Build file · 28 Oct to 4 Nov
The Doorman build and item order
What The Doorman players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.
The The Doorman build in brief
Most The Doorman players open with Extra Charge and Mystic Burst, then pick up Rapid Recharge (around 18 minutes, 74% 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 Rapid Recharge (49%), Tankbuster (42%) and Greater Expansion (29%).
In games past 35 minutes, a finished The Doorman carries about 11 items, 43.1k souls, 69% of them spirit; most end with Tankbuster (87%), Rapid Recharge (86%) and Greater Expansion (85%).
Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (25% of games); the late-game duel sets it against Cheat Death (16% of games).
The clearest change by opponent: against Vindicta, The Doorman players buy Knockdown at about ×1.83 the usual rate (24,035 buyers; adjusted, with small samples pulled towards ×1).
The most used in-game build is "Joechuck's DOOR MAXING: I dont like gun" by Doorman Buff Enjoyer, picked in 9,460 games (45% won).
The finished build 7 days · games over 35 min (59%)
What The Doorman 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
Each segment is an item's hold × its cost; the hatched end of each slot is held in items off the board.
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 112,739 long games (59% of The Doorman games).
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| Slot | Item | Held | Bought | Sold or upgraded | Buy time | Cost |
|---|---|---|---|---|---|---|
| Vitality | Fortitude | 44% | 46% | 4% | ~20:53 | 3,200 |
| Vitality | Cheat Death | 43% | 43% | 1% | ~31:43 | 6,400 |
| Vitality | Trophy Collector | 37% | 44% | 16% | ~10:55 | 1,600 |
| Spirit | Tankbuster | 87% | 88% | 1% | ~20:59 | 3,200 |
| Spirit | Rapid Recharge | 86% | 87% | 1% | ~18:50 | 3,200 |
| Spirit | Greater Expansion | 85% | 86% | 1% | ~23:05 | 3,200 |
| Spirit | Boundless Spirit | 73% | 73% | 1% | ~30:10 | 6,400 |
| Flex (spirit) | Transcendent Cooldown | 53% | 54% | 1% | ~34:22 | 6,400 |
| Flex (spirit) | Spirit Burn | 53% | 53% | 1% | ~33:49 | 6,400 |
| Flex (spirit) | Vortex Web | 45% | 45% | 1% | ~28:15 | 6,400 |
| Flex (spirit) | Mystic Reverb | 36% | 36% | 0% | ~34:37 | 6,400 |
| Weapon, alternate | Opening Rounds | 31% | 40% | 23% | ~8:00 | 1,600 |
| Vitality, alternate | Healbane | 16% | 19% | 17% | ~21:45 | 1,600 |
| Spirit, alternate | Knockdown | 21% | 22% | 5% | ~27:38 | 3,200 |
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, ★ The Doorman is The Doorman players only.
The 8 clearest changes in what The Doorman players buy, across every enemy. Pick enemies above the board to see one lineup.
Lifts compare how often The Doorman 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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| Enemy | Item | Buy rate change | Buyers | Evidence |
|---|---|---|---|---|
| Vindicta | Knockdown | ×1.83 | 24k | — |
| Haze | Metal Skin | ×4.45 | 3.5k | — |
| Abrams | Rebuttal | ×1.99 | 5.8k | — |
| Lash | Counterspell | ×1.83 | 7.2k | — |
| Nurse Harrow | Healbane | ×1.39 | 24k | — |
| Infernus | Dispel Magic | ×1.85 | 4.6k | — |
| Haze | Disarming Hex | ×1.72 | 5.3k | — |
| Haze | Plated Armor | ×2.03 | 2.9k | — |
What you hold, minute by minute 7 days
Each band is one item: the share of The Doorman 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.
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.
