Build file · 28 Oct to 4 Nov

Paige build and item order

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

Matches

342.1k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Caster

70% of item souls in spirit

Games past 35 min

58%

the finished build is read from these

The Paige build in brief

Most Paige players open with Extra Charge and High-Velocity Rounds, then pick up Rapid Recharge (around 22 minutes, 63% of games) and Superior Cooldown (around 22 minutes, 69% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Superior Cooldown (31%), Rapid Recharge (27%) and Knockdown (21%).

In games past 35 minutes, a finished Paige carries about 11 items, 42.4k souls, 70% of them spirit; most end with Greater Expansion (83%), Rapid Recharge (74%) and Transcendent Cooldown (70%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (32% of games); the late-game duel sets it against Knockdown (13% of games).

In long games, players pick Mystic Vulnerability or Rescue Beam: of those who buy either, 9% buy both.

The clearest change by opponent: against Haze, Paige players buy Metal Skin at about ×4.32 the usual rate (9,730 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "BEST SUPPORT PAIGE BUILD - deadlocked.gg" by deadlocked.gg, picked in 29,030 games (56% won).

SpiritWeaponVitality
Caster70% of item souls in spiritWeapon 5% · vitality 25% · spirit 70%. The diamond is the average hero.7 days · games over 35 min (58%)

The finished build 7 days · games over 35 min (58%)

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

What Paige 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 195,024 long games (58% of Paige games).

Show as table
The finished Paige build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponOpening Rounds39%52%25%~7:341,600
VitalityDivine Barrier52%53%1%~30:126,400
VitalityTrophy Collector48%56%15%~10:201,600
SpiritGreater Expansion83%84%1%~25:253,200
SpiritRapid Recharge74%74%1%~22:563,200
SpiritTranscendent Cooldown70%70%1%~31:446,400
SpiritSuperior Duration65%66%1%~27:493,200
Flex (spirit)Boundless Spirit59%60%1%~32:416,400
Flex (spirit)Knockdown40%43%5%~21:513,200
Flex (spirit)Spirit Burn38%38%1%~34:586,400
Flex (spirit)Escalating Exposure30%30%1%~34:466,400
Vitality, alternateRescue Beam26%28%8%~21:513,200
Vitality, alternateHealbane25%29%15%~20:261,600
Vitality, alternateStamina Mastery17%17%3%~27:463,200
Spirit, alternateArcane Surge27%30%11%~18:221,600
Spirit, alternateTankbuster22%22%2%~26:343,200
Spirit, alternateRefresher22%22%1%~37:146,400

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, ★ Paige is Paige players only.

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

Lifts compare how often Paige 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 Paige players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.329.7k★ +2.7 pts over tier III · 9.7k buyers, Paige only
VindictaKnockdown×1.4489k—
Nurse HarrowHealbane×1.3574k—
HazeDisarming Hex×1.7720k—
LashCounterspell×2.1311k—
HazeRusted Barrel×1.6018k—
AbramsRebuttal×1.928.7k—
HazePlated Armor×2.285.2k—

What you hold, minute by minute 7 days

Each band is one item: the share of Paige 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 items53,715 souls16% of games still going1.0 weapon3.5 vitality8.0 spirit
83% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.0 itemsVitality3.5 itemsSpirit8.0 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 Paige games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds66%44%17%14%14%14%14%14%
Opening Rounds29%43%47%49%50%51%50%46%
Other weapon items0.00.10.20.30.30.30.40.4
Healing Rite23%32%34%25%9%6%6%6%
Guardian Ward10%50%61%65%62%40%26%26%
Divine Barrier0%0%0%4%14%27%40%49%
Trophy Collector3%32%51%53%54%55%55%53%
Other vitality items0.50.80.91.21.41.61.71.9
Extra Charge24%59%73%61%25%16%16%16%
Rapid Recharge0%2%13%28%48%60%66%71%
Extra Spirit13%44%41%11%3%3%3%3%
Improved Spirit2%14%32%45%54%46%29%27%
Boundless Spirit0%0%0%3%9%21%36%54%
Mystic Expansion7%39%69%73%41%16%14%14%
Greater Expansion0%1%7%21%42%60%74%82%
Compress Cooldown0%6%28%34%12%5%5%5%
Superior Cooldown0%1%10%32%50%46%27%25%
Transcendent Cooldown0%0%0%2%11%28%49%66%
Knockdown0%1%10%21%29%35%39%40%
Superior Duration0%0%2%10%26%40%54%63%
Escalating Exposure0%0%0%1%3%8%15%24%
Spirit Burn0%0%0%1%3%9%18%31%
Other spirit items0.10.30.81.31.41.41.61.8
Items held, in all2.45.06.88.38.79.210.011.2

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

Buy windows: clock against souls 7 days

When Paige 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: 67% → 51%. By souls at purchase: 57–64%.

  1. Knockdown

    127,570 buyers · 55.4% won overall

    most buy it 15–25 min

    By the clock: 62% → 47%. By souls at purchase: 52–59%.

    Show as table
  2. Rapid Recharge

    216,789 buyers · 56.7% won overall

    most buy it 16–26 min

    56.7% of all its buyers won.

    Show as table
  3. Greater Expansion

    238,596 buyers · 57.2% won overall

    most buy it 19–29 min

    57.2% of all its buyers won.

