Build file · 28 Oct to 4 Nov

Paradox build and item order

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

Matches

320.3k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Hybrid

46% of item souls in spirit

Games past 35 min

57%

the finished build is read from these

The Paradox build in brief

Most Paradox players open with High-Velocity Rounds, then pick up Sharpshooter (around 14 minutes, 68% of games) and Tankbuster (around 20 minutes, 74% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Tankbuster (45%), Sharpshooter (44%) and Express Shot (39%).

In games past 35 minutes, a finished Paradox carries about 11 items, 42.2k souls, 46% of them spirit; most end with Tankbuster (83%), Express Shot (77%) and Mystic Reverb (75%).

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

In long games, players pick Mystic Shot or Battle Vest: of those who buy either, 8% buy both.

The clearest change by opponent: against Haze, Paradox players buy Metal Skin at about ×5.30 the usual rate (9,455 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Paradox - Hybrid-Burst [56% WR] [tracklock.gg]" by Tracklock, picked in 28,322 games (45% won).

SpiritWeaponVitality
Hybrid46% of item souls in spiritWeapon 36% · vitality 18% · spirit 46%. The diamond is the average hero.7 days · games over 35 min (57%)

The finished build 7 days · games over 35 min (57%)

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

What Paradox 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 179,419 long games (57% of Paradox games).

Show as table
The finished Paradox build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponExpress Shot77%78%1%~20:113,200
WeaponSharpshooter74%75%1%~14:133,200
WeaponHollow Point59%60%2%~25:093,200
WeaponHeadhunter41%43%4%~16:303,200
VitalityStamina Mastery60%61%2%~23:473,200
SpiritTankbuster83%83%1%~20:043,200
SpiritMystic Reverb75%75%0%~29:426,400
SpiritSpirit Burn56%57%1%~34:496,400
SpiritTranscendent Cooldown40%40%1%~36:006,400
Flex (weapon)Opening Rounds41%51%21%~7:421,600
Flex (weapon)Glass Cannon37%37%1%~34:396,400
Weapon, alternateMystic Shot33%42%21%~9:401,600
Weapon, alternateCrippling Headshot29%29%1%~36:196,400
Weapon, alternateRestorative Shot21%50%58%~3:01800
Vitality, alternateFortitude32%34%6%~19:523,200
Vitality, alternateTrophy Collector29%39%26%~11:331,600
Vitality, alternateBattle Vest19%24%22%~13:281,600
Spirit, alternateSuperior Duration17%18%2%~25:593,200

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, ★ Paradox is Paradox players only.

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

Lifts compare how often Paradox 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 Paradox players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×5.309.5k—
LashCounterspell×2.2918k—
InfernusDispel Magic×2.1112k—
VindictaKnockdown×1.9813k—
AbramsRebuttal×2.096.2k—
HazePlated Armor×2.204.2k—
HazeDisarming Hex×1.695.2k—
Deadman DannyOpening Rounds×0.91103k—

What you hold, minute by minute 7 days

Each band is one item: the share of Paradox 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 items53,463 souls16% of games still going5.0 weapon2.7 vitality4.5 spirit
83% of games still going at 30:00SharpshooterExpress ShotTankbuster481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon5.0 itemsVitality2.7 itemsSpirit4.5 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 Paradox games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Restorative Shot45%49%50%50%50%48%36%31%
Headshot Booster36%41%26%8%6%6%6%6%
Headhunter0%12%27%32%36%38%40%42%
High-Velocity Rounds48%23%2%1%0%0%0%0%
Opening Rounds20%42%47%48%50%51%51%48%
Sharpshooter0%27%51%60%66%70%72%73%
Express Shot0%1%12%40%66%73%75%76%
Mystic Shot9%29%35%37%38%39%40%38%
Long Range6%39%15%2%2%2%2%2%
Hollow Point0%0%3%11%32%49%55%58%
Glass Cannon0%0%0%1%3%8%19%32%
Other weapon items0.20.30.40.40.40.50.50.7
Trophy Collector1%14%34%36%37%38%38%35%
Stamina Mastery0%0%7%21%36%48%55%58%
Other vitality items0.20.61.21.41.31.31.41.6
Mystic Burst11%39%50%26%5%3%3%3%
Tankbuster0%1%19%45%67%76%80%82%
Compress Cooldown0%3%12%34%50%32%22%22%
Superior Cooldown0%0%2%8%21%39%43%40%
Transcendent Cooldown0%0%0%1%3%8%17%31%
Mystic Reverb0%0%0%3%14%41%62%71%
Spirit Burn0%0%0%0%2%10%29%51%
Other spirit items0.10.30.40.60.60.70.80.9
Items held, in all2.24.35.97.08.29.310.311.2

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

Buy windows: clock against souls 7 days

When Paradox 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% → 46%. By souls at purchase: 49–58%.

  1. Sharpshooter

    216,399 buyers · 46.8% won overall

    most buy it 9–16 min

    46.8% of all its buyers won.

    Show as table
  2. Headhunter

    123,456 buyers · 46.5% won overall

    most buy it 10–18 min

    46.5% of all its buyers won.

