Build file · 28 Oct to 4 Nov

Ivy build and item order

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

Matches

272.4k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Hybrid

44% of item souls in spirit

Games past 35 min

53%

the finished build is read from these

The Ivy build in brief

Most Ivy players open with Titanic Magazine and Extended Magazine, then pick up Tesla Bullets (around 12 minutes, 62% of games) and Capacitor (around 21 minutes, 47% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Tesla Bullets (43%), Capacitor (29%) and Rapid Recharge (15%).

In games past 35 minutes, a finished Ivy carries about 11 items, 41.8k souls, 44% of them spirit; most end with Titanic Magazine (75%), Greater Expansion (59%) and Capacitor (59%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Rapid Recharge (19% of games); the late-game duel sets it against Spirit Resilience (13% of games).

In long games, players pick Improved Spirit or Active Reload: of those who buy either, 10% buy both.

The clearest change by opponent: against Vindicta, Ivy players buy Knockdown at about ×2.61 the usual rate (22,851 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Ivy the SUPPORT THAT KILLS - deadlocked.gg" by deadlocked.gg, picked in 17,231 games (51% won).

SpiritWeaponVitality
Hybrid44% of item souls in spiritWeapon 28% · vitality 28% · spirit 44%. The diamond is the average hero.7 days · games over 35 min (53%)

The finished build 7 days · games over 35 min (53%)

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

What Ivy 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 133,720 long games (53% of Ivy games).

Show as table
The finished Ivy build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponTitanic Magazine75%79%5%~6:511,600
WeaponCapacitor59%59%1%~22:136,400
WeaponActive Reload30%32%8%~15:191,600
VitalityHealing Tempo46%47%1%~30:406,400
VitalityHealbane33%39%15%~18:151,600
VitalitySpirit Resilience28%28%3%~27:213,200
SpiritGreater Expansion59%60%1%~26:143,200
SpiritRapid Recharge46%47%1%~23:403,200
SpiritSuperior Duration39%39%1%~28:303,200
SpiritTranscendent Cooldown29%30%1%~34:456,400
Flex (spirit)Lightning Scroll29%29%1%~33:596,400
Weapon, alternateSwift Striker19%22%12%~17:081,600
Weapon, alternateHeadhunter16%17%4%~25:473,200
Vitality, alternateSiphon Bullets26%26%1%~31:026,400
Vitality, alternateHealing Nova18%19%4%~19:403,200
Vitality, alternateTrophy Collector16%19%16%~10:291,600
Spirit, alternateEscalating Exposure28%28%1%~33:036,400
Spirit, alternateBoundless Spirit26%27%1%~33:306,400
Spirit, alternateBullet Resist Shredder23%27%14%~19:581,600

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, ★ Ivy is Ivy players only.

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

Lifts compare how often Ivy 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 Ivy players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
VindictaKnockdown×2.6123k—
HazeMetal Skin×3.367.4k—
InfernusDispel Magic×2.1210k—
HazePlated Armor×2.118.1k—
Nurse HarrowHealbane×1.2763k—
AbramsRebuttal×1.947.3k—
HazeDisarming Hex×1.5411k—
VindictaPhantom Strike×3.821.1k—

What you hold, minute by minute 7 days

Each band is one item: the share of Ivy 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 12.2 items53,095 souls14% of games still going3.6 weapon3.4 vitality5.2 spirit
82% of games still going at 30:00Titanic MagazineCapacitor481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon3.6 itemsVitality3.4 itemsSpirit5.2 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 Ivy games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Extended Magazine44%10%2%1%1%1%1%1%
Titanic Magazine40%66%74%77%78%78%79%78%
Tesla Bullets0%33%57%47%22%19%19%19%
Capacitor0%1%16%29%41%49%54%58%
Active Reload0%4%18%29%32%33%33%32%
Other weapon items0.30.50.81.01.21.31.41.6
Extra Regen17%29%32%24%13%11%11%11%
Healbane0%5%17%26%31%34%36%36%
Healing Booster1%7%20%40%47%32%21%21%
Healing Tempo0%0%0%3%11%22%34%44%
Other vitality items0.20.60.91.01.21.51.71.9
Extra Charge19%35%42%36%15%8%8%8%
Rapid Recharge0%1%6%16%29%36%41%44%
Mystic Expansion7%28%40%47%33%13%11%11%
Greater Expansion0%0%3%11%26%42%51%57%
Improved Spirit1%7%13%24%32%33%25%23%
Boundless Spirit0%0%0%1%3%8%15%23%
Mystic Slow0%2%11%23%32%33%25%22%
Lightning Scroll0%0%0%1%3%8%15%25%
Superior Duration0%0%1%5%12%23%31%37%
Escalating Exposure0%0%0%1%4%10%17%24%
Transcendent Cooldown0%0%0%0%2%7%15%25%
Other spirit items0.20.50.81.21.41.51.51.6
Items held, in all2.03.96.17.68.59.310.011.1

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

Buy windows: clock against souls 7 days

When Ivy 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

Capacitor by the clock: 66% → 48%. By souls at purchase: 51–59%.

  1. Capacitor

    127,205 buyers · 53.3% won overall

    most buy it 14–25 min

    By the clock: 66% → 48%. By souls at purchase: 51–59%.

    Show as table
  2. Rapid Recharge

    94,875 buyers · 52.8% won overall

    most buy it 18–27 min

    52.8% of all its buyers won.

    Show as table
  3. Spirit Resilience

    55,988 buyers · 51.8% won overall

    most buy it 20–30 min

    By the clock: 59% → 43%. By souls at purchase: 50–56%.