    Show as table
  4. Superior Duration

    179,588 buyers · 57.6% won overall

    most buy it 21–31 min

    57.6% of all its buyers won.

    Show as table
  5. Divine Barrier

    138,802 buyers · 58.1% won overall

    most buy it 24–33 min

    58.1% of all its buyers won.

    Show as table
  6. Transcendent Cooldown

    175,497 buyers · 57.7% won overall

    most buy it 26–35 min

    By the clock: 65% → 51%. By souls at purchase: 54–62%.

    Show as table
  7. Boundless Spirit

    145,088 buyers · 58.8% won overall

    most buy it 26–36 min

    By the clock: 65% → 50%. By souls at purchase: 56–62%.

    Show as table
  8. Spirit Burn

    87,597 buyers · 61.0% won overall

    most buy it 29–39 min

    By the clock: 67% → 51%. By souls at purchase: 57–64%.

    Show as table

For Knockdown, Transcendent Cooldown, Boundless Spirit and 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 Paige 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

106,892 games · 56.4% won · 76% reach 30 min

Knockdown at 20–30 min

44,284 games · 55.9% won · 78% reach 30 min

Either way, all 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Knockdown 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
56.6%55.7%
57.4%57.1%
56.0%56.7%
58.1%57.5%
56.1%56.3%
55.8%56.8%
56.1%57.5%
55.8%57.1%

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 (58%)

Items Paige 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

  • Mystic Vulnerability or Rescue Beam: only 9% buy both.

    Only Mystic Vulnerability56.5% won · 49,279 games

    Both9%

    Only Rescue Beam54.1% won · 46,395 games

    Mystic Vulnerability-only buyers won 2.4 pts more than Rescue Beam-only buyers. Out of 104,673 long games with either.

  • Rescue Beam or Tankbuster: only 7% buy both.

    Only Rescue Beam54.5% won · 49,251 games

    Both7%

    Only Tankbuster55.8% won · 36,939 games

    Tankbuster-only buyers won 1.2 pts more than Rescue Beam-only buyers. Out of 92,333 long games with either.

Sets

  • 1.9× as likely together

    9% of long games · 17,864 games

  • 2.1× as likely together

    7% of long games · 14,010 games

  • 1.9× as likely together

    7% of long games · 13,105 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 +High-Velocity RoundsExtra ChargeGritGuardian WardOpening RoundsExtra SpiritMystic ExpansionCompress CooldownImproved SpiritSuperior CooldownTrophy CollectorDuration ExtenderGreater ExpansionSuperior CooldownRapid RechargeSuperior DurationTranscendent CooldownDivine BarrierTranscendent CooldownBoundless SpiritSpirit BurnDivine BarrierSuperior DurationGreater ExpansionEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Paige's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minHigh-Velocity Rounds71%56.0%238,727
0–9 minExtra Charge52%57.5%174,559
0–9 minGrit50%56.2%167,735
0–9 minGuardian Ward46%56.7%153,231
0–9 minOpening Rounds41%56.3%138,294
0–9 minExtra Spirit39%57.3%130,016
9–20 minMystic Expansion47%56.4%158,028
9–20 minCompress Cooldown41%57.2%138,377
9–20 minImproved Spirit34%56.7%113,793
9–20 minSuperior Cooldown31%57.4%104,567
9–20 minTrophy Collector29%55.9%96,587
9–20 minDuration Extender28%57.2%94,747
20–30 minGreater Expansion37%57.0%122,754
20–30 minSuperior Cooldown32%57.0%106,892
20–30 minRapid Recharge30%56.5%98,826
20–30 minSuperior Duration28%57.7%94,628
20–30 minTranscendent Cooldown24%58.0%81,596
20–30 minDivine Barrier22%58.8%73,401
30 min +Transcendent Cooldown28%55.7%92,497
30 min +Boundless Spirit25%56.1%83,961
30 min +Spirit Burn18%57.7%61,546
30 min +Divine Barrier17%55.8%56,680
30 min +Superior Duration17%56.3%56,256
30 min +Greater Expansion16%56.4%52,124

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

Bookwyrm4568
Plot Armor121213
Captivating Read391014
Rallying Charge71115

The most played full upgrade path (6% of matches, 60.5% won). Bookwyrm is maxed first in 57% of matches.

In-game builds players pick 7 days

  1. BEST SUPPORT PAIGE BUILD - deadlocked.ggby deadlocked.gg · 15,719 players11 of 11 board items
    29,030 games
    56.1% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. Paige - Bruiser-Crowd Control [60% WR] [tracklock.gg]by Tracklock · 7,369 players8 of 11 board items
    12,537 games
    54.6% won
  3. ITw1xI | Paige Spirit Caster/AOE Enjoyerby ITw1xI · 6,585 players11 of 11 board items
    11,825 games
    55.9% won
  4. Piggy`s Support Paige (twitch.tv/piggyxdd)by Piggy · 6,182 players9 of 11 board items
    10,994 games
    54.9% won
  5. PAIGE DRAGON SUPPORT [61% WR] [deadlocklabs.gg]by 123 · 6,169 players10 of 11 board items
    10,193 games
    58.3% won

The build each player had selected when the match started; known for 38% of Paige 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 Paige matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
195,024 (58% of Paige 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.