Build file · 28 Oct to 4 Nov

Silver build and item order

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

Matches

405.3k

last 7 days

Finished build

≈11 items

40k souls held in items at the end

Build type

Gunner

49% of item souls in vitality

Games past 35 min

57%

the finished build is read from these

The Silver build in brief

Most Silver players open with Melee Lifesteal and Stalker, then pick up Lifestrike (around 17 minutes, 62% of games) and Hunter's Aura (around 18 minutes, 68% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Hunter's Aura (47%), Lifestrike (46%) and Weighted Shots (35%).

In games past 35 minutes, a finished Silver carries about 11 items, 40.4k souls, 49% of them vitality; most end with Hunter's Aura (74%), Berserker (73%) and Lifestrike (66%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Spirit Resilience (25% of games); the late-game duel sets it against Superior Duration (19% of games).

In long games, players pick Spirit Shielding or Fortitude: of those who buy either, 8% buy both.

The clearest change by opponent: against Haze, Silver players buy Metal Skin at about ×4.33 the usual rate (24,885 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Silver - AUU! HUNT THEM DOWN - deadlocked.gg" by deadlocked.gg, picked in 25,872 games (46% won).

SpiritWeaponVitality
Gunner49% of item souls in vitalityWeapon 40% · vitality 49% · spirit 11%. 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 Silver 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 225,208 long games (57% of Silver games).

Show as table
The finished Silver build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponHunter's Aura74%76%2%~18:553,200
WeaponBerserker73%74%1%~26:243,200
WeaponPoint Blank65%67%2%~22:113,200
WeaponWeighted Shots65%66%3%~20:113,200
VitalityLifestrike66%69%4%~17:583,200
VitalitySpirit Resilience50%51%3%~27:133,200
VitalityUnstoppable34%35%2%~33:226,400
VitalityWarp Stone25%26%5%~23:553,200
SpiritSuperior Duration35%36%2%~27:053,200
Flex (weapon)Stalker61%84%27%~8:021,600
Flex (weapon)Frenzy40%40%1%~33:266,400
Weapon, alternateRestorative Shot21%80%74%~2:24800
Weapon, alternateSilencer20%20%1%~37:046,400
Vitality, alternateFortitude22%23%5%~20:183,200
Vitality, alternateStamina Mastery21%22%2%~25:243,200
Vitality, alternateDiviner's Kevlar20%21%1%~33:276,400
Spirit, alternateSlowing Hex22%30%28%~15:351,600
Spirit, alternateSpirit Snatch17%18%4%~19:283,200

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, ★ Silver is Silver players only.

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

Lifts compare how often Silver 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 Silver players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.3325k★ +1.8 pts over tier III · 25k buyers, Silver only
VindictaKnockdown×2.2914k—
HazePlated Armor×1.7035k—
VindictaPhantom Strike×1.7826k—
AbramsRebuttal×1.9912k—
InfernusDispel Magic×1.6721k—
LashCounterspell×1.8413k—
HazeBullet Resilience×1.4520k—

What you hold, minute by minute 7 days

Each band is one item: the share of Silver 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 12.5 items51,692 souls16% of games still going5.4 weapon5.6 vitality1.5 spirit
82% of games still going at 30:00Restorative ShotClose QuartersPoint BlankStalkerWeighted ShotsHunter's AuraBerserker481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon5.4 itemsVitality5.6 itemsSpirit1.5 items
82% 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 Silver games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Restorative Shot73%77%77%78%76%57%37%35%
Close Quarters32%73%77%65%28%16%16%16%
Point Blank0%3%14%28%44%56%62%65%
Stalker9%70%78%80%81%82%81%73%
Slowing Bullets1%20%44%25%7%5%5%5%
Weighted Shots0%2%17%36%52%59%63%65%
Hunter's Aura0%3%21%48%64%70%73%74%
Berserker0%0%3%13%33%53%65%71%
Frenzy0%0%0%1%4%13%24%35%
Silencer0%0%0%0%1%3%8%15%
Other weapon items0.10.30.40.50.50.60.60.6
Melee Lifesteal70%86%82%44%18%16%16%16%
Lifestrike0%5%29%49%58%63%66%67%
Extra Regen13%26%28%23%11%8%8%8%
Spirit Shielding0%5%13%19%21%23%23%21%
Healing Booster0%4%15%25%28%29%24%20%
Warp Stone0%0%2%9%16%21%23%24%
Spirit Resilience0%0%2%7%21%34%42%47%
Unstoppable0%0%0%0%3%11%22%31%
Other vitality items0.20.81.21.31.51.92.22.6
Slowing Hex0%3%18%25%27%28%28%25%
Superior Duration0%0%1%5%15%25%31%34%
Other spirit items0.10.20.40.60.70.70.70.8
Items held, in all2.35.17.38.28.89.910.711.5

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

Buy windows: clock against souls 7 days

When Silver 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

Frenzy by the clock: 63% → 48%. By souls at purchase: 53–59%.

  1. Lifestrike

    250,476 buyers · 47.1% won overall

    most buy it 13–20 min

    47.1% of all its buyers won.

    Show as table
  2. Hunter's Aura

    274,499 buyers · 48.1% won overall

    most buy it 14–21 min

    By the clock: 57% → 42%. By souls at purchase: 47–53%.

