Build file · 28 Oct to 5 Nov

Victor build and item order

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

Matches

407.4k

last 7 days

Finished build

≈11 items

45k souls held in items at the end

Build type

Caster

60% of item souls in spirit

Games past 35 min

54%

the finished build is read from these

The Victor build in brief

Most Victor players open with Extra Spirit and Extra Regen, then pick up Torment Pulse (around 13 minutes, 63% of games) and Infuser (around 23 minutes, 66% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Torment Pulse (39%), Radiant Regeneration (28%) and Infuser (20%).

In games past 35 minutes, a finished Victor carries about 11 items, 45.5k souls, 60% of them spirit; most end with Escalating Exposure (87%), Greater Expansion (82%) and Infuser (75%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (28% of games); the late-game duel sets it against Rapid Recharge (19% of games).

The clearest change by opponent: against Haze, Victor players buy Metal Skin at about ×2.71 the usual rate (23,998 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Eido's Victor [Lockbuilds.com]" by Harvester, picked in 39,136 games (57% won).

SpiritWeaponVitality
Caster60% of item souls in spiritWeapon 4% · vitality 36% · spirit 60%. The diamond is the average hero.7 days · games over 35 min (54%)

The finished build 7 days · games over 35 min (54%)

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

What Victor 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 232,130 long games (54% of Victor games).

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The finished Victor build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityInfuser75%76%0%~24:016,400
VitalityHealing Booster63%90%31%~11:401,600
VitalityEnduring Speed49%85%42%~15:091,600
SpiritEscalating Exposure87%87%0%~26:356,400
SpiritGreater Expansion82%82%1%~26:243,200
SpiritTorment Pulse66%69%3%~13:443,200
SpiritTranscendent Cooldown52%53%1%~33:176,400
Flex (spirit)Boundless Spirit49%49%1%~34:316,400
Flex (spirit)Radiant Regeneration45%46%2%~17:293,200
Flex (spirit)Refresher45%45%1%~34:386,400
Flex (spirit)Rapid Recharge45%46%2%~26:573,200
Vitality, alternateJuggernaut35%36%2%~36:546,400
Vitality, alternateSpirit Resilience24%25%5%~30:113,200
Vitality, alternateWarp Stone23%24%5%~27:083,200
Spirit, alternateEthereal Shift16%16%2%~36:266,400

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, ★ Victor is Victor players only.

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

Lifts compare how often Victor 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 Victor players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×2.7124k—
VindictaKnockdown×4.318.9k—
VindictaPhantom Strike×3.996.4k—
HazePlated Armor×1.6932k—
InfernusDispel Magic×2.2310.0k—
AbramsRebuttal×2.208.7k—
ApolloSlowing Hex×2.542.6k—
HazeSpirit Resilience×0.8147k—

What you hold, minute by minute 7 days

Each band is one item: the share of Victor 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 items56,186 souls15% of games still going0.6 weapon4.9 vitality7.0 spirit
83% of games still going at 30:00Extra RegenHealing BoosterInfuserEnduring Speed481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon0.6 itemsVitality4.9 itemsSpirit7.0 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.

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Share of Victor games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Other weapon items0.20.30.40.40.50.50.50.5
Extra Regen70%78%64%33%26%26%26%26%
Healing Booster7%37%71%84%87%88%83%73%
Spirit Lifesteal1%26%68%77%41%21%20%20%
Infuser0%0%2%21%50%64%69%73%
Enduring Speed0%10%50%74%80%81%74%62%
Juggernaut0%0%0%0%2%5%13%27%
Other vitality items0.10.40.50.50.71.01.31.6
Extra Spirit72%67%27%13%13%13%13%13%
Improved Spirit27%48%55%58%61%61%48%41%
Boundless Spirit0%0%0%1%4%13%26%42%
Extra Charge11%28%34%38%29%17%15%15%
Rapid Recharge0%1%3%10%19%30%39%43%
Torment Pulse0%27%49%57%61%64%66%67%
Radiant Regeneration0%7%24%33%38%41%43%45%
Mystic Expansion3%15%37%64%45%16%12%12%
Greater Expansion0%0%4%14%35%59%74%80%
Mystic Vulnerability0%5%30%62%51%18%14%14%
Escalating Exposure0%0%1%12%38%65%78%84%
Superior Cooldown0%0%2%9%22%32%23%22%
Transcendent Cooldown0%0%0%1%6%17%32%47%
Refresher0%0%0%1%3%11%25%40%
Other spirit items0.20.40.40.50.50.40.50.6
Items held, in all2.44.66.58.08.89.310.211.2

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

Buy windows: clock against souls 7 days

When Victor 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. Torment Pulse

    258,230 buyers · 56.1% won overall

    most buy it 9–15 min

    56.1% of all its buyers won.

