Build file · 28 Oct to 4 Nov

Holliday build and item order

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

Matches

282.1k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Hybrid

48% of item souls in spirit

Games past 35 min

55%

the finished build is read from these

The Holliday build in brief

Most Holliday players open with Extra Charge and Headshot Booster, then pick up Rapid Recharge (around 14 minutes, 78% of games) and Headhunter (around 16 minutes, 48% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (60%), Headhunter (38%) and Stamina Mastery (37%).

In games past 35 minutes, a finished Holliday carries about 11 items, 41.8k souls, 48% of them spirit; most end with Rapid Recharge (92%), Stamina Mastery (85%) and Tankbuster (59%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (21% of games); the late-game duel sets it against Fortitude (15% of games).

In long games, players pick Recharging Rush or Sharpshooter: of those who buy either, 10% buy both.

The clearest change by opponent: against Haze, Holliday players buy Metal Skin at about ×5.22 the usual rate (6,787 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Luentii Gun Holliday ( NEW PATCH )" by Luentii, picked in 32,961 games (49% won).

SpiritWeaponVitality
Hybrid48% of item souls in spiritWeapon 30% · vitality 22% · spirit 48%. The diamond is the average hero.7 days · games over 35 min (55%)

The finished build 7 days · games over 35 min (55%)

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

What Holliday 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 146,001 long games (55% of Holliday games).

Show as table
The finished Holliday build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponHeadhunter55%58%5%~16:373,200
WeaponRecharging Rush51%64%19%~14:241,600
WeaponSharpshooter36%37%2%~19:143,200
VitalityStamina Mastery85%86%1%~21:393,200
VitalityFortitude29%31%5%~21:593,200
SpiritRapid Recharge92%93%1%~13:583,200
SpiritTankbuster59%60%2%~23:273,200
SpiritBoundless Spirit53%54%1%~30:426,400
SpiritSuperior Duration51%51%1%~26:533,200
Flex (spirit)Spirit Burn34%34%1%~34:406,400
Flex (spirit)Surge of Power29%30%4%~23:063,200
Weapon, alternateGlass Cannon25%26%1%~30:476,400
Weapon, alternateTitanic Magazine25%29%15%~19:321,600
Weapon, alternateSwift Striker23%31%27%~17:071,600
Vitality, alternateTrophy Collector21%31%33%~10:301,600
Vitality, alternateDispel Magic19%20%7%~26:193,200
Spirit, alternateTranscendent Cooldown28%28%1%~35:566,400
Spirit, alternateEscalating Exposure22%22%1%~35:106,400
Spirit, alternateSuperior Cooldown18%43%59%~28:393,200

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, ★ Holliday is Holliday players only.

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

Lifts compare how often Holliday 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 Holliday players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×5.226.8k—
LashCounterspell×2.0823k—
VindictaKnockdown×2.6112k—
BebopDispel Magic×1.4030k—
ParadoxSpellbreaker×1.936.2k—
HazePlated Armor×2.143.4k—
AbramsRebuttal×2.073.5k—
HazeDisarming Hex×1.793.5k—

What you hold, minute by minute 7 days

Each band is one item: the share of Holliday 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 items53,493 souls15% of games still going4.0 weapon3.0 vitality5.3 spirit
83% of games still going at 30:00Headshot BoosterHeadhunterRecharging RushStamina MasteryRapid Recharge481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon4.0 itemsVitality3.0 itemsSpirit5.3 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 Holliday games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Headshot Booster62%65%54%19%9%9%9%9%
Headhunter0%10%31%44%50%53%55%57%
Recharging Rush0%12%39%57%61%62%63%60%
Swift Striker0%3%11%24%29%30%30%28%
Sharpshooter0%2%8%22%32%34%35%36%
Other weapon items0.30.71.11.01.11.41.71.9
Trophy Collector1%16%27%29%30%30%29%25%
Extra Stamina4%21%44%34%8%5%5%5%
Stamina Mastery0%0%11%37%64%77%82%84%
Fortitude0%0%3%11%24%28%29%30%
Other vitality items0.20.60.80.90.91.01.21.3
Extra Charge65%80%32%6%4%4%4%4%
Rapid Recharge0%29%64%78%85%89%90%91%
Extra Spirit33%40%14%2%2%2%2%2%
Improved Spirit11%30%36%40%42%28%15%15%
Surge of Power0%0%2%11%21%25%27%29%
Boundless Spirit0%0%0%2%9%25%41%51%
Mystic Burst5%20%36%35%13%4%3%3%
Tankbuster0%0%3%15%39%53%57%58%
Superior Duration0%0%1%4%20%38%46%50%
Spirit Burn0%0%0%0%2%7%18%30%
Transcendent Cooldown0%0%0%0%1%4%12%23%
Other spirit items0.00.20.50.81.01.11.21.3
Items held, in all2.44.86.57.48.59.610.611.4

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

Buy windows: clock against souls 7 days

When Holliday 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: 61% → 44%. By souls at purchase: 49–56%.

  1. Rapid Recharge

    220,277 buyers · 47.8% won overall

    most buy it 9–16 min

    47.8% of all its buyers won.

    Show as table
  2. Headhunter

    134,952 buyers · 48.0% won overall

    most buy it 11–19 min

    48.0% of all its buyers won.