    Show as table
  3. Weighted Shots

    236,827 buyers · 47.6% won overall

    most buy it 15–23 min

    47.6% of all its buyers won.

    Show as table
  4. Point Blank

    233,313 buyers · 47.2% won overall

    most buy it 16–26 min

    47.2% of all its buyers won.

    Show as table
  5. Berserker

    242,179 buyers · 49.2% won overall

    most buy it 21–29 min

    49.2% of all its buyers won.

    Show as table
  6. Superior Duration

    116,453 buyers · 49.8% won overall

    most buy it 22–29 min

    49.8% of all its buyers won.

    Show as table
  7. Spirit Resilience

    163,098 buyers · 48.3% won overall

    most buy it 21–30 min

    48.3% of all its buyers won.

    Show as table
  8. Frenzy

    112,230 buyers · 56.2% won overall

    most buy it 27–36 min

    By the clock: 63% → 48%. By souls at purchase: 53–59%.

    Show as table

For Hunter's Aura and Frenzy, 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 Silver 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.

Spirit Resilience at 20–30 min

97,580 games · 48.5% won · 76% reach 30 min

Superior Duration at 20–30 min

76,291 games · 49.3% won · 75% reach 30 min

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

Late items (30 minutes on) for Spirit Resilience at 20–30 min against Superior Duration 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
50.1%50.0%
53.1%52.9%
54.2%55.2%
51.2%50.7%
48.9%49.3%
51.2%51.2%
52.2%52.2%
54.2%53.5%
53.1%52.2%
47.2%

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 (57%)

Items Silver 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

  • Spirit Shielding or Fortitude: only 8% buy both.

    Only Spirit Shielding46.3% won · 49,757 games

    Both8%

    Only Fortitude46.7% won · 44,060 games

    Players who bought only one won about the same either way. Out of 101,812 long games with either.

  • Lifestrike or Fortitude: 11% buy both.

    Only Lifestrike47.2% won · 134,687 games

    Both11%

    Only Fortitude46.1% won · 31,900 games

    Lifestrike-only buyers won 1.1 pts more than Fortitude-only buyers. Out of 186,742 long games with either.

  • Slowing Hex or Fortitude: only 5% buy both.

    Only Slowing Hex47.1% won · 62,296 games

    Both5%

    Only Fortitude46.8% won · 46,725 games

    Players who bought only one won about the same either way. Out of 114,351 long games with either.

Sets

  • 2.4× as likely together

    24% of long games · 54,270 games

  • 1.9× as likely together

    22% of long games · 48,812 games

  • 1.8× as likely together

    20% of long games · 44,927 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 +Melee LifestealRestorative ShotClose QuartersStalkerExtra RegenGritHunter's AuraLifestrikeSlowing BulletsWeighted ShotsPoint BlankSlowing HexBerserkerPoint BlankSpirit ResilienceWeighted ShotsHunter's AuraSuperior DurationFrenzyUnstoppableBerserkerSpirit ResilienceSilencerSpellbreakerEvery game100% reach 9 min96% reach 20 min69% reach 30 min
Show as table
Silver's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMelee Lifesteal85%46.8%335,889
0–9 minRestorative Shot76%47.0%302,197
0–9 minClose Quarters69%46.9%274,678
0–9 minStalker63%48.4%251,397
0–9 minExtra Regen25%46.6%97,102
0–9 minGrit17%47.3%65,842
9–20 minHunter's Aura47%49.0%185,805
9–20 minLifestrike46%48.0%180,607
9–20 minSlowing Bullets43%47.1%171,098
9–20 minWeighted Shots35%47.9%139,897
9–20 minPoint Blank26%47.4%104,159
9–20 minSlowing Hex23%47.1%90,649
20–30 minBerserker37%48.9%148,333
20–30 minPoint Blank26%47.2%103,382
20–30 minSpirit Resilience25%48.0%97,580
20–30 minWeighted Shots22%47.7%86,317
20–30 minHunter's Aura21%48.0%82,611
20–30 minSuperior Duration19%49.0%76,291
30 min +Frenzy17%52.3%68,461
30 min +Unstoppable15%49.4%60,891
30 min +Berserker13%49.1%53,030
30 min +Spirit Resilience11%45.6%41,824
30 min +Silencer11%52.9%41,806
30 min +Spellbreaker9%49.3%36,875

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

Slam Fire12512
Boot Kick36913
Entangling Bola41415
Lycan Curse781011

The most played full upgrade path (6% of matches, 51.2% won). Lycan Curse is maxed first in 59% of matches.

In-game builds players pick 7 days

  1. Silver - AUU! HUNT THEM DOWN - deadlocked.ggby deadlocked.gg · 15,859 players8 of 11 board items
    25,872 games
    45.7% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. Silver - Tank-Close Range [51% WR] [tracklock.gg]by Tracklock · 15,170 players11 of 11 board items
    25,804 games
    45.5% won
  3. ttv/ShiroRz major patch silver (new)by ShiroRz · 10,623 players10 of 11 board items
    20,017 games
    48.7% won
  4. Mari, Mother of [regular] Silver (ANNOTATED)by Floret · 7,819 players8 of 11 board items
    13,817 games
    47.1% won
  5. Tangerine Silverby Tangerine · 4,645 players10 of 11 board items
    8,595 games
    48.1% won

The build each player had selected when the match started; known for 41% of Silver 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 Silver matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
225,208 (57% of Silver 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.