Build file · 28 Oct to 4 Nov

Sinclair build and item order

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

Matches

128.2k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Caster

73% of item souls in spirit

Games past 35 min

57%

the finished build is read from these

The Sinclair build in brief

Most Sinclair players open with Extra Charge and Extra Spirit, then pick up Rapid Recharge (around 13 minutes, 77% of games) and Greater Expansion (around 23 minutes, 71% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (59%), Greater Expansion (26%) and Boundless Spirit (17%).

In games past 35 minutes, a finished Sinclair carries about 11 items, 41.9k souls, 73% of them spirit; most end with Rapid Recharge (86%), Greater Expansion (85%) and Boundless Spirit (82%).

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 Tankbuster (19% of games).

The clearest change by opponent: against Vindicta, Sinclair players buy Knockdown at about ×2.52 the usual rate (10,220 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "CF3 Magic Bolts of Boom V2.2" by Juan Carlos, picked in 9,803 games (45% won).

SpiritWeaponVitality
Caster73% of item souls in spiritWeapon 6% · vitality 21% · spirit 73%. 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 Sinclair 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 71,030 long games (57% of Sinclair games).

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The finished Sinclair build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponOpening Rounds32%42%24%~6:151,600
VitalityEnchanter's Emblem42%50%17%~14:551,600
VitalityTrophy Collector37%43%15%~11:411,600
SpiritRapid Recharge86%86%1%~13:263,200
SpiritGreater Expansion85%85%1%~24:073,200
SpiritBoundless Spirit82%83%0%~25:516,400
SpiritSuperior Duration72%73%1%~27:153,200
Flex (spirit)Tankbuster49%50%2%~27:083,200
Flex (spirit)Transcendent Cooldown47%47%1%~34:496,400
Flex (spirit)Spirit Burn44%45%1%~34:266,400
Flex (spirit)Escalating Exposure35%35%1%~33:276,400
Vitality, alternateDiviner's Kevlar19%20%1%~35:196,400
Vitality, alternateVeil Walker18%19%7%~21:023,200
Vitality, alternateFortitude16%17%4%~20:403,200
Spirit, alternateMystic Reverb28%28%1%~35:396,400

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, ★ Sinclair is Sinclair players only.

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

Lifts compare how often Sinclair 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.

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What Sinclair players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
VindictaKnockdown×2.5210k—
HazeMetal Skin×4.123.9k—
LashMajestic Leap×3.913.0k—
SevenInfuser×4.092.0k—
SevenUnstoppable×2.154.7k—
LashCounterspell×1.845.3k—
BebopDispel Magic×1.577.1k—
HazePlated Armor×2.101.9k—

What you hold, minute by minute 7 days

Each band is one item: the share of Sinclair 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 11.2 items52,730 souls16% of games still going0.8 weapon2.7 vitality7.7 spirit
83% of games still going at 30:00Rapid RechargeImproved SpiritBoundless SpiritGreater Expansion481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon0.8 itemsVitality2.7 itemsSpirit7.7 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 Sinclair games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds24%6%2%2%2%2%2%2%
Opening Rounds27%36%39%40%40%41%41%38%
Other weapon items0.20.30.40.50.50.50.50.5
Trophy Collector2%17%36%40%41%42%42%40%
Enchanter's Emblem0%8%33%43%46%47%48%47%
Other vitality items0.30.60.91.01.21.41.51.7
Extra Charge57%72%26%6%5%5%5%5%
Rapid Recharge0%26%65%74%79%82%83%84%
Extra Spirit38%31%3%1%1%1%1%1%
Improved Spirit9%63%81%81%50%20%18%18%
Boundless Spirit0%0%3%17%41%60%72%79%
Mystic Burst12%24%28%29%16%6%6%6%
Tankbuster0%0%4%11%21%31%40%47%
Mystic Expansion5%25%50%62%30%13%13%13%
Greater Expansion0%0%7%26%52%68%76%82%
Duration Extender0%3%10%21%19%7%5%6%
Superior Duration0%0%3%13%30%48%61%69%
Superior Cooldown0%0%3%11%26%44%41%37%
Transcendent Cooldown0%0%0%1%4%11%24%39%
Escalating Exposure0%0%0%0%4%12%20%30%
Spirit Burn0%0%0%1%3%11%23%38%
Mystic Reverb0%0%0%0%2%6%12%21%
Other spirit items0.10.20.40.70.90.90.91.1
Items held, in all2.34.25.67.07.78.39.310.3

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

Buy windows: clock against souls 7 days

When Sinclair 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

Rapid Recharge by the clock: 53% → 39%. By souls at purchase: 42–48%.

  1. Rapid Recharge

    98,288 buyers · 45.1% won overall

    most buy it 10–14 min

    By the clock: 53% → 39%. By souls at purchase: 42–48%.

    Show as table
  2. Greater Expansion

    90,387 buyers · 45.9% won overall

    most buy it 19–27 min

    45.9% of all its buyers won.

