Understanding Deadlock Itemization: Why Building Smart Matters
Most players copy top builds blindly from the build manager, building items left to right without adapting to each game's unique situation. While this can work occasionally, it often leads to poor performance against specific enemy team compositions or lane matchups. Top Deadlock players build dynamically, crafting itemization around tempo, lane type, and countering enemy strategies. For deeper insights on map control and team synergy that complement smart itemization, see Mastering Deadlock: Key Strategies to Dominate Map Control and Teamplay.
Key Concepts: Investment Spikes in Deadlock
Deadlock items contribute to three main stats: Weapon, Vitality (Health), and Spirit. Souls invested in each category provide incremental buffs, with significant efficiency spikes at 4,800 souls invested. Many players aim for these "investment spikes" to maximize returns. However, tunnel vision on these spikes can be detrimental, balancing investment across stats based on gameplay needs often yields better results.
Three Fundamental Rules for Building in Deadlock
- Understand Why You Buy Items: Always try to comprehend the purpose behind each item, not just its name or position in a build.
- Consider Alternatives: Evaluate other item options rather than following a fixed path; for example, choosing bullet resilience over Metal Skin when facing heavy curse comps.
- Never Buy Without Thought: Even brief consideration (seconds or less) about the benefits and alternatives of an item can materially improve your build effectiveness.
Early Game Itemization: The Foundation of Your Build
- Know Your Hero: Identify your hero's core items and preferred playstyle, burst damage, sustained DPS, spirit scaling, or utility.
- Adapt to Your Lane Type:
- Dive Lane: High burst, tanky opponents who can tower dive. Build health and spirit shielding items like Rest of Locket and Spirit Shielding to survive quick engagements.
- Poke Lane: Sustained damage and harassment opponents. Build regen and healing items like Battle Vest and Bull Life Steal to withstand prolonged damage.
Tip: Avoid over-countering the lane; balance maintaining your hero’s core build with defensive adjustments.
Essential Early Game Item: Heal Right
Heal Right is a powerful early item offering sustain during lane downtime and enabling aggressive trading and control over center sacrifices. It synergizes well with spirit scaling and helps overcome tough lane matchups or bad trades.
Mid-Game Itemization: Completing Your Build Pyramid
Mid-game focuses on fleshing out investment spikes to realize your hero’s potential. For example:
- Gun Warden: Core final items include Glass Cannon (high damage scaling), Vampiric Burst (fire rate and lifesteal), and Lucky Shot. Players should reference top player builds for inspiration but always question why those items are selected, ensuring it fits their current game. For structured guidance on managing fights and objectives alongside your itemization, consider reading Deadlock Macro Guide: Key Strategies for Winning Fights and Objectives.
Counter Itemization: Tailoring Your Build to Enemy Threats
Every build includes counter itemization. Key examples:
- BRS: Against teams with high resist heroes like Billy or Yamato.
- Suppressor: Versus fire rate dependent heroes like Wraith or Viper.
- Sling Hex: Against heroes relying on movement like Mina or Mirage.
- Spirit Resilience: Against spirit-heavy compositions.
- Metal Skin & Plated Armor: Against gun-heavy enemies, blocking bullets and reducing damage.
- Crippling Headshot: Effective versus heroes with high resist like Victor and Yamato.
- Unstoppable: Prevents stuns and debuffs, great for carries facing heavy crowd control.
Strategy: Prioritize countering high-threat, high-soul enemies for efficient resource use. Avoid common pitfalls by reviewing Deadlock Gameplay Mistakes: Key Tips to Prevent Game Throws to refine your strategic decisions.
Scaling Vs. Tempo: Timing Your Purchases
- In early-mid lobbies, fights can break out unpredictably, especially around mid boss spawns.
- Sometimes it's better to tempo-buy (spending souls quickly for immediate power) instead of saving for large spikes.
- Communicate your build status and spikes to your team to coordinate fights effectively. Explore this concept further in Mastering Deadlock Macro: Efficiency, Pressure & Objectives Explained.
Final Advice
Develop a habit of critical thinking about your builds rather than following presets. Adapt to each game's unique demands, whether lane matchup, tempo, or countering enemy strategies. Constantly evaluate your items’ purpose and be ready to pivot as situations evolve.
