Build file · 25 Oct to 2 Nov

Nurse Harrow build and item order

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

Matches

492.0k

last 7 days

Finished build

≈11 items

39k souls held in items at the end

Build type

Hybrid

43% of item souls in spirit

Games past 35 min

51%

the finished build is read from these

The Nurse Harrow build in brief

Most Nurse Harrow players open with Titanic Magazine and Extra Regen, then pick up Superior Cooldown (around 24 minutes, 51% of games) and Superior Duration (around 25 minutes, 55% of games).

In games past 35 minutes, a finished Nurse Harrow carries about 11 items, 38.7k souls, 43% of them spirit; most end with Titanic Magazine (91%), Healing Tempo (71%) and Superior Duration (64%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (28% of games); the late-game duel sets it against Toxic Bullets (8% of games).

In long games, players pick Swift Striker or Quicksilver Reload: of those who buy either, 8% buy both.

The clearest change by opponent: against Haze, Nurse Harrow players buy Metal Skin at about ×5.67 the usual rate (8,639 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Piggy`s Support Harrow (twitch.tv/piggyxdd)" by Piggy, picked in 42,803 games (52% won).

SpiritWeaponVitality
Hybrid43% of item souls in spiritWeapon 26% · vitality 32% · spirit 43%. The diamond is the average hero.7 days · games over 35 min (51%)

The finished build 7 days · games over 35 min (51%)

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

What Nurse Harrow 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 281,176 long games (51% of Nurse Harrow games).

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The finished Nurse Harrow build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponTitanic Magazine91%94%3%~8:231,600
WeaponRicochet62%63%1%~30:196,400
WeaponKinetic Dash48%53%9%~10:381,600
WeaponSwift Striker35%40%15%~13:561,600
VitalityHealing Tempo71%72%1%~30:266,400
SpiritSuperior Duration64%64%1%~26:353,200
SpiritBoundless Spirit51%52%1%~34:176,400
SpiritGreater Expansion46%47%1%~27:323,200
SpiritArcane Surge43%47%9%~13:521,600
Flex (spirit)Transcendent Cooldown28%29%2%~35:596,400
Flex (weapon)Toxic Bullets26%26%2%~22:433,200
Vitality, alternateFortitude22%23%4%~22:303,200
Vitality, alternateStamina Mastery22%23%2%~20:093,200
Vitality, alternateTrophy Collector20%24%14%~11:261,600
Spirit, alternateRapid Recharge23%23%1%~28:063,200
Spirit, alternateQuicksilver Reload22%30%25%~14:291,600

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, ★ Nurse Harrow is Nurse Harrow players only.

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

Lifts compare how often Nurse Harrow 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.

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What Nurse Harrow players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×5.678.6k★ +3.6 pts over tier III · 8.6k buyers, Nurse Harrow only
Deadman DannyKnockdown×1.8536k—
LashCounterspell×2.9711k—
ApolloSlowing Hex×2.3412k—
HazeDisarming Hex×1.8310k—
PocketDivine Barrier×1.996.6k—
HazePlated Armor×2.393.5k—
HazeRusted Barrel×1.667.8k—

What you hold, minute by minute 7 days

Each band is one item: the share of Nurse Harrow 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 12.4 items49,307 souls14% of games still going3.5 weapon3.5 vitality5.4 spirit
81% of games still going at 30:00Titanic MagazineRicochetHealing Booster481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m50k soulsWeapon3.5 itemsVitality3.5 itemsSpirit5.4 items
81% still going at 30:004812items0m10m20m30m40m50k 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 Nurse Harrow games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Extended Magazine44%18%1%1%1%1%1%1%
Titanic Magazine23%72%87%91%92%93%94%94%
Kinetic Dash1%34%47%51%52%53%53%52%
Swift Striker1%9%28%35%37%39%39%37%
Ricochet0%0%1%4%15%31%47%59%
Other weapon items0.20.40.50.50.70.80.90.9
Extra Regen77%56%12%5%4%4%4%4%
Healing Booster7%48%79%89%86%58%39%38%
Healing Tempo0%0%1%4%17%36%53%68%
Other vitality items0.10.60.91.31.51.71.82.0
Extra Spirit25%47%55%32%11%9%9%9%
Improved Spirit1%12%28%43%51%52%39%35%
Boundless Spirit0%0%0%1%5%13%27%45%
Extra Charge7%16%22%27%26%19%17%17%
Arcane Surge0%10%33%43%45%46%47%46%
Quicksilver Reload0%7%19%26%28%29%27%25%
Mystic Expansion3%10%22%32%26%13%12%12%
Greater Expansion0%0%2%7%19%29%37%44%
Duration Extender0%2%14%30%24%9%7%7%
Superior Duration0%0%2%11%29%45%55%61%
Superior Cooldown0%0%3%13%30%42%40%37%
Transcendent Cooldown0%0%0%0%2%6%12%22%
Other spirit items0.10.10.30.60.70.80.91.1
Items held, in all2.34.56.37.98.99.610.211.2

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

Buy windows: clock against souls 7 days

When Nurse Harrow 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

Toxic Bullets by the clock: 63% → 46%. By souls at purchase: 47–58%.

  1. Toxic Bullets

    115,353 buyers · 51.4% won overall

    most buy it 15–26 min

    By the clock: 63% → 46%. By souls at purchase: 47–58%.

    Show as table
  2. Superior Duration

    272,086 buyers · 53.6% won overall

    most buy it 21–29 min

    53.6% of all its buyers won.