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| Item | 5:00 | 10:00 | 15:00 | 20:00 | 25:00 | 30:00 | 35:00 | 40:00 |
|---|---|---|---|---|---|---|---|---|
| High-Velocity Rounds | 37% | 21% | 6% | 5% | 5% | 5% | 5% | 5% |
| Opening Rounds | 18% | 32% | 35% | 37% | 38% | 39% | 39% | 36% |
| Other weapon items | 0.1 | 0.3 | 0.5 | 0.6 | 0.7 | 0.8 | 0.8 | 0.8 |
| Trophy Collector | 3% | 23% | 37% | 40% | 41% | 42% | 42% | 41% |
| Extra Health | 3% | 20% | 32% | 24% | 9% | 7% | 7% | 7% |
| Fortitude | 0% | 1% | 9% | 25% | 35% | 40% | 42% | 44% |
| Cheat Death | 0% | 0% | 0% | 2% | 10% | 19% | 27% | 35% |
| Other vitality items | 0.3 | 0.8 | 0.9 | 0.9 | 1.1 | 1.2 | 1.3 | 1.4 |
| Extra Charge | 56% | 78% | 74% | 29% | 10% | 10% | 10% | 10% |
| Rapid Recharge | 0% | 8% | 35% | 55% | 67% | 76% | 81% | 84% |
| Mystic Burst | 47% | 80% | 83% | 50% | 13% | 8% | 8% | 8% |
| Tankbuster | 0% | 2% | 20% | 43% | 64% | 77% | 83% | 86% |
| Mystic Expansion | 19% | 63% | 80% | 66% | 23% | 11% | 10% | 10% |
| Greater Expansion | 0% | 1% | 10% | 29% | 55% | 71% | 78% | 83% |
| Extra Spirit | 13% | 37% | 29% | 6% | 3% | 3% | 3% | 3% |
| Improved Spirit | 3% | 23% | 45% | 58% | 60% | 36% | 22% | 21% |
| Boundless Spirit | 0% | 0% | 1% | 6% | 18% | 37% | 54% | 68% |
| Superior Cooldown | 0% | 0% | 4% | 15% | 28% | 39% | 31% | 27% |
| Transcendent Cooldown | 0% | 0% | 0% | 1% | 5% | 14% | 28% | 46% |
| Vortex Web | 0% | 0% | 3% | 11% | 17% | 26% | 33% | 40% |
| Spirit Burn | 0% | 0% | 0% | 1% | 5% | 16% | 30% | 46% |
| Mystic Reverb | 0% | 0% | 0% | 1% | 3% | 9% | 18% | 30% |
| Other spirit items | 0.1 | 0.2 | 0.6 | 0.8 | 0.8 | 0.7 | 0.8 | 0.9 |
| Items held, in all | 2.5 | 5.3 | 7.0 | 7.4 | 7.7 | 8.5 | 9.4 | 10.4 |
Items show the share holding them; other items show the average number held.
Buy windows: clock against souls 7 days
When The Doorman 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.
Rapid Recharge
147,049 buyers · 46.6% won overall
most buy it 12–22 min
46.6% of all its buyers won.
Show as table
Fortitude
77,073 buyers · 47.1% won overall
most buy it 16–23 min
47.1% of all its buyers won.
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Tankbuster
148,421 buyers · 46.7% won overall
most buy it 15–24 min
46.7% of all its buyers won.
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Greater Expansion
141,239 buyers · 46.8% won overall
most buy it 18–26 min
46.8% of all its buyers won.
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Vortex Web
67,297 buyers · 46.0% won overall
most buy it 19–33 min
46.0% of all its buyers won.
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Boundless Spirit
107,386 buyers · 49.6% won overall
most buy it 24–34 min
49.6% of all its buyers won.
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Spirit Burn
71,043 buyers · 52.9% won overall
most buy it 28–37 min
52.9% of all its buyers won.
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Transcendent Cooldown
71,497 buyers · 49.3% won overall
most buy it 28–38 min
49.3% of all its buyers won.
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Early buyers are often already ahead; compare by souls at purchase. Win rates describe; they don't say an item wins games.