By internalizing these principles and practicing adaptive itemization, you can elevate your Deadlock gameplay to a higher strategic level without relying on rigid build orders alone.
Let me guess how you are building right on deadlock. You're probably opening some top player builds from the build
manager, building left to right, no thought every single game. And for most games, it'll work. You'll build left to
right. You'll carry win all your matches. But for some games, you'll have all the right items, but you're [music]
still getting destroyed. Well, here's the problem. Top players and people that have thousands of hours in this game
aren't building the same every single game. They're building for a specific tempo, for a specific lane, for a
specific enemy team comp. So, when you're using someone's build, you're not copying a build. You're copying a solved
answer for a problem that you don't have. In this video, I'm going to teach you how to think about items in
Deadlock. I'm not going to teach you what to buy. I'm going to teach you why to buy. And with this, hopefully through
time, you will learn to build without even looking at a build in Deadlock. Before we talk about anything too crazy,
I got to cover some ground. So, let's start by talking about the first and most important thing you need to know
about builds. Prerequisite information, investment spikes. Essentially, how this works is all items in Deadlock are
either weapon items, vitality items, or spear items. And through those items, there's this thing called investments,
which you can see here. When you have 800 souls invested into your weapon, you get 7% weapon damage as a natural buff
to your character. Same thing goes for health. 75 flat health and spirit 7. And this obviously scales with more and more
money that you invest. The more money you invest in the weapon, the more weapon damage you get all the way up to
135%. As you're looking at the investments here, you might notice at 4,800 souls, there's this like weird
star and it's like highlighted for each of the investments. And what this is is essentially when Valve released this
investment system, this never existed. All investments were, you know, scaling at different rates. some investments you
gained more from at specific tiers, whatever. But Valve decided that universally when you have 4,800 souls
invested into a tier, you get the most gain or jump from any of the other tiers. So if you see here, from 22,000
souls, about to 28,000 souls, you're only getting about a 20% jump, right? But from 3.2 to 4.8, you're getting a
29% jump. So, if we're looking for like efficiency, like what is the most efficient money to have invested into
any investment, it is 4,800 souls. When we get more and more into investments and builds in Deadlock, you'll see that
a lot of players will try to build in accordance with these investment spikes. They'll build 4.8,000 souls or 4.8k
souls, their weapon, 4.8k souls to hit their health, 4.8k souls to get their spirit. But, as we'll discuss further in
this video, this is sometimes a flaw in builds. Sometimes getting too tunnel visioned on these investment spikes
hurts more than it does good. My final prologue before we get into some real advice for building a deadlock and the
specifics of how I think are these three rules in Deadlock that I personally follow myself. Now, I don't care what
any streamer has to say about, you know, oh, just build left or right, you'll be okay. I don't care about that. These, in
my opinion, are necessary to become a fundamentally strong Deadlock player. If you're not doing these things, you will
never, in my opinion, become a great Deadlock player. My first rule, always try to understand, and key word try to.