    Show as table
  3. Tankbuster

    236,566 buyers · 47.0% won overall

    most buy it 15–23 min

    47.0% of all its buyers won.

    Show as table
  4. Express Shot

    223,030 buyers · 47.2% won overall

    most buy it 16–23 min

    47.2% of all its buyers won.

    Show as table
  5. Stamina Mastery

    162,462 buyers · 48.0% won overall

    most buy it 18–27 min

    48.0% of all its buyers won.

    Show as table
  6. Hollow Point

    161,401 buyers · 48.2% won overall

    most buy it 21–27 min

    48.2% of all its buyers won.

    Show as table
  7. Mystic Reverb

    180,718 buyers · 51.9% won overall

    most buy it 25–32 min

    51.9% of all its buyers won.

    Show as table
  8. Spirit Burn

    117,038 buyers · 54.6% won overall

    most buy it 30–37 min

    By the clock: 61% → 46%. By souls at purchase: 49–58%.

    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 Paradox 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

93,296 games · 48.7% won · 75% reach 30 min

Fortitude at 20–30 min

24,594 games · 43.8% won · 76% reach 30 min

Either way, 7 of the top 8 late items are the same.

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
47.6%
49.5%45.7%
53.7%50.7%
52.2%48.8%
49.9%48.2%
50.9%50.6%
51.9%48.8%
53.8%51.1%
46.5%

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 (57%)

Items Paradox 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 Shot or Battle Vest: only 8% buy both.

    Only Mystic Shot47.8% won · 65,916 games

    Both8%

    Only Battle Vest48.3% won · 33,931 games

    Players who bought only one won about the same either way. Out of 108,497 long games with either.

  • Trophy Collector or Battle Vest: only 3% buy both.

    Only Trophy Collector48.7% won · 66,977 games

    Both3%

    Only Battle Vest48.3% won · 39,175 games

    Players who bought only one won about the same either way. Out of 109,558 long games with either.

Sets

  • 4.5× as likely together

    10% of long games · 18,689 games

  • 4.7× as likely together

    10% of long games · 18,542 games

  • 5.4× as likely together

    10% of long games · 17,823 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 RoundsRestorative ShotHeadshot BoosterLong RangeOpening RoundsMystic BurstTankbusterSharpshooterExpress ShotCompress CooldownExtra StaminaMystic BurstHollow PointMystic ReverbCompress CooldownExpress ShotSuperior CooldownTankbusterSpirit BurnMystic ReverbTranscendent CooldownSuperior CooldownGlass CannonCrippling HeadshotEvery game100% reach 9 min96% reach 20 min70% reach 30 min
Show as table
Paradox's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minHigh-Velocity Rounds68%46.7%210,810
0–9 minRestorative Shot49%46.1%151,383
0–9 minHeadshot Booster42%46.0%130,332
0–9 minLong Range41%47.8%126,768
0–9 minOpening Rounds40%46.9%125,219
0–9 minMystic Burst36%46.8%111,855
9–20 minTankbuster45%47.5%139,375
9–20 minSharpshooter44%46.6%136,060
9–20 minExpress Shot39%47.8%122,798
9–20 minCompress Cooldown32%46.8%99,500
9–20 minExtra Stamina31%47.1%95,896
9–20 minMystic Burst28%46.9%88,138
20–30 minHollow Point36%48.2%111,798
20–30 minMystic Reverb35%52.2%109,222
20–30 minCompress Cooldown32%47.8%100,713
20–30 minExpress Shot32%48.1%98,794
20–30 minSuperior Cooldown30%47.5%93,296
20–30 minTankbuster29%47.1%91,915
30 min +Spirit Burn30%52.0%92,863
30 min +Mystic Reverb22%50.7%69,794
30 min +Transcendent Cooldown20%48.0%63,767
30 min +Superior Cooldown19%49.2%59,723
30 min +Glass Cannon18%52.0%57,324
30 min +Crippling Headshot15%51.5%47,159

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

Pulse Grenade121415
Time Wall589
Kinetic Carbine34612
Paradoxical Swap7101113

The most played full upgrade path (4% of matches, 52.7% won). Kinetic Carbine is maxed first in 79% of matches.

In-game builds players pick 7 days

  1. Paradox - Hybrid-Burst [56% WR] [tracklock.gg]by Tracklock · 16,529 players10 of 11 board items
    28,322 games
    45.3% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. Sniper Mommy [Fully annotated]by Axiom · 9,838 players9 of 11 board items
    19,921 games
    47.4% won
  3. Tangerine Paradoxby Tangerine · 7,243 players10 of 11 board items
    13,624 games
    46.8% won
  4. thick thighs swap mommyby wrvth · 5,232 players11 of 11 board items
    8,989 games
    47.1% won
  5. SECRET CHINESE PARADOX BUILDby IJY · 4,790 players9 of 11 board items
    8,316 games
    47.1% won

The build each player had selected when the match started; known for 42% of Paradox 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 Paradox matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
179,419 (57% of Paradox 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.