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.
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).
The finished build 7 days · games over 35 min (51%)
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
Each segment is an item's hold × its cost; the hatched end of each slot is held in items off the board.
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).
Show as table
| Slot | Item | Held | Bought | Sold or upgraded | Buy time | Cost |
|---|---|---|---|---|---|---|
| Weapon | Titanic Magazine | 91% | 94% | 3% | ~8:23 | 1,600 |
| Weapon | Ricochet | 62% | 63% | 1% | ~30:19 | 6,400 |
| Weapon | Kinetic Dash | 48% | 53% | 9% | ~10:38 | 1,600 |
| Weapon | Swift Striker | 35% | 40% | 15% | ~13:56 | 1,600 |
| Vitality | Healing Tempo | 71% | 72% | 1% | ~30:26 | 6,400 |
| Spirit | Superior Duration | 64% | 64% | 1% | ~26:35 | 3,200 |
| Spirit | Boundless Spirit | 51% | 52% | 1% | ~34:17 | 6,400 |
| Spirit | Greater Expansion | 46% | 47% | 1% | ~27:32 | 3,200 |
| Spirit | Arcane Surge | 43% | 47% | 9% | ~13:52 | 1,600 |
| Flex (spirit) | Transcendent Cooldown | 28% | 29% | 2% | ~35:59 | 6,400 |
| Flex (weapon) | Toxic Bullets | 26% | 26% | 2% | ~22:43 | 3,200 |
| Vitality, alternate | Fortitude | 22% | 23% | 4% | ~22:30 | 3,200 |
| Vitality, alternate | Stamina Mastery | 22% | 23% | 2% | ~20:09 | 3,200 |
| Vitality, alternate | Trophy Collector | 20% | 24% | 14% | ~11:26 | 1,600 |
| Spirit, alternate | Rapid Recharge | 23% | 23% | 1% | ~28:06 | 3,200 |
| Spirit, alternate | Quicksilver Reload | 22% | 30% | 25% | ~14:29 | 1,600 |
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.
Show as table
| Enemy | Item | Buy rate change | Buyers | Evidence |
|---|---|---|---|---|
| Haze | Metal Skin | ×5.67 | 8.6k | ★ +3.6 pts over tier III · 8.6k buyers, Nurse Harrow only |
| Deadman Danny | Knockdown | ×1.85 | 36k | — |
| Lash | Counterspell | ×2.97 | 11k | — |
| Apollo | Slowing Hex | ×2.34 | 12k | — |
| Haze | Disarming Hex | ×1.83 | 10k | — |
| Divine Barrier | ×1.99 | 6.6k | — | |
| Haze | Plated Armor | ×2.39 | 3.5k | — |
| Haze | Rusted Barrel | ×1.66 | 7.8k | — |
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.
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.
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| Item | 5:00 | 10:00 | 15:00 | 20:00 | 25:00 | 30:00 | 35:00 | 40:00 |
|---|---|---|---|---|---|---|---|---|
| Extended Magazine | 44% | 18% | 1% | 1% | 1% | 1% | 1% | 1% |
| Titanic Magazine | 23% | 72% | 87% | 91% | 92% | 93% | 94% | 94% |
| Kinetic Dash | 1% | 34% | 47% | 51% | 52% | 53% | 53% | 52% |
| Swift Striker | 1% | 9% | 28% | 35% | 37% | 39% | 39% | 37% |
| Ricochet | 0% | 0% | 1% | 4% | 15% | 31% | 47% | 59% |
| Other weapon items | 0.2 | 0.4 | 0.5 | 0.5 | 0.7 | 0.8 | 0.9 | 0.9 |
| Extra Regen | 77% | 56% | 12% | 5% | 4% | 4% | 4% | 4% |
| Healing Booster | 7% | 48% | 79% | 89% | 86% | 58% | 39% | 38% |
| Healing Tempo | 0% | 0% | 1% | 4% | 17% | 36% | 53% | 68% |
| Other vitality items | 0.1 | 0.6 | 0.9 | 1.3 | 1.5 | 1.7 | 1.8 | 2.0 |
| Extra Spirit | 25% | 47% | 55% | 32% | 11% | 9% | 9% | 9% |
| Improved Spirit | 1% | 12% | 28% | 43% | 51% | 52% | 39% | 35% |
| Boundless Spirit | 0% | 0% | 0% | 1% | 5% | 13% | 27% | 45% |
| Extra Charge | 7% | 16% | 22% | 27% | 26% | 19% | 17% | 17% |
| Arcane Surge | 0% | 10% | 33% | 43% | 45% | 46% | 47% | 46% |
| Quicksilver Reload | 0% | 7% | 19% | 26% | 28% | 29% | 27% | 25% |
| Mystic Expansion | 3% | 10% | 22% | 32% | 26% | 13% | 12% | 12% |
| Greater Expansion | 0% | 0% | 2% | 7% | 19% | 29% | 37% | 44% |
| Duration Extender | 0% | 2% | 14% | 30% | 24% | 9% | 7% | 7% |
| Superior Duration | 0% | 0% | 2% | 11% | 29% | 45% | 55% | 61% |
| Superior Cooldown | 0% | 0% | 3% | 13% | 30% | 42% | 40% | 37% |
| Transcendent Cooldown | 0% | 0% | 0% | 0% | 2% | 6% | 12% | 22% |
| Other spirit items | 0.1 | 0.1 | 0.3 | 0.6 | 0.7 | 0.8 | 0.9 | 1.1 |
| Items held, in all | 2.3 | 4.5 | 6.3 | 7.9 | 8.9 | 9.6 | 10.2 | 11.2 |
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.