You don't have to understand, but try to understand why you're purchasing an item. If you're following a build left
to right, which is fine if you're starting off, right, and you you see here, okay, these four items, why am I
building these items on this character? Just try to understand it. you will not have the correct idea starting off, but
through time, this critical thinking skill of just trying to understand why you're building these items will help
you so much in the long run at Deadlock. My next rule in Deadlock is always consider other options in builds. As
long as you're thinking of other options, that will do you wonders in the long run of playing Deadlock. The reason
for that is I can give you a perfect example right now. A lot of people in Deadlock right now are mindlessly buying
metal skin. And sure, the item is very strong. It is correct to build in a lot of situations, but the issue is a lot of
players are building curse, which completely removes metal skin if you have it active. So, a line of thinking
that we could create is potentially maybe there'll be a meta in the future where it is more optimal to build bullet
resilience, the 3k bullet resist item, over metal skin because of the amount of curses. And this might not even be a
meta thing. It might just be a game dependent thing. You know, if the enemy team has four or five curses, you're
never going to be able to use metal skin without it getting removed. So, right there is an example in the current time,
the timeline in the present that I'm existing in where this line of thinking even at the highest level, which is what
I play at, can just do wonders for you. And if you build up this habit and are not scared to do this, it will just do
wonders for you in the future. And my last rule that kind of summarizes the first two rules is to never buy an item
without thought. So what I mean by thought is I'm not expecting you to sit at the secret shop or your shop and
ponder for a minute in the game be like hm what is the most optimal buy here? I'm not asking that. If the thought is a
second, thought is 10 seconds, the thought is 5 seconds, 2 seconds, half a second, it doesn't matter. As long as
you are thinking actively like how you try to understand what you're buying and considering other options, that skill,
I'm just telling you, will be very, very, very valuable. You guys wouldn't believe how many people I coach that
have hundreds and hundreds and hundreds of hours in the game, and because they don't think about builds critically and
imaginative, and they just fall off the right, how many problems they have and how much that limits their growth. So,
we're going to split this up into two sections. We're going to do an early game itemization section and we're going
to do a midame itemization section. And obviously, first we're going to start with the early game itemization section.
So, the first and most important thing in my opinion to any builder, any kind of thought behind building is what you
are playing and what your lane is. So, how do you plan to play your hero? What are some core items for your hero? What
does your hero even do? Does your hero have good scaling? Does your hero like to shoot the gun? Does your hero have
movement speed scaling off their spirit? Like, what even is your hero? What is it? Now, this is a little confusing
because at times heroes can be played in many different ways. So, a great example of that is someone like Pocket. I mean,
it's not a great example, but you have this kind of meme Glock build going around where you can build max gun and
then you have Spirit Pocket. Same thing with Haze. You can build full damage carry haze like parzilian with the
siphon bullets uh fire rate or you can build more of a pick haze, you know, inviseration, curse, slowing hex, sleep
dagger. So regardless of if you're doing as optimal or inoptimal, you realistically shouldn't build spirit
carry mow and krill, but you still can do spirit carry mo and krill. Just don't be surprised if it goes really poorly.
Basically, you need to have a plan for what you're doing. Sometimes though, sometimes your plan will have to adapt.
Let's say you have a full entire spirit team and you're like a conventional spirit hero. Maybe you want to
communicate with your team or consider pivoting your build midame to something more gun damage so the enemy team just
doesn't build full spear resist to counter you. So your build needs to be planned out preferably before the game
starts. And you need to monitor your build as the game goes on because maybe you'll have some realizations about your
team comp, the enemy team comp, what they're building that will influence your item choices and decisions. So, how
does this relate to early game itemization? We're going to talk about the lane after this, but for your hero,
what you build in the early game is the foundation of your build. Your early game itemization oftent times involves a
lot of items that are very core to your hero. You know, for example, Pocket Mystic Burst. Pocket's a burst hero with
his spirit abilities. It's a very core and fundamental item for him because he's going to build tank buster. Haze as
well. Rapid rounds a very core item to her kit. So is bull life steal. You know, rapid rounds turns into swift
striker. Burst fire. Maybe even get a tussle bullet alien. Capacitor is fantastic on haze. So your early game
itemization is the first strokes of your paintbrush for your painting. It's the beginning. It's how you're going to
build your hero from the start. Early game itemization is influenced, in my opinion the most by your lane matchup
and the lane you're playing yourself. And I want you to know that there isn't only these two lanes in Deadlock.