    Show as table
  3. Boundless Spirit

    84,435 buyers · 47.6% won overall

    most buy it 20–29 min

    47.6% of all its buyers won.

    Show as table
  4. Tankbuster

    49,446 buyers · 46.5% won overall

    most buy it 20–31 min

    46.5% of all its buyers won.

    Show as table
  5. Superior Duration

    73,637 buyers · 46.9% won overall

    most buy it 21–30 min

    46.9% of all its buyers won.

    Show as table
  6. Escalating Exposure

    30,564 buyers · 51.8% won overall

    most buy it 27–37 min

    51.8% of all its buyers won.

    Show as table
  7. Spirit Burn

    36,822 buyers · 53.5% won overall

    most buy it 29–38 min

    53.5% of all its buyers won.

    Show as table
  8. Transcendent Cooldown

    39,425 buyers · 49.3% won overall

    most buy it 29–38 min

    49.3% of all its buyers won.

    Show as table

For Rapid Recharge, 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 Sinclair 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

40,164 games · 47.4% won · 77% reach 30 min

Tankbuster at 20–30 min

23,137 games · 46.3% 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 Tankbuster 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
49.6%
49.4%48.4%
51.3%50.9%
48.9%48.9%
52.2%51.7%
55.4%53.9%
49.8%49.6%
52.8%51.6%
48.6%

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 Sinclair 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.

Sets

  • 1.9× as likely together

    15% of long games · 10,365 games

  • 1.9× as likely together

    14% of long games · 9,899 games

  • 1.9× as likely together

    14% of long games · 9,595 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 +Extra ChargeExtra SpiritImproved SpiritHigh-Velocity RoundsOpening RoundsMystic BurstRapid RechargeMystic ExpansionEnchanter's EmblemImproved SpiritTrophy CollectorGreater ExpansionBoundless SpiritGreater ExpansionSuperior DurationSuperior CooldownDuration ExtenderTankbusterTranscendent CooldownSpirit BurnSuperior CooldownSuperior DurationEscalating ExposureBoundless SpiritEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Sinclair's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge83%45.0%102,289
0–9 minExtra Spirit75%44.9%92,397
0–9 minImproved Spirit54%45.7%66,954
0–9 minHigh-Velocity Rounds39%44.4%48,264
0–9 minOpening Rounds35%44.5%43,957
0–9 minMystic Burst23%45.4%28,834
9–20 minRapid Recharge59%44.9%73,716
9–20 minMystic Expansion50%44.9%61,966
9–20 minEnchanter's Emblem37%45.5%46,445
9–20 minImproved Spirit31%44.4%37,920
9–20 minTrophy Collector27%45.3%33,881
9–20 minGreater Expansion26%45.1%31,943
20–30 minBoundless Spirit40%47.5%49,874
20–30 minGreater Expansion39%45.8%48,934
20–30 minSuperior Duration33%45.8%41,401
20–30 minSuperior Cooldown32%46.4%40,164
20–30 minDuration Extender19%46.3%23,917
20–30 minTankbuster19%46.2%23,137
30 min +Transcendent Cooldown23%48.1%28,418
30 min +Spirit Burn21%51.4%26,339
30 min +Superior Cooldown18%48.3%21,892
30 min +Superior Duration16%49.8%20,142
30 min +Escalating Exposure15%50.7%18,160
30 min +Boundless Spirit14%48.9%17,760

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

Vexing Bolt3689
Spectral Assistant125
Rabbit Hex4121315
Audience Participation7101114

The most played full upgrade path (2% of matches, 47.4% won). Vexing Bolt is maxed first in 75% of matches.

In-game builds players pick 7 days

  1. CF3 Magic Bolts of Boom V2.2by Juan Carlos · 4,967 players9 of 11 board items
    9,803 games
    44.5% won

    First Buy

    BUYBUY

    Earlygame

    New Tester Greens

    Old Ways

    BOOOM

    Good Veggies

    SPIKE

    THE GOAT

    *BUFFED

    IM TIRED OF WAITING

    CURSSSEE

    Not Needed But Help a Lot

    3+ Spirit Res

    The Evil Combo

    SEVEN

    THAT DAMN GUN

    RABBIT TIME

    GOOFY MODE

    3+ Spirit Res

    VINDICTA

    MORE ULTS

    BIGGEST DAMAGE

  2. Ori's CF3 Rework (Fully, FULLY Annotated)by dumb high moth · 4,631 players9 of 11 board items
    9,117 games
    44.9% won
  3. Sinclair - Tank-DPS [43% WR] [tracklock.gg]by Tracklock · 4,556 players10 of 11 board items
    7,224 games
    43.3% won
  4. RAIGEKI THE ULTIMATE WIZARD - RANK 1 SINCLAIRby I wanna be the very best · 3,084 players8 of 11 board items
    6,016 games
    45.6% won
  5. Styllar Bolt Magicianby Styllar · 2,616 players11 of 11 board items
    4,346 games
    42.8% won

The build each player had selected when the match started; known for 38% of Sinclair 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 Sinclair matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
71,030 (57% of Sinclair 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.