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.

Matches

199.3k

last 7 days

Finished build

≈11 items

43k souls held in items at the end

Build type

Caster

69% of item souls in spirit

Games past 35 min

59%

the finished build is read from these

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).

SpiritWeaponVitality
Caster69% of item souls in spiritWeapon 7% · vitality 24% · spirit 69%. The diamond is the average hero.7 days · games over 35 min (59%)

The finished build 7 days · games over 35 min (59%)

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

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

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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The finished The Doorman build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityFortitude44%46%4%~20:533,200
VitalityCheat Death43%43%1%~31:436,400
VitalityTrophy Collector37%44%16%~10:551,600
SpiritTankbuster87%88%1%~20:593,200
SpiritRapid Recharge86%87%1%~18:503,200
SpiritGreater Expansion85%86%1%~23:053,200
SpiritBoundless Spirit73%73%1%~30:106,400
Flex (spirit)Transcendent Cooldown53%54%1%~34:226,400
Flex (spirit)Spirit Burn53%53%1%~33:496,400
Flex (spirit)Vortex Web45%45%1%~28:156,400
Flex (spirit)Mystic Reverb36%36%0%~34:376,400
Weapon, alternateOpening Rounds31%40%23%~8:001,600
Vitality, alternateHealbane16%19%17%~21:451,600
Spirit, alternateKnockdown21%22%5%~27:383,200

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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What The Doorman players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
VindictaKnockdown×1.8324k—
HazeMetal Skin×4.453.5k—
AbramsRebuttal×1.995.8k—
LashCounterspell×1.837.2k—
Nurse HarrowHealbane×1.3924k—
InfernusDispel Magic×1.854.6k—
HazeDisarming Hex×1.725.3k—
HazePlated Armor×2.032.9k—

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.

45:00about 11.5 items53,690 souls18% of games still going1.1 weapon3.0 vitality7.3 spirit
84% of games still going at 30:00Rapid RechargeMystic BurstTankbuster481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.1 itemsVitality3.0 itemsSpirit7.3 items
84% 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.

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Share of The Doorman games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds37%21%6%5%5%5%5%5%
Opening Rounds18%32%35%37%38%39%39%36%
Other weapon items0.10.30.50.60.70.80.80.8
Trophy Collector3%23%37%40%41%42%42%41%
Extra Health3%20%32%24%9%7%7%7%
Fortitude0%1%9%25%35%40%42%44%
Cheat Death0%0%0%2%10%19%27%35%
Other vitality items0.30.80.90.91.11.21.31.4
Extra Charge56%78%74%29%10%10%10%10%
Rapid Recharge0%8%35%55%67%76%81%84%
Mystic Burst47%80%83%50%13%8%8%8%
Tankbuster0%2%20%43%64%77%83%86%
Mystic Expansion19%63%80%66%23%11%10%10%
Greater Expansion0%1%10%29%55%71%78%83%
Extra Spirit13%37%29%6%3%3%3%3%
Improved Spirit3%23%45%58%60%36%22%21%
Boundless Spirit0%0%1%6%18%37%54%68%
Superior Cooldown0%0%4%15%28%39%31%27%
Transcendent Cooldown0%0%0%1%5%14%28%46%
Vortex Web0%0%3%11%17%26%33%40%
Spirit Burn0%0%0%1%5%16%30%46%
Mystic Reverb0%0%0%1%3%9%18%30%
Other spirit items0.10.20.60.80.80.70.80.9
Items held, in all2.55.37.07.47.78.59.410.4

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.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall
  1. 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
  2. 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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  3. 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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  4. 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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  5. 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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  6. 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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  7. 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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  8. Transcendent Cooldown

    71,497 buyers · 49.3% won overall

    most buy it 28–38 min

    49.3% of all its buyers won.

    Show as table

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

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Cheat Death 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
51.2%
45.9%50.1%
48.7%51.4%
53.3%55.5%
51.8%55.3%
50.3%52.0%
49.5%52.7%
50.6%51.6%
51.9%52.8%
50.8%
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
0–9 min9–20 min20–30 min30 min +Mystic BurstExtra ChargeMystic ExpansionHigh-Velocity RoundsExtra SpiritOpening RoundsRapid RechargeTankbusterImproved SpiritGreater ExpansionMystic ExpansionCompress CooldownGreater ExpansionTankbusterBoundless SpiritSuperior CooldownRapid RechargeCheat DeathTranscendent CooldownSpirit BurnBoundless SpiritMystic ReverbSuperior CooldownCheat DeathEvery game100% reach 9 min96% reach 20 min73% reach 30 min
Show as table
The Doorman's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMystic Burst77%46.3%147,309
0–9 minExtra Charge75%46.2%143,820
0–9 minMystic Expansion57%46.5%108,675
0–9 minHigh-Velocity Rounds43%45.8%82,658
0–9 minExtra Spirit34%46.5%65,183
0–9 minOpening Rounds30%45.9%57,032
9–20 minRapid Recharge49%46.6%94,642
9–20 minTankbuster42%47.2%80,834
9–20 minImproved Spirit39%46.4%75,742
9–20 minGreater Expansion29%47.1%55,346
9–20 minMystic Expansion27%45.6%52,071
9–20 minCompress Cooldown25%46.2%47,531
20–30 minGreater Expansion40%46.8%75,957
20–30 minTankbuster32%47.0%60,867
20–30 minBoundless Spirit29%49.2%55,458
20–30 minSuperior Cooldown25%46.5%48,850
20–30 minRapid Recharge20%46.9%39,163
20–30 minCheat Death16%49.8%31,076
30 min +Transcendent Cooldown27%48.0%51,180
30 min +Spirit Burn25%51.0%47,656
30 min +Boundless Spirit25%49.3%47,017
30 min +Mystic Reverb18%52.5%33,828
30 min +Superior Cooldown16%47.9%31,205
30 min +Cheat Death15%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

Call Bell1258
Doorway41015
Luggage Cart391112
Hotel Guest671314

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

  1. Joechuck's DOOR MAXING: I dont like gunby Doorman Buff Enjoyer · 4,355 players10 of 11 board items
    9,460 games
    45.2% won

    Earlygame

    Survival

    Core

    Anti Melee

    If you really want gun

    TANK/Support

    Anti-heal + Damage + Cooldown

    Disruption

    ???

    RIP Egg

  2. DOORMAN BELL BOMBER [53% WR] [deadlocklabs.gg]by 123 · 5,460 players9 of 11 board items
    9,436 games
    46.7% won
  3. The Doorman - NO VACANCY - deadlocked.ggby deadlocked.gg · 5,410 players10 of 11 board items
    9,347 games
    46.7% won
  4. SN|P3R : Doorman’s Welcome v2by SN|P3R · 4,543 players11 of 11 board items
    8,159 games
    45.5% won
  5. Satoru Gojo Buildby Yupi · 4,557 players11 of 11 board items
    7,550 games
    46.3% 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.

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 The Doorman matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
112,739 (59% of The Doorman 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.