Two late games, side by side 7 days
What The Doorman 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
48,850 games · 47.1% won · 78% reach 30 min
Cheat Death at 20–30 min
31,076 games · 50.6% won · 82% reach 30 min
| A won | A buys | Late item | B buys | B won |
|---|---|---|---|---|
| 51.2% | 21% | under 13% | ||
| 45.9% | 19% | 13% | 50.1% | |
| 48.7% | 48% | 44% | 51.4% | |
| 53.3% | 29% | 25% | 55.5% | |
| 51.8% | 37% | 35% | 55.3% | |
| 50.3% | 11% | 14% | 52.0% | |
| 49.5% | 34% | 39% | 52.7% | |
| 50.6% | 8% | 16% | 51.6% | |
| 51.9% | 9% | 24% | 52.8% | |
| under 8% | 18% | 50.8% | ||
| under 8% | 33% | 50.9% |
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 (59%)
Items The Doorman 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
11% of long games · 12,842 games
2.3× as likely together
11% of long games · 12,752 games
1.9× as likely together
10% of long games · 11,458 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
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| Phase | Item | Bought in | Won (souls-adjusted) | Games |
|---|---|---|---|---|
| 0–9 min | Mystic Burst | 77% | 46.3% | 147,309 |
| 0–9 min | Extra Charge | 75% | 46.2% | 143,820 |
| 0–9 min | Mystic Expansion | 57% | 46.5% | 108,675 |
| 0–9 min | High-Velocity Rounds | 43% | 45.8% | 82,658 |
| 0–9 min | Extra Spirit | 34% | 46.5% | 65,183 |
| 0–9 min | Opening Rounds | 30% | 45.9% | 57,032 |
| 9–20 min | Rapid Recharge | 49% | 46.6% | 94,642 |
| 9–20 min | Tankbuster | 42% | 47.2% | 80,834 |
| 9–20 min | Improved Spirit | 39% | 46.4% | 75,742 |
| 9–20 min | Greater Expansion | 29% | 47.1% | 55,346 |
| 9–20 min | Mystic Expansion | 27% | 45.6% | 52,071 |
| 9–20 min | Compress Cooldown | 25% | 46.2% | 47,531 |
| 20–30 min | Greater Expansion | 40% | 46.8% | 75,957 |
| 20–30 min | Tankbuster | 32% | 47.0% | 60,867 |
| 20–30 min | Boundless Spirit | 29% | 49.2% | 55,458 |
| 20–30 min | Superior Cooldown | 25% | 46.5% | 48,850 |
| 20–30 min | Rapid Recharge | 20% | 46.9% | 39,163 |
| 20–30 min | Cheat Death | 16% | 49.8% | 31,076 |
| 30 min + | Transcendent Cooldown | 27% | 48.0% | 51,180 |
| 30 min + | Spirit Burn | 25% | 51.0% | 47,656 |
| 30 min + | Boundless Spirit | 25% | 49.3% | 47,017 |
| 30 min + | Mystic Reverb | 18% | 52.5% | 33,828 |
| 30 min + | Superior Cooldown | 16% | 47.9% | 31,205 |
| 30 min + | Cheat Death | 15% | 50.6% | 28,584 |
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
The most played full upgrade path (5% of matches, 49.3% won). Call Bell is maxed first in 59% of matches.
In-game builds players pick 7 days
- Joechuck's DOOR MAXING: I dont like gunby Doorman Buff Enjoyer · 4,355 players10 of 11 board items9,460 games45.2% won
Earlygame
Survival
Core
Anti Melee
If you really want gun
TANK/Support
Anti-heal + Damage + Cooldown
Disruption
???
RIP Egg
- DOORMAN BELL BOMBER [53% WR] [deadlocklabs.gg]by 123 · 5,460 players9 of 11 board items9,436 games46.7% won
- The Doorman - NO VACANCY - deadlocked.ggby deadlocked.gg · 5,410 players10 of 11 board items9,347 games46.7% won
- SN|P3R : Doorman’s Welcome v2by SN|P3R · 4,543 players11 of 11 board items8,159 games45.5% won
- Satoru Gojo Buildby Yupi · 4,557 players11 of 11 board items7,550 games46.3% won
The build each player had selected when the match started; known for 39% of The Doorman games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.