Toxic Bullets by the clock: 63% → 46%. By souls at purchase: 47–58%.
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
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
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
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
Ricochet
244,248 buyers · 56.6% won overall
most buy it 24–33 min
56.6% of all its buyers won.
Show as table
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
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.
| A won | A buys | Late item | B buys | B won |
|---|---|---|---|---|
| 49.4% | 32% | 16% | 48.9% | |
| 52.8% | 41% | 30% | 51.0% | |
| 55.2% | 10% | under 7% | ||
| 53.4% | 18% | 14% | 50.2% | |
| 53.3% | 13% | 9% | 49.9% | |
| 54.6% | 35% | 33% | 51.9% | |
| 53.6% | 43% | 41% | 51.7% | |
| 54.0% | 10% | 13% | 53.5% | |
| 53.1% | 15% | 19% | 52.4% | |
| under 8% | 14% | 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
Show as table
| Phase | Item | Bought in | Won (souls-adjusted) | Games |
|---|---|---|---|---|
| 0–9 min | Extra Regen | 84% | 52.2% | 464,671 |
| 0–9 min | Extended Magazine | 71% | 52.3% | 394,712 |
| 0–9 min | Titanic Magazine | 67% | 52.8% | 370,328 |
| 0–9 min | Extra Spirit | 44% | 52.5% | 240,816 |
| 0–9 min | Healing Booster | 39% | 53.4% | 215,429 |
| 0–9 min | Extra Stamina | 30% | 53.3% | 165,072 |
| 9–20 min | Healing Booster | 49% | 52.0% | 273,313 |
| 9–20 min | Arcane Surge | 38% | 52.8% | 207,534 |
| 9–20 min | Improved Spirit | 35% | 52.1% | 191,426 |
| 9–20 min | Duration Extender | 30% | 52.9% | 165,047 |
| 9–20 min | Swift Striker | 29% | 52.2% | 160,681 |
| 9–20 min | Mystic Expansion | 24% | 53.0% | 133,282 |
| 20–30 min | Superior Duration | 32% | 53.2% | 176,444 |
| 20–30 min | Healing Tempo | 29% | 54.3% | 161,359 |
| 20–30 min | Superior Cooldown | 28% | 53.6% | 156,133 |
| 20–30 min | Ricochet | 25% | 56.9% | 137,135 |
| 20–30 min | Greater Expansion | 21% | 53.6% | 114,604 |
| 20–30 min | Duration Extender | 14% | 54.4% | 78,359 |
| 30 min + | Boundless Spirit | 24% | 52.1% | 130,019 |
| 30 min + | Healing Tempo | 23% | 52.4% | 125,346 |
| 30 min + | Ricochet | 20% | 53.5% | 108,460 |
| 30 min + | Transcendent Cooldown | 14% | 49.4% | 74,910 |
| 30 min + | Superior Duration | 11% | 51.9% | 63,362 |
| 30 min + | Greater Expansion | 10% | 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
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
- Piggy`s Support Harrow (twitch.tv/piggyxdd)by Piggy · 23,320 players10 of 11 board items42,803 games52.5% won
Earlygame
Lane Misc
Core
Util
Greens
For ult
Late random
Group 8
Random BS GO
- HARROWING MY NURSE | GUN + HEAL | L > R |by Kael · 21,691 players11 of 11 board items37,304 games53.3% won
- Support/healer Harrowby Angel Dust · 11,813 players11 of 11 board items20,339 games51.9% won
- SN|P3R : FLATLINEby SN|P3R · 11,067 players11 of 11 board items18,248 games52.8% won
- no team? no problemby mUDe54 · 11,222 players8 of 11 board items16,294 games49.6% 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.








