%
Titanic Magazine5%21%30%33%35%36%37%36%
Tesla Bullets0%2%11%21%27%17%12%13%
Capacitor0%0%1%4%14%26%35%42%
Ricochet0%0%6%19%39%58%71%79%
Lucky Shot0%0%0%1%7%17%26%36%
Silencer0%0%0%1%5%16%31%47%
Other weapon items0.30.50.60.81.01.11.31.4
Extra Health17%44%44%18%5%4%4%4%
Fortitude0%2%16%37%47%50%51%51%
Bullet Lifesteal1%14%41%56%53%29%21%21%
Vampiric Burst0%0%0%2%11%23%34%42%
Enduring Speed0%4%18%30%35%36%34%30%
Siphon Bullets0%0%0%0%2%8%16%25%
Other vitality items0.20.50.70.70.91.01.21.4
Extra Spirit54%67%53%15%6%6%6%6%
Surge of Power0%3%30%52%61%64%66%67%
Slowing Hex0%4%18%27%32%33%30%26%
Bullet Resist Shredder0%3%20%35%44%47%47%44%
Other spirit items0.10.10.20.30.40.50.50.7
Items held, in all2.34.46.27.58.99.810.711.6

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

Buy windows: clock against souls 7 days

When Haze 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

Lucky Shot by the clock: 70% → 52%. By souls at purchase: 55–67%.

  1. Surge of Power

    334,051 buyers · 54.3% won overall

    most buy it 13–19 min

    54.3% of all its buyers won.

    Show as table
  2. Fortitude

    259,575 buyers · 54.7% won overall

    most buy it 14–20 min

    By the clock: 64% → 49%. By souls at purchase: 53–63%.

    Show as table
  3. Burst Fire

    415,745 buyers · 54.9% won overall

    most buy it 16–23 min

    54.9% of all its buyers won.

    Show as table
  4. Ricochet

    359,494 buyers · 57.6% won overall

    most buy it 20–29 min

    57.6% of all its buyers won.

    Show as table
  5. Capacitor

    184,635 buyers · 57.0% won overall

    most buy it 23–32 min

    57.0% of all its buyers won.

    Show as table
  6. Vampiric Burst

    183,455 buyers · 57.3% won overall

    most buy it 24–33 min

    57.3% of all its buyers won.

    Show as table
  7. Lucky Shot

    154,102 buyers · 62.3% won overall

    most buy it 26–35 min

    By the clock: 70% → 52%. By souls at purchase: 55–67%.

    Show as table
  8. Silencer

    194,341 buyers · 63.1% won overall

    most buy it 28–36 min

    63.1% of all its buyers won.

    Show as table

For Fortitude and Lucky Shot, 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 Haze 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.

Capacitor at 20–30 min

111,586 games · 57.4% won · 73% reach 30 min

Lucky Shot at 20–30 min

78,404 games · 64.1% won · 72% reach 30 min

Either way, 6 of the top 8 late items are the same.

Late items (30 minutes on) for Capacitor at 20–30 min against Lucky Shot 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
60.9%
59.5%62.2%
56.8%57.3%
61.7%64.8%
56.4%60.0%
58.5%61.8%
62.4%64.3%
59.4%60.7%
57.2%63.3%
61.5%64.5%

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 70%, 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 (54%)

Items Haze 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.

Sets

  • 1.9× as likely together

    17% of long games · 51,165 games

  • 1.9× as likely together

    10% of long games · 30,047 games

  • 1.9× as likely together

    10% of long games · 29,613 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 +Rapid RoundsSwift StrikerExtra SpiritActive ReloadExtra HealthExtended MagazineSurge of PowerBullet LifestealBurst FireFortitudeBullet Resist ShredderEnduring SpeedRicochetBurst FireCapacitorVampiric BurstTesla BulletsLucky ShotSilencerRicochetLucky ShotVampiric BurstSiphon BulletsCapacitorEvery game100% reach 9 min96% reach 20 min69% reach 30 min
Show as table
Haze's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minRapid Rounds84%53.8%465,905
0–9 minSwift Striker75%54.6%413,524
0–9 minExtra Spirit67%53.9%368,744
0–9 minActive Reload55%55.3%304,341
0–9 minExtra Health41%54.6%225,257
0–9 minExtended Magazine30%54.5%163,245
9–20 minSurge of Power51%54.8%279,385
9–20 minBullet Lifesteal47%54.2%259,425
9–20 minBurst Fire45%55.6%246,552
9–20 minFortitude36%56.0%198,673
9–20 minBullet Resist Shredder33%56.2%183,895
9–20 minEnduring Speed27%54.8%150,646
20–30 minRicochet37%58.6%201,885
20–30 minBurst Fire32%55.2%177,883
20–30 minCapacitor20%56.2%111,586
20–30 minVampiric Burst19%55.6%105,403
20–30 minTesla Bullets18%55.4%101,558
20–30 minLucky Shot14%60.4%78,404
30 min +Silencer23%59.7%126,943
30 min +Ricochet15%57.5%82,153
30 min +Lucky Shot15%59.7%81,558
30 min +Vampiric Burst15%56.5%80,945
30 min +Siphon Bullets14%59.3%75,944
30 min +Capacitor12%56.7%66,578

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

Sleep Dagger3689
Smoke Bomb4101112
Fixation12513
Bullet Dance71415

The most played full upgrade path (5% of matches, 55.3% won). Sleep Dagger is maxed first in 41% of matches.

In-game builds players pick 7 days

  1. HAZE - THE DEMON BUILD - deadlocked.ggby deadlocked.gg · 23,433 players9 of 11 board items
    39,178 games
    51.7% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. Haze - Gun-Burst [58% WR] [tracklock.gg]by Tracklock · 17,927 players11 of 11 board items
    31,256 games
    53.4% won
  3. SN|P3R : Dance of Deathby SN|P3R · 16,123 players11 of 11 board items
    30,458 games
    56.8% won
  4. Parzelion's Haze Buildby Parzelion · 15,187 players11 of 11 board items
    27,705 games
    55.4% won
  5. Renon's Gun Haze (twitch.tv/renon)by Renon · 7,374 players11 of 11 board items
    13,873 games
    53.4% won

The build each player had selected when the match started; known for 40% of Haze 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 Haze matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
296,103 (54% of Haze 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.