Build file · 25 Oct to 3 Nov

Rat King build and item order

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

Matches

600.9k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Gunner

51% of item souls in vitality

Games past 35 min

48%

the finished build is read from these

The Rat King build in brief

Most Rat King players open with Extra Health and High-Velocity Rounds, then pick up Fortitude (around 16 minutes, 81% of games) and Ballistic Enchantment (around 20 minutes, 68% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Fortitude (72%), Ballistic Enchantment (37%) and Cultist Sacrifice (32%).

In games past 35 minutes, a finished Rat King carries about 11 items, 41.8k souls, 50% of them vitality; most end with Fortitude (86%), Ballistic Enchantment (76%) and Berserker (76%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (21% of games); the late-game duel sets it against Weighted Shots (4% of games).

In long games, players pick Fleetfoot or Bullet Lifesteal: of those who buy either, 7% buy both.

The clearest change by opponent: against Haze, Rat King players buy Metal Skin at about ×3.69 the usual rate (30,998 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "SN|P3R : Rat-a-Tat ( Rat King Gun )" by SN|P3R, picked in 47,182 games (57% won).

SpiritWeaponVitality
Gunner51% of item souls in vitalityWeapon 38% · vitality 51% · spirit 12%. The diamond is the average hero.7 days · games over 35 min (48%)

The finished build 7 days · games over 35 min (48%)

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

What Rat King 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 320,335 long games (48% of Rat King games).

Show as table
The finished Rat King build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponBallistic Enchantment76%77%1%~21:003,200
WeaponBerserker76%76%1%~24:053,200
WeaponOpening Rounds61%79%22%~7:511,600
WeaponCultist Sacrifice37%47%21%~12:403,200
VitalityFortitude86%89%4%~16:003,200
VitalitySiphon Bullets58%59%1%~31:236,400
VitalitySpirit Resilience56%57%3%~26:503,200
VitalityJuggernaut54%55%1%~32:336,400
Flex (weapon)Escalating Resilience37%38%2%~22:223,200
Flex (weapon)Titanic Magazine37%41%9%~13:421,600
Flex (weapon)Swift Striker36%46%22%~11:501,600
Weapon, alternateFleetfoot35%43%19%~16:481,600
Weapon, alternateSpellslinger18%19%1%~35:306,400
Vitality, alternateWitchmail27%27%1%~35:166,400
Vitality, alternatePlated Armor20%20%2%~34:566,400
Vitality, alternateColossus17%17%1%~35:176,400
Spirit, alternateTranscendent Cooldown33%33%1%~35:216,400
Spirit, alternateSuperior Cooldown22%49%56%~27:253,200

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, ★ Rat King is Rat King players only.

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

Lifts compare how often Rat King 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 Rat King players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.6931k—
HazePlated Armor×1.6475k—
ShivDispel Magic×2.1331k—
LashCounterspell×2.5816k—
Deadman DannyKnockdown×1.9824k—
BillyRebuttal×1.9517k★ +1.2 pts over tier I · 260k buyers, all heroes pooled; ★ +2.0 pts over tier I · 17k buyers, Rat King only
ApolloSlowing Hex×2.458.0k—
HazeSpirit Resilience×0.89165k—

What you hold, minute by minute 7 days

Each band is one item: the share of Rat King 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 12.7 items53,233 souls14% of games still going5.9 weapon5.4 vitality1.3 spirit
81% of games still going at 30:00Opening RoundsBallistic EnchantmentBerserkerFortitude481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon5.9 itemsVitality5.5 itemsSpirit1.3 items
81% 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 Rat King games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds64%33%8%6%6%6%6%6%
Opening Rounds21%63%72%75%76%77%77%72%
Monster Rounds44%58%44%17%13%13%13%13%
Cultist Sacrifice0%17%38%43%44%45%45%42%
Extended Magazine9%41%37%9%3%3%3%3%
Titanic Magazine1%14%29%35%37%39%40%39%
Escalating Resilience0%1%4%15%28%34%36%37%
Swift Striker1%22%39%44%45%46%46%43%
Fleetfoot0%3%18%34%40%42%42%40%
Ballistic Enchantment0%1%10%38%61%70%74%75%
Berserker0%0%3%18%49%66%72%75%
Other weapon items0.20.40.40.60.70.81.01.2
Extra Health31%72%55%12%4%4%4%4%
Fortitude0%5%45%75%83%86%87%88%
Sprint Boots12%38%29%5%3%3%3%3%
Enduring Speed0%14%50%65%71%63%44%40%
Juggernaut0%0%0%2%7%20%35%50%
Spirit Resilience0%0%2%9%25%39%48%54%
Siphon Bullets0%0%0%2%9%27%43%55%
Other vitality items0.30.50.81.01.21.31.51.9
Superior Cooldown0%0%2%8%19%30%29%26%
Transcendent Cooldown0%0%0%1%3%7%15%27%
Other spirit items0.10.30.50.60.50.50.50.6
Items held, in all2.45.06.67.38.79.810.611.6

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

Buy windows: clock against souls 7 days

When Rat King 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

Siphon Bullets by the clock: 69% → 46%. By souls at purchase: 52–62%.

  1. Cultist Sacrifice

    261,143 buyers · 55.4% won overall

    most buy it 9–14 min

    55.4% of all its buyers won.

    Show as table
  2. Fortitude

    488,353 buyers · 56.0% won overall

    most buy it 13–18 min

    By the clock: 62% → 47%. By souls at purchase: 53–59%.

    Show as table
  3. Ballistic Enchantment

    405,902 buyers · 56.5% won overall

    most buy it 17–23 min

    By the clock: 64% → 47%. By souls at purchase: 55–60%.

