Build file · 25 Oct to 2 Nov

Warden build and item order

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

Matches

173.8k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Gunner

38% of item souls in weapons

Games past 35 min

49%

the finished build is read from these

The Warden build in brief

Most Warden players open with High-Velocity Rounds and Opening Rounds, then pick up Mercurial Magnum (around 24 minutes, 59% of games) and Spirit Resilience (around 25 minutes, 32% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Fortitude (20%) and Mercurial Magnum (20%).

In games past 35 minutes, a finished Warden carries about 11 items, 41.7k souls, 38% of them weapon; most end with Mercurial Magnum (85%), Titanic Magazine (81%) and Spiritual Overflow (63%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Spirit Resilience (21% of games); the late-game duel sets it against Weighted Shots (13% of games).

The clearest change by opponent: against Haze, Warden players buy Metal Skin at about ×3.84 the usual rate (8,999 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Warden - Gun-DPS [57% WR] [tracklock.gg]" by Tracklock, picked in 12,980 games (48% won).

SpiritWeaponVitality
Gunner38% of item souls in weaponsWeapon 38% · vitality 33% · spirit 29%. The diamond is the average hero.7 days · games over 35 min (49%)

The finished build 7 days · games over 35 min (49%)

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

What Warden 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 76,438 long games (49% of Warden games).

Show as table
The finished Warden build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponTitanic Magazine81%87%7%~11:241,600
WeaponSpiritual Overflow63%64%0%~29:596,400
WeaponOpening Rounds58%78%25%~5:241,600
WeaponFleetfoot56%63%11%~17:121,600
VitalitySpirit Resilience47%48%3%~25:593,200
VitalityFortitude31%32%5%~19:313,200
VitalityEnduring Speed29%58%50%~16:311,600
SpiritMercurial Magnum85%85%0%~24:306,400
SpiritBoundless Spirit35%35%1%~33:556,400
SpiritSurge of Power29%29%2%~22:003,200
Flex (weapon)Swift Striker48%60%20%~10:381,600
Weapon, alternateWeighted Shots23%23%2%~23:593,200
Weapon, alternateBerserker21%22%2%~27:273,200
Weapon, alternateSpellslinger20%20%1%~34:446,400
Vitality, alternateJuggernaut29%29%2%~34:516,400
Vitality, alternateSiphon Bullets28%28%1%~34:116,400
Vitality, alternateBattle Vest24%35%33%~12:251,600
Spirit, alternateBullet Resist Shredder21%27%20%~18:001,600
Spirit, alternateRadiant Regeneration17%17%2%~19:243,200

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, ★ Warden is Warden players only.

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

Lifts compare how often Warden 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 Warden players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.849.0k—
HazePlated Armor×2.066.7k—
LashCounterspell×2.172.9k—
Deadman DannyKnockdown×1.874.4k—
ShivDispel Magic×1.674.1k—
HazeBullet Resilience×1.535.9k—
BillyRebuttal×1.742.3k★ +1.2 pts over tier I · 260k buyers, all heroes pooled
HazeSpirit Resilience×0.8731k—

What you hold, minute by minute 7 days

Each band is one item: the share of Warden 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 12.1 items53,190 souls14% of games still going5.4 weapon3.9 vitality2.9 spirit
81% of games still going at 30:00Opening RoundsTitanic MagazineSwift StrikerFleetfoot481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon5.4 itemsVitality3.9 itemsSpirit2.8 items
81% 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 Warden games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
High-Velocity Rounds45%10%4%4%4%4%4%4%
Opening Rounds53%72%75%76%77%77%75%68%
Monster Rounds19%28%30%26%15%12%11%11%
Extended Magazine22%38%7%1%1%1%1%1%
Titanic Magazine4%47%71%79%83%85%86%85%
Rapid Rounds7%25%4%1%1%1%1%1%
Swift Striker1%33%54%57%58%59%58%54%
Fleetfoot0%3%23%50%59%62%62%60%
Spiritual Overflow0%0%0%2%13%35%50%60%
Other weapon items0.10.30.60.81.01.31.51.7
Extra Regen23%30%31%28%14%9%9%9%
Battle Vest1%15%27%31%33%34%32%28%
Enduring Speed0%5%29%45%52%52%42%37%
Juggernaut0%0%0%0%2%7%14%24%
Fortitude0%1%10%21%26%29%31%31%
Spirit Resilience0%0%2%11%24%34%41%45%
Siphon Bullets0%0%0%0%2%8%16%24%
Other vitality items0.20.50.80.91.01.11.21.4
Quicksilver Reload3%33%73%77%37%15%14%14%
Mercurial Magnum0%0%2%20%52%71%78%83%
Surge of Power0%0%5%15%21%24%26%28%
Boundless Spirit0%0%0%0%2%9%20%31%
Other spirit items0.10.30.81.11.11.11.11.1
Items held, in all2.24.56.78.28.99.710.511.3

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

Buy windows: clock against souls 7 days

When Warden 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

Spiritual Overflow by the clock: 66% → 45%. By souls at purchase: 50–58%.