They're not all poke lanes and they're not only dive lanes. There's many, many, many different lane archetypes in
Deadlock. And I'm sure there's like infinitely many. But how you should think about lanes, at least starting
off, and in my opinion, these are the lanes that will influence your itemization the most. It's like dive
lanes and poke lanes. We'll be covering both of those and how they will impact your itemization in Deadlock. A dive
lane is usually a lane that deals high burst damage, quick DPS, CD dependent, tanky, have the ability to tower dive. I
mean, there's many heroes and many lane matchups that could qualify as a dive lane, but essentially it's a lane that
deals a lot of burst damage, quick, CD dependent. And items that can directly counter a dive lane are items like rest
of locket, spirit shielding, extra health. And what all these items do is they give you more health to play with
in lane. And why is health important to counter a dive lane? Because dive lanes are very bury. The damage is quick. CD
dependent, right? And these items counter that. You know, if you can survive the onslaught of getting dived
by a shiv for him to have all of his stuff on CD through rest of locket, through spirit shielding, through extra
health, then you will have basically anti-stratted their lane. You will have played anti-dive by building tanky
enough to live the dive. And there's some heroes as well when you think of like draft and stuff like that, but that
are really good anti-dive. You know, for example, Ivy, viscous, keep viscous ball. I mean, there's lots and lots of
different heroes that would be great anti-dive, but in the context of itemization, this is kind of the items
that you want to be thinking about and building when you're versing a dive lane. If you're looking to build
defensively into the lane, you can build offensively into a dive lane, no problem. But if you're scared of the
lane and you don't think you win it, these are some items here that will help you out with that. A quick little rule I
want to set to prevent anyone from making any catastrophic mistakes with counter itemization, like how we're
talking about here, is to never counter itemize too much. If you spend all your money in the laning phase itemizing
against this dive lane that you're playing, how are you ever supposed to achieve the thing that we talked about
initially, building for your hero? The first thing, if we're on haze and the only thing we're building is a rest
locket, spirit shielding, and extra health, how are we ever going to play the game? We're not going to have our
build. We're not going to have our items. We're going to lose our vision. We're just going to be a tanky little
chungus running around the map. So, don't get too lost throughout this video when we talk about counter itemizing in
that thought. Like, don't be like, "Oh, I dived in. I need to build all this tank." Don't do that, okay? Just build a
little bit. Obviously, you can build a little bit more if you feel necessary. A lot of this stuff is kind of vibes
based, unfortunately. That's why I said, you know, when you're falling builds left to right, it's bad because building
and deadlock and itemization requires so much thought. So now on the opposite end of the spectrum from dive, we have poke,
harass, sustain damage, ivy, haze, infernace. You know, I don't know why I put Minnie here. She really isn't slow
and sustained DPS. She's very bursty. So I mean, she's an abomination. She should just get removed from deadlock. Anyways,
what counters these slow sustained DPS lanes are extra regen, healing, right, battle vest with the out of combat
regen, full life seal, and the common theme between all these items are they all provide sustain, the slow damage DPS
lane. The way you counter that is through regen healing throughout the laning phase, right? And once again,
important note disclaimer, don't turn off the video. Do not over counter itemize against these poke lanes. Don't
build an extra regen, a healing, right? And a battle vest, and a bull life steal. Please, God, do not do that in
your builds. Please, I'm begging you on my hands and knees. Build just an extra regen. Build just a heal, right? Build
just a little bit. You don't need that much usually. Maybe sometimes you do, but for most cases, 99.99%, you only
need a little bit to get through. Let's talk about one of the most important items for early game itemization in
Deadlock, Chilling, Ray. This item I have grown fond of over the weeks and months of playing this game, and I think
it is probably one of the best laning items in the game. It has so much implications in center sacrifices,
trading patterns, and boxes, like times of downtime. Deadlock is a game where you're rewarded for having good uptime.
Always doing something is important, and it's what a lot of high level players do. And don't get me wrong, there's
moments in Deadlock where you want to kind of just sit and analyze what's going on and not really concern yourself
too much with uptime, right? Maybe you just want to like sit and look at the lane match up and think for like 10
seconds AFK. That's fine. But healing, right? And why it's so important for downtime is after you take a bad trade
in lane, what you can do is you can heal right and run boxes, you know, instead of buying extra regen and have uptime
when centers are spawning as well. You could have the healite from those trading patterns and use the heal right
to get center sacrifices. So if you're ever in a weird spot in a lane or you're in a bad lane, always consider heal in
my opinion as one of your first options. It's really good. It'll get you through a lot of bad situations. When you're
watching this video, this item may be weaker than what it is now, but I have the stats here just in case you want to
take a look and compare it to what it is right now. I mean, this spirit scaling might get changed in the future, but at
least right now in the present time, this is what height is. So, at the beginning of the video, one of the first
things that we talked about were investment spikes and how sometimes it's bad to focus too hard on these
investment spikes. One common thing that I want you to look at when you're looking at builds, this is the present
time. Once again, I don't know if you know if you're watching this in a month or two from now, builds will be
different, but right now currently in deadlock, if you look at all the builds, all of them, Sonia, snipers, aidens,
dues, togethers, John, Osis, Ido, Metro, Sia, all of these players, and it's not bad what they're doing, but because they
know how to think critically, right? But all these players, what they'll do is they will pursue a spike. Sonia sniper
max spirit. Osis max spirit. Ido max spirit. Metro green. John John spirit. Aiden gun do spirit together spirit.