    Show as table
  4. Escalating Resilience

    197,427 buyers · 54.7% won overall

    most buy it 17–24 min

    By the clock: 61% → 47%. By souls at purchase: 53–57%.

    Show as table
  5. Berserker

    394,018 buyers · 56.4% won overall

    most buy it 20–26 min

    By the clock: 64% → 47%. By souls at purchase: 53–59%.

    Show as table
  6. Spirit Resilience

    271,330 buyers · 55.1% won overall

    most buy it 21–29 min

    By the clock: 60% → 44%. By souls at purchase: 52–57%.

    Show as table
  7. Siphon Bullets

    255,568 buyers · 59.4% won overall

    most buy it 26–34 min

    By the clock: 69% → 46%. By souls at purchase: 52–62%.

    Show as table
  8. Juggernaut

    224,951 buyers · 55.5% won overall

    most buy it 27–35 min

    By the clock: 66% → 48%. By souls at purchase: 53–60%.

    Show as table

For Fortitude, Ballistic Enchantment, Escalating Resilience, Berserker, Spirit Resilience, Siphon Bullets and Juggernaut, 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 Rat King 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

144,336 games · 58.2% won · 72% reach 30 min

Weighted Shots at 20–30 min

26,183 games · 54.8% won · 71% 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 Weighted Shots 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
54.1%54.5%
55.6%52.3%
54.3%50.6%
55.1%51.0%
55.3%54.4%
53.8%49.1%
57.9%56.1%
55.7%53.8%
59.3%56.7%
52.8%51.8%

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 65%, 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 (48%)

Items Rat King 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

  • Fleetfoot or Bullet Lifesteal: only 7% buy both.

    Only Fleetfoot52.8% won · 124,244 games

    Both7%

    Only Bullet Lifesteal51.0% won · 54,521 games

    Fleetfoot-only buyers won 1.8 pts more than Bullet Lifesteal-only buyers. Out of 192,814 long games with either.

  • Swift Striker or Bullet Lifesteal: only 8% buy both.

    Only Swift Striker52.5% won · 131,757 games

    Both8%

    Only Bullet Lifesteal51.5% won · 52,614 games

    Swift Striker-only buyers won 1.1 pts more than Bullet Lifesteal-only buyers. Out of 200,327 long games with either.

Sets

  • 1.9× as likely together

    15% of long games · 48,044 games

  • 1.9× as likely together

    13% of long games · 42,276 games

  • 1.9× as likely together

    11% of long games · 34,048 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 HealthOpening RoundsMonster RoundsExtended MagazineSprint BootsFortitudeEnduring SpeedBallistic EnchantmentFleetfootCultist SacrificeMystic ExpansionBerserkerBallistic EnchantmentSpirit ResilienceSiphon BulletsSuperior CooldownEscalating ResilienceJuggernautSiphon BulletsTranscendent CooldownWitchmailSuperior CooldownSpirit ResilienceEvery game100% reach 9 min95% reach 20 min67% reach 30 min
Show as table
Rat King's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minHigh-Velocity Rounds81%56.0%543,413
0–9 minExtra Health69%55.9%463,875
0–9 minOpening Rounds60%56.2%399,759
0–9 minMonster Rounds57%56.0%381,888
0–9 minExtended Magazine37%56.1%248,734
0–9 minSprint Boots34%55.8%230,965
9–20 minFortitude72%56.6%482,079
9–20 minEnduring Speed57%56.3%382,362
9–20 minBallistic Enchantment37%57.5%246,833
9–20 minFleetfoot33%56.6%218,668
9–20 minCultist Sacrifice32%55.4%214,911
9–20 minMystic Expansion28%57.0%185,952
20–30 minBerserker45%56.2%299,304
20–30 minBallistic Enchantment31%55.4%205,011
20–30 minSpirit Resilience28%55.1%188,389
20–30 minSiphon Bullets23%60.5%152,823
20–30 minSuperior Cooldown21%57.2%144,336
20–30 minEscalating Resilience17%54.6%115,109
30 min +Juggernaut22%52.7%146,429
30 min +Siphon Bullets20%54.0%137,245
30 min +Transcendent Cooldown16%53.2%104,711
30 min +Witchmail12%54.0%83,004
30 min +Superior Cooldown11%54.9%74,172
30 min +Spirit Resilience11%51.2%72,485

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

Scrap Grenade1268
Rat Swarm51013
Royal Pestments34912
Rule, Ratannia!7111415

The most played full upgrade path (3% of matches, 55.7% won). Scrap Grenade is maxed first in 48% of matches.

In-game builds players pick 7 days

  1. SN|P3R : Rat-a-Tat ( Rat King Gun )by SN|P3R · 24,898 players11 of 11 board items
    47,182 games
    57.2% won

    1. Early Game

    Early

    2. CORE

    Gun Choices

    3. End Game Items

    6400 Greens

    6400 Barriers

    Green Options

    Spirit Options

    Gun Options

  2. RAT KING DEFINITIVE BUILD - deadlocked.ggby deadlocked.gg · 21,355 players9 of 11 board items
    33,641 games
    54.6% won
  3. NA #1 RAT KING - Shmuckby Little Shmuck · 17,737 players8 of 11 board items
    29,328 games
    56.3% won
  4. ANGADXO RANK 50 ETERNUS RAT GOAT [Annotated]by TTV/Angadxo · 15,194 players10 of 11 board items
    26,050 games
    55.8% won
  5. SITUATION GUN RATKING BUILDby HAZE · 14,199 players8 of 11 board items
    25,898 games
    56.5% won

The build each player had selected when the match started; known for 51% of Rat King 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 Rat King matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
320,335 (48% of Rat King 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 3 Nov. Not affiliated with or endorsed by Valve.