    Show as table
  4. Greater Expansion

    117,537 buyers · 54.0% won overall

    most buy it 21–29 min

    54.0% of all its buyers won.

    Show as table
  5. Superior Duration

    73,617 buyers · 55.4% won overall

    most buy it 22–32 min

    55.4% of all its buyers won.

    Show as table
  6. Healing Tempo

    84,907 buyers · 56.5% won overall

    most buy it 24–34 min

    By the clock: 64% → 49%. By souls at purchase: 53–61%.

    Show as table
  7. Lightning Scroll

    47,542 buyers · 56.7% won overall

    most buy it 27–38 min

    By the clock: 65% → 48%. By souls at purchase: 50–60%.

    Show as table
  8. Transcendent Cooldown

    46,984 buyers · 55.3% won overall

    most buy it 29–38 min

    55.3% of all its buyers won.

    Show as table

For Capacitor, Spirit Resilience, Healing Tempo and Lightning Scroll, 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 Ivy 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.

Rapid Recharge at 20–30 min

48,790 games · 51.7% won · 76% reach 30 min

Spirit Resilience at 20–30 min

31,635 games · 51.5% won · 74% reach 30 min

Late items (30 minutes on) for Rapid Recharge at 20–30 min against Spirit Resilience 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
53.0%
52.4%51.2%
54.0%53.9%
52.5%51.9%
54.0%51.1%
54.3%52.9%
54.3%52.4%
53.4%52.9%
52.2%
54.7%
51.1%

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 (53%)

Items Ivy 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

  • Improved Spirit or Active Reload: 10% buy both.

    Only Improved Spirit52.7% won · 48,209 games

    Both10%

    Only Active Reload51.4% won · 33,809 games

    Improved Spirit-only buyers won 1.3 pts more than Active Reload-only buyers. Out of 91,260 long games with either.

  • Mystic Slow or Active Reload: only 8% buy both.

    Only Mystic Slow52.7% won · 49,636 games

    Both8%

    Only Active Reload51.3% won · 35,361 games

    Mystic Slow-only buyers won 1.4 pts more than Active Reload-only buyers. Out of 92,687 long games with either.

  • Active Reload or Compress Cooldown: only 5% buy both.

    Only Active Reload51.2% won · 39,042 games

    Both5%

    Only Compress Cooldown53.8% won · 35,999 games

    Compress Cooldown-only buyers won 2.7 pts more than Active Reload-only buyers. Out of 79,050 long games with either.

Sets

  • 2.5× as likely together

    21% of long games · 28,602 games

  • 2.9× as likely together

    20% of long games · 27,008 games

  • 2.4× as likely together

    20% of long games · 26,814 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 +Extended MagazineTitanic MagazineExtra ChargeExtra RegenMystic ExpansionTesla BulletsTesla BulletsHealing BoosterCapacitorActive ReloadMystic ExpansionHealbaneGreater ExpansionRapid RechargeCapacitorHealing TempoSuperior DurationSuperior CooldownHealing TempoTranscendent CooldownLightning ScrollBoundless SpiritEscalating ExposureGreater ExpansionEvery game100% reach 9 min96% reach 20 min69% reach 30 min
Show as table
Ivy's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtended Magazine70%52.5%177,477
0–9 minTitanic Magazine63%52.9%157,630
0–9 minExtra Charge33%52.3%83,006
0–9 minExtra Regen28%51.8%70,275
0–9 minMystic Expansion25%52.6%63,311
0–9 minTesla Bullets24%56.8%60,105
9–20 minTesla Bullets43%52.1%108,088
9–20 minHealing Booster35%53.2%87,771
9–20 minCapacitor29%55.3%71,825
9–20 minActive Reload26%53.6%66,237
9–20 minMystic Expansion24%53.7%59,905
9–20 minHealbane23%54.2%57,579
20–30 minGreater Expansion29%54.0%72,144
20–30 minRapid Recharge19%53.2%48,790
20–30 minCapacitor19%52.9%48,449
20–30 minHealing Tempo18%57.6%45,853
20–30 minSuperior Duration16%55.2%41,063
20–30 minSuperior Cooldown15%54.5%37,863
30 min +Healing Tempo16%53.7%39,374
30 min +Transcendent Cooldown14%53.1%34,688
30 min +Lightning Scroll13%53.9%32,334
30 min +Boundless Spirit11%54.1%28,513
30 min +Escalating Exposure11%54.5%28,364
30 min +Greater Expansion11%54.0%27,028

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

Entangling Thorns31415
Kudzu Connection48910
Stone Form12511
Air Drop671213

The most played full upgrade path (3% of matches, 59.0% won). Kudzu Connection is maxed first in 48% of matches.

In-game builds players pick 7 days

  1. Ivy the SUPPORT THAT KILLS - deadlocked.ggby deadlocked.gg · 10,274 players10 of 11 board items
    17,231 games
    50.8% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. Highdocker's Gun Ivy Buildby Highdocker · 6,972 players7 of 11 board items
    12,157 games
    53.5% won
  3. Ivy - Gun-Crowd Control [55% WR] [tracklock.gg]by Tracklock · 6,867 players6 of 11 board items
    11,167 games
    50.7% won
  4. Brazilian Chudzu Dealer 3by guil · 5,624 players11 of 11 board items
    9,838 games
    53.9% won
  5. Piggy`s Support Ivy (twitch.tv/piggyxdd)by Piggy · 4,442 players8 of 11 board items
    7,815 games
    54.6% won

The build each player had selected when the match started; known for 36% of Ivy 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 Ivy matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
133,720 (53% of Ivy 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.