Holiday sia spirit. And this is all for the spikes by the way. They're not like maxing their spirits and just getting as
much spirit as they can. They're doing this to pursue their spikes. But what you need to understand is when you do
this, right, if we kind of draw like this triangle here, we say that this is spirit, this is HP, this is gun. you
sacrifice all of your other stats and just go straight into spirit. And this is obvious when you're rushing your
spirit spike. Of course, you're rushing your spirit spike. You're not going to have any health. You're not going to
have any gun. But sometimes in the lane, you might need HP. What if you're versing a dive lane, you're versing a
shiv page, they hit their alt spike and you have extra charge, mystic burst, QSR, extra spirit. You are dead. If they
know how to play the game, you are dying under your tower, right? So, don't get too tunnel visioned on these investment
spikes and think critically, right? Going back to lane matchup, think about the lane matchup. Are you going to die
if you max your spirit investment, do you need a heal, right? Do you need an extra regen? Do you need an extra
health? What do you need? So, let's shift to midame itemization. There is no late game itemization. We're just going
to do mid game. Maybe there is, but midame itemization. We go back to this theme. Go all the way back to the top.
The first thing I said for early game is think about your hero. How do you plan the player hero? When you're in the mid
game, you should be fleshing out your investment spikes, fleshing out the build, completing the vision. I have a
perfect example here. Current time gun warden. In my opinion, the most signature final items are the glass
cannon, the vampiric burst, and the lucky shot. When you have those three final items as warden, maybe not the
lucky shot, but the glass cannon and vampiric burst, you are like final core built. You you have completed the
pyramid. Now, to kind of get an idea of what these final core builds might look like, you might want to go to, you know,
Stat Locker and look at what people are building. Look at how the pros are building. What What top items are they
usually building? Now, of course, going back to the beginning, don't build these things mindlessly. Think about it. Why
is Warden building glass cannon? Why is Warden building vampiric burst? Why is Warden building Lucky Shot? I'll tell
you, for Glass Cannon, Warden's bullets does so much damage. So much damage. [music] And because he's scaling it with
this high percentage from glass cannon, his bullets are going to deal tremendous amount of damage. In addition, he has so
much HP that glass cannon is not really going to hurt him, right? He's a tanky boy. He has a lot of healing through his
alts, through his vampiric burst when he gets it, through his two shielding. Very mobile. He's not really too concerned
with himself. Vampiric burst thing that Warden lacks a lot is fire rate. And warden, you know, you can build a hybrid
warden, but for gun warden, you're building exclusively gun. There is no better life steal option than vampiric
burst for a gun warden. So, these are some like just deep thoughts about this one example that I have and how you
should be thinking about it and how you should be fleshing out your final midame itemization for your hero. This midame
itemization discussion that we had is very similar in my opinion to like a late game itemization discussion you'll
have on fleshing out the vision for your character. So, treat the midame and the late game in this video as very similar
if not the [music] same. So, let's move on to counter itemization. And you guys are probably a little worried right now
about how big and how many things there are. But what we're going to do and my personal approach on how I'm going to
teach you guys counter itemization is give you all the examples in a build on how you could counter itemize. And the
thing that I really want you guys to take home is countermization. This is my normal wraith build, right? Look, it
exists from the beginning of the build to the end of the build to the middle of the build to the early mid part of the
build to the mid late part of the build. It exists everywhere in your build. So, so sure, okay, you can counter itemize
specifically for like an infernace or something like that, right? But just know that when you are building, you are
counter itemizing in every game to some extent, right? When you really think deeply about it. So, I'm going to
showcase all the examples in my build where counter itemization exists and how those items like what what makes those