  1. Fortitude

    41,064 buyers · 49.6% won overall

    most buy it 14–22 min

    By the clock: 58% → 43%. By souls at purchase: 46–53%.

    Show as table
  2. Surge of Power

    35,755 buyers · 47.4% won overall

    most buy it 16–24 min

    47.4% of all its buyers won.

    Show as table
  3. Mercurial Magnum

    103,279 buyers · 50.4% won overall

    most buy it 20–26 min

    By the clock: 62% → 43%. By souls at purchase: 49–56%.

    Show as table
  4. Spirit Resilience

    56,229 buyers · 49.5% won overall

    most buy it 20–29 min

    By the clock: 57% → 41%. By souls at purchase: 47–52%.

    Show as table
  5. Spiritual Overflow

    68,264 buyers · 53.4% won overall

    most buy it 25–32 min

    By the clock: 66% → 45%. By souls at purchase: 50–58%.

    Show as table
  6. Boundless Spirit

    33,327 buyers · 56.2% won overall

    most buy it 28–37 min

    By the clock: 65% → 44%. By souls at purchase: 47–60%.

    Show as table

For Fortitude, Mercurial Magnum, Spirit Resilience, Spiritual Overflow and Boundless Spirit, 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 Warden 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

33,694 games · 49.7% won · 73% reach 30 min

Weighted Shots at 20–30 min

20,346 games · 49.9% won · 73% 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 Weighted Shots 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
51.8%
49.9%51.3%
52.9%52.1%
49.6%52.5%
51.6%53.2%
51.7%54.0%
52.5%54.7%
53.8%53.7%
53.7%54.9%
46.8%

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 (49%)

Items Warden 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

  • 2.4× as likely together

    14% of long games · 10,421 games

  • 2.8× as likely together

    14% of long games · 10,349 games

  • 1.9× as likely together

    13% of long games · 10,202 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 +High-Velocity RoundsOpening RoundsExtended MagazineTitanic MagazineRapid RoundsExtra RegenQuicksilver ReloadFleetfootEnduring SpeedTitanic MagazineSwift StrikerSprint BootsMercurial MagnumSpiritual OverflowSpirit LifestealSpirit ResilienceWeighted ShotsFleetfootSpiritual OverflowBoundless SpiritJuggernautSiphon BulletsSpellslingerMercurial MagnumEvery game100% reach 9 min96% reach 20 min67% reach 30 min
Show as table
Warden's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minHigh-Velocity Rounds76%48.7%120,135
0–9 minOpening Rounds71%49.3%111,151
0–9 minExtended Magazine56%49.4%88,956
0–9 minTitanic Magazine38%51.2%59,980
0–9 minRapid Rounds37%50.7%58,450
0–9 minExtra Regen29%48.1%45,821
9–20 minQuicksilver Reload60%49.0%94,337
9–20 minFleetfoot48%50.1%74,944
9–20 minEnduring Speed42%49.3%66,100
9–20 minTitanic Magazine41%48.1%64,559
9–20 minSwift Striker34%48.5%53,566
9–20 minSprint Boots23%49.5%35,498
20–30 minMercurial Magnum48%50.1%75,478
20–30 minSpiritual Overflow30%53.3%47,553
20–30 minSpirit Lifesteal23%51.4%36,528
20–30 minSpirit Resilience21%49.8%33,694
20–30 minWeighted Shots13%51.1%20,346
20–30 minFleetfoot12%49.5%18,281
30 min +Spiritual Overflow18%50.5%28,338
30 min +Boundless Spirit16%52.2%25,388
30 min +Juggernaut13%49.2%21,112
30 min +Siphon Bullets13%51.7%19,746
30 min +Spellslinger9%51.7%13,994
30 min +Mercurial Magnum9%49.4%13,549

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

Alchemical Flask1257
Willpower3111213
Binding Word48910
Last Stand61415

The most played full upgrade path (15% of matches, 54.6% won). Alchemical Flask is maxed first in 83% of matches.

In-game builds players pick 7 days

  1. Warden - Gun-DPS [57% WR] [tracklock.gg]by Tracklock · 8,737 players10 of 11 board items
    12,980 games
    48.2% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. geigsterby geigster · 4,608 players10 of 11 board items
    6,939 games
    51.8% won
  3. Walter Warden // Annotatedby Walter · 3,942 players7 of 11 board items
    5,888 games
    47.3% won
  4. ttvcrayon_fps carry buildby crayon !adddraft · 3,038 players10 of 11 board items
    4,384 games
    54.6% won
  5. FaxFox Wardenby FaxFox · 2,485 players10 of 11 board items
    3,360 games
    49.3% won

The build each player had selected when the match started; known for 34% of Warden games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Warden matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
76,438 (49% of Warden 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 2 Nov. Not affiliated with or endorsed by Valve.