    Show as table
  3. Sharpshooter

    84,893 buyers · 48.8% won overall

    most buy it 15–21 min

    48.8% of all its buyers won.

    Show as table
  4. Stamina Mastery

    196,398 buyers · 48.5% won overall

    most buy it 17–24 min

    48.5% of all its buyers won.

    Show as table
  5. Tankbuster

    135,120 buyers · 47.8% won overall

    most buy it 20–26 min

    47.8% of all its buyers won.

    Show as table
  6. Superior Duration

    109,913 buyers · 49.3% won overall

    most buy it 23–29 min

    49.3% of all its buyers won.

    Show as table
  7. Boundless Spirit

    103,385 buyers · 50.2% won overall

    most buy it 26–33 min

    50.2% of all its buyers won.

    Show as table
  8. Spirit Burn

    58,409 buyers · 53.5% won overall

    most buy it 29–38 min

    By the clock: 61% → 44%. By souls at purchase: 49–56%.

    Show as table

For 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 Holliday 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

55,189 games · 50.8% won · 77% reach 30 min

Fortitude at 20–30 min

40,728 games · 47.1% won · 76% reach 30 min

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Fortitude 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
49.5%
52.3%
51.4%49.7%
53.0%
49.1%
50.9%
54.4%
51.4%52.3%
44.8%
51.9%
53.9%
48.3%
53.6%
50.7%

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 (55%)

Items Holliday 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

  • Recharging Rush or Sharpshooter: only 10% buy both.

    Only Recharging Rush47.1% won · 79,942 games

    Both10%

    Only Sharpshooter48.9% won · 40,616 games

    Sharpshooter-only buyers won 1.8 pts more than Recharging Rush-only buyers. Out of 133,294 long games with either.

  • Tankbuster or Sharpshooter: only 5% buy both.

    Only Tankbuster47.3% won · 80,150 games

    Both5%

    Only Sharpshooter49.2% won · 46,248 games

    Sharpshooter-only buyers won 2.0 pts more than Tankbuster-only buyers. Out of 133,502 long games with either.

  • Sharpshooter or Duration Extender: only 2% buy both.

    Only Sharpshooter48.8% won · 51,453 games

    Both2%

    Only Duration Extender47.9% won · 44,816 games

    Players who bought only one won about the same either way. Out of 98,168 long games with either.

Sets

  • 1.8× as likely together

    29% of long games · 42,436 games

  • 2.5× as likely together

    28% of long games · 41,292 games

  • 2.4× as likely together

    27% of long games · 40,018 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 +Extra ChargeHeadshot BoosterExtra SpiritImproved SpiritLong RangeExtra HealthRapid RechargeRecharging RushExtra StaminaHeadhunterStamina MasteryMystic BurstStamina MasteryTankbusterSuperior DurationBoundless SpiritSuperior CooldownDuration ExtenderBoundless SpiritSpirit BurnTranscendent CooldownSuperior CooldownEscalating ExposureCrippling HeadshotEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Holliday's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge89%47.8%233,576
0–9 minHeadshot Booster66%47.7%172,743
0–9 minExtra Spirit47%46.8%124,488
0–9 minImproved Spirit28%47.0%73,162
0–9 minLong Range21%49.6%55,322
0–9 minExtra Health20%49.4%52,308
9–20 minRapid Recharge60%48.2%158,057
9–20 minRecharging Rush47%47.9%123,309
9–20 minExtra Stamina42%48.6%109,532
9–20 minHeadhunter38%48.4%100,409
9–20 minStamina Mastery37%48.5%96,734
9–20 minMystic Burst26%48.8%69,102
20–30 minStamina Mastery38%49.0%101,277
20–30 minTankbuster37%48.1%96,376
20–30 minSuperior Duration32%49.1%83,742
20–30 minBoundless Spirit22%49.6%56,910
20–30 minSuperior Cooldown21%48.8%55,189
20–30 minDuration Extender18%49.8%46,411
30 min +Boundless Spirit19%49.0%49,540
30 min +Spirit Burn17%49.9%44,487
30 min +Transcendent Cooldown15%47.5%40,191
30 min +Superior Cooldown11%48.1%30,110
30 min +Escalating Exposure11%50.5%29,177
30 min +Crippling Headshot11%51.9%28,163

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

Powder Keg1257
Bounce Pad481213
Crackshot31415
Spirit Lasso691011

The most played full upgrade path (9% of matches, 51.0% won). Powder Keg is maxed first in 80% of matches.

In-game builds players pick 7 days

  1. Luentii Gun Holliday ( NEW PATCH )by Luentii · 16,771 players6 of 11 board items
    32,961 games
    49.2% won

    Earlygame

    Early Options

    Midgame

    Lategame

    Other Damage Options

    Green Options

  2. Holliday - Spirit-Burst [55% WR] [tracklock.gg]by Tracklock · 9,035 players9 of 11 board items
    14,849 games
    45.2% won
  3. illaryaa \|/by кости · 6,706 players8 of 11 board items
    12,633 games
    48.0% won
  4. ILYDekker Holly - '.'by Rekked · 3,739 players8 of 11 board items
    7,309 games
    47.4% won
  5. Lavabolt Grandpa Guide My Hand To More Beerby lavabolt · 2,529 players8 of 11 board items
    6,477 games
    48.7% won

The build each player had selected when the match started; known for 41% of Holliday 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 Holliday matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
146,001 (55% of Holliday 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.