    Show as table
  3. Greater Expansion

    191,185 buyers · 53.6% won overall

    most buy it 21–31 min

    53.6% of all its buyers won.

    Show as table
  4. Healing Tempo

    280,716 buyers · 54.4% won overall

    most buy it 24–33 min

    54.4% of all its buyers won.

    Show as table
  5. Ricochet

    244,248 buyers · 56.6% won overall

    most buy it 24–33 min

    56.6% of all its buyers won.

    Show as table
  6. Boundless Spirit

    176,690 buyers · 54.9% won overall

    most buy it 28–38 min

    54.9% of all its buyers won.

    Show as table
  7. Transcendent Cooldown

    93,999 buyers · 51.7% won overall

    most buy it 29–40 min

    51.7% of all its buyers won.

    Show as table

For Toxic Bullets, 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 Nurse Harrow 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

156,139 games · 52.9% won · 73% reach 30 min

Toxic Bullets at 20–30 min

43,400 games · 50.5% won · 73% reach 30 min

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

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Toxic Bullets 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
49.4%48.9%
52.8%51.0%
55.2%
53.4%50.2%
53.3%49.9%
54.6%51.9%
53.6%51.7%
54.0%53.5%
53.1%52.4%
51.2%

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 (51%)

Items Nurse Harrow 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

  • Swift Striker or Quicksilver Reload: only 8% buy both.

    Only Swift Striker51.3% won · 98,900 games

    Both8%

    Only Quicksilver Reload49.7% won · 68,882 games

    Swift Striker-only buyers won 1.6 pts more than Quicksilver Reload-only buyers. Out of 182,496 long games with either.

  • Quicksilver Reload or Trophy Collector: only 8% buy both.

    Only Quicksilver Reload49.2% won · 72,719 games

    Both8%

    Only Trophy Collector52.6% won · 55,138 games

    Trophy Collector-only buyers won 3.5 pts more than Quicksilver Reload-only buyers. Out of 138,734 long games with either.

  • Fortitude or Stamina Mastery: only 2% buy both.

    Only Fortitude50.9% won · 62,204 games

    Both2%

    Only Stamina Mastery50.0% won · 60,699 games

    Players who bought only one won about the same either way. Out of 125,457 long games with either.

Sets

  • 2.4× as likely together

    16% of long games · 45,287 games

  • 2.3× as likely together

    14% of long games · 39,212 games

  • 2.8× as likely together

    13% of long games · 35,265 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 RegenExtended MagazineTitanic MagazineExtra SpiritHealing BoosterExtra StaminaHealing BoosterArcane SurgeImproved SpiritDuration ExtenderSwift StrikerMystic ExpansionSuperior DurationHealing TempoSuperior CooldownRicochetGreater ExpansionDuration ExtenderBoundless SpiritHealing TempoRicochetTranscendent CooldownSuperior DurationGreater ExpansionEvery game100% reach 9 min95% reach 20 min67% reach 30 min
Show as table
Nurse Harrow's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Regen84%52.2%464,671
0–9 minExtended Magazine71%52.3%394,712
0–9 minTitanic Magazine67%52.8%370,328
0–9 minExtra Spirit44%52.5%240,816
0–9 minHealing Booster39%53.4%215,429
0–9 minExtra Stamina30%53.3%165,072
9–20 minHealing Booster49%52.0%273,313
9–20 minArcane Surge38%52.8%207,534
9–20 minImproved Spirit35%52.1%191,426
9–20 minDuration Extender30%52.9%165,047
9–20 minSwift Striker29%52.2%160,681
9–20 minMystic Expansion24%53.0%133,282
20–30 minSuperior Duration32%53.2%176,444
20–30 minHealing Tempo29%54.3%161,359
20–30 minSuperior Cooldown28%53.6%156,133
20–30 minRicochet25%56.9%137,135
20–30 minGreater Expansion21%53.6%114,604
20–30 minDuration Extender14%54.4%78,359
30 min +Boundless Spirit24%52.1%130,019
30 min +Healing Tempo23%52.4%125,346
30 min +Ricochet20%53.5%108,460
30 min +Transcendent Cooldown14%49.4%74,910
30 min +Superior Duration11%51.9%63,362
30 min +Greater Expansion10%52.1%57,247

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

Leech Therapy12513
Wretched Vapors41015
Healing Needles36814
Lurking Terrors791112

The most played full upgrade path (5% of matches, 59.7% won). Leech Therapy is maxed first in 34% of matches.

In-game builds players pick 7 days

  1. Piggy`s Support Harrow (twitch.tv/piggyxdd)by Piggy · 23,320 players10 of 11 board items
    42,803 games
    52.5% won

    Earlygame

    Lane Misc

    Core

    Util

    Greens

    For ult

    Late random

    Group 8

    Random BS GO

  2. HARROWING MY NURSE | GUN + HEAL | L > R |by Kael · 21,691 players11 of 11 board items
    37,304 games
    53.3% won
  3. Support/healer Harrowby Angel Dust · 11,813 players11 of 11 board items
    20,339 games
    51.9% won
  4. SN|P3R : FLATLINEby SN|P3R · 11,067 players11 of 11 board items
    18,248 games
    52.8% won
  5. no team? no problemby mUDe54 · 11,222 players8 of 11 board items
    16,294 games
    49.6% won

The build each player had selected when the match started; known for 44% of Nurse Harrow games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Nurse Harrow matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
281,176 (51% of Nurse Harrow 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 2 Nov. Not affiliated with or endorsed by Valve.