    Show as table
  2. Radiant Regeneration

    172,076 buyers · 54.5% won overall

    most buy it 11–20 min

    54.5% of all its buyers won.

    Show as table
  3. Infuser

    269,430 buyers · 57.0% won overall

    most buy it 19–26 min

    57.0% of all its buyers won.

    Show as table
  4. Escalating Exposure

    296,657 buyers · 58.2% won overall

    most buy it 22–29 min

    58.2% of all its buyers won.

    Show as table
  5. Greater Expansion

    279,771 buyers · 57.5% won overall

    most buy it 21–29 min

    57.5% of all its buyers won.

    Show as table
  6. Transcendent Cooldown

    150,663 buyers · 60.5% won overall

    most buy it 27–36 min

    60.5% of all its buyers won.

    Show as table
  7. Boundless Spirit

    137,319 buyers · 61.4% won overall

    most buy it 28–38 min

    61.4% of all its buyers won.

    Show as table
  8. Refresher

    126,278 buyers · 64.5% won overall

    most buy it 29–37 min

    64.5% 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 Victor 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

118,763 games · 58.2% won · 76% reach 30 min

Rapid Recharge at 20–30 min

81,397 games · 57.3% 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 Rapid Recharge 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
63.5%
61.0%61.2%
58.0%57.3%
61.2%60.9%
63.3%63.5%
61.5%61.2%
59.9%59.7%
59.5%58.0%
61.4%

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 70%, 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 (54%)

Items Victor 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

  • 2.2× as likely together

    8% of long games · 19,298 games

  • 2.0× as likely together

    6% of long games · 13,937 games

  • 2.0× as likely together

    6% of long games · 13,462 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 SpiritExtra RegenImproved SpiritHealing BoosterExtra ChargeMystic RegenerationEnduring SpeedSpirit LifestealMystic VulnerabilityHealing BoosterMystic ExpansionTorment PulseEscalating ExposureGreater ExpansionInfuserSuperior CooldownCompress CooldownMystic VulnerabilityBoundless SpiritTranscendent CooldownRefresherJuggernautGreater ExpansionSuperior CooldownEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Victor's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Spirit81%54.8%348,335
0–9 minExtra Regen78%54.3%336,291
0–9 minImproved Spirit46%55.1%199,895
0–9 minHealing Booster30%54.5%130,176
0–9 minExtra Charge26%53.1%111,509
0–9 minMystic Regeneration23%55.6%100,543
9–20 minEnduring Speed68%55.7%293,784
9–20 minSpirit Lifesteal67%55.3%290,225
9–20 minMystic Vulnerability61%55.4%261,083
9–20 minHealing Booster54%55.4%230,584
9–20 minMystic Expansion54%55.7%230,521
9–20 minTorment Pulse39%55.7%167,691
20–30 minEscalating Exposure50%59.0%216,042
20–30 minGreater Expansion42%57.5%178,771
20–30 minInfuser41%56.7%176,342
20–30 minSuperior Cooldown28%57.0%118,763
20–30 minCompress Cooldown20%58.1%87,532
20–30 minMystic Vulnerability19%55.1%83,125
30 min +Boundless Spirit23%59.2%100,374
30 min +Transcendent Cooldown23%59.2%99,237
30 min +Refresher23%61.2%97,170
30 min +Juggernaut19%57.2%81,401
30 min +Greater Expansion16%58.5%67,440
30 min +Superior Cooldown15%58.3%66,653

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

Pain Battery1258
Jumpstart3121314
Aura of Suffering4915
Shocking Reanimation671011

The most played full upgrade path (8% of matches, 54.6% won). Pain Battery is maxed first in 50% of matches.

In-game builds players pick 7 days

  1. Eido's Victor [Lockbuilds.com]by Harvester · 20,035 players10 of 11 board items
    39,136 games
    57.2% won

    Laning Phase.

    Optional swaps

    Mid Game.

    Mid Game Optional

    Final Form.

    Late Game Optional.

    Additional Guns

  2. VICTOR PAIN AURA TANK [63% WR] [deadlocklabs.gg]by 123 · 16,460 players10 of 11 board items
    28,152 games
    52.3% won
  3. RawDawger (TTV RawDawgerDL)by RawDawger · 9,652 players10 of 11 board items
    18,414 games
    57.4% won
  4. Victor - Bruiser-Initiator [51% WR] [tracklock.gg]by Tracklock · 9,688 players10 of 11 board items
    17,115 games
    54.6% won
  5. frankenstein never dies (11/4/26)by wumpy · 9,326 players10 of 11 board items
    16,061 games
    55.5% won

The build each player had selected when the match started; known for 48% of Victor 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 Victor matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
232,130 (54% of Victor 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 5 Nov. Not affiliated with or endorsed by Valve.