items counter itemization, like what makes a BRS counter itemization, right? And when you would build a BRS. So, get
cozy, get your popcorn. It's going to be a long long talk. Starting off with BRS. The the reason it's in this build, guys,
is BRS is a really important item for Wraith because you build Tesla bullets later on. So, you're constantly going to
be playing BRS. So, BRS when you would build this item is usually against a team that has a lot of resist. So, Billy
is a hero that naturally builds a lot of resist. Yamato gets resist. Sorry. Abrams has inate regen and healing in
his build. So, you know, it makes a lot of sense cuz he's a very tanky hero with his boons and everything. Moan Crona's
burrow gets a lot of resists, right? Suppressor, same thing on why you'd build this on Wraith because you have
Tesla bolts, you can proc it very easily. But suppressor, it reduces fire rate, right? And you would want to build
suppressor when you're versing fire rate dependent heroes. So heroes like Wraith that need to shoot their gun to build up
cards. Viper that literally their gimmick is to shoot their gun, unless you're playing against a spirit viper
that just throws a bullet and one shots your team. Drifter, his three scales his weapon damage. His bullets deal weapon
damage, right? Okay. Once again, if you're versing like a spirit drifter that just one-shots through his rend and
his two, yeah, maybe not build suppressor against him, but still, he does depend to an extent on his fire
rate. And haze, like this Haze hero, her fixation builds up through fire rate. How many bullets you shoot at the
heroes, how quickly you build up your fixation. So, if you're versing like maybe three of these heroes, maybe it
might be worth the build suppressor over BRS in this case. Slowing axe. This item is really good against heroes that
require very heavily or depend very heavily on their movement abilities. So if we look heroes like Wraith, Wraith
teleport, signature ability for Wraith, you know, without her teleport, she's really vulnerable. Mina, you all have
versed Mina. Mina bats is one of the most annoying things to deal with in the game. Build a sling hex to deal with
her. Mirage tornado signature ability. Sinclair clone, him walking up on a wave, punching it to death, and him
teleporting away is very annoying. So build a sling hex to counter him. Enduring speed. This item provides you
slow resist. So heroes that have some kind of movement speed slow, you know, Kelvin for example, the Arctic beam. Um,
I don't really put any heroes here, but Kelvin's one of the great examples for that. Mina as well with Maxwell bite
slows you and reduces your stamina. So enduring speed would help out with that, right? Debuff reduction is probably one
of the most bought counter itemization stats in the game. And it can apply to so many things. I mean, this arrow I
draw, you you'll see paradox as a hero builds a lot of debuff. bolt resist shredder, right? We talked about that
item. That was one of the first items that I'm building is Wraith Heal. There there's so many debuffs that exist in
Deadlock. And this item will be a real go-to item for counter randomization. Right here, we got Spirit Resilience.
This item is really good if you're versing a lot of spirit heroes. You know, a seven Amina Pocket. You know, if
you're versing like a full spirit team, you know, someone on your team says, "Yo, they're all spirit." Build a spirit
resist. It will go wonders. Or maybe if Tamina has like a million souls, right? build a spear resilience to counter her.
So on one end you have spear resist and on the other you have bull resist. That's exactly what metal skin and
escaling resilience provide. You're going to want to build these items when enemy team has a lot of gun damage. You
know, haze, gun viscus, gun viper, gun warden, gun, gun ivy, gun drifter, right? If the enemy team has a lot of
heroes that like M1 and that are building M1, right? Make sure to check if they're actually building weapon
damage, build these items. They will go wonders. Or even if there's like a massive threat like a really fed viper
that has a lot of gun damage, you know, get a metal skin, just counter him with it. Crippling headshot. This item when
you headshot an enemy reduces their spirit resist, reduces their bullet resist, and gives them anti-heal every
time you headshot. So you can proc this pretty frequently on a hero. And Victor is a big hero, a a massive hero that
hates versus crippling headshots. Crippling is one of the best items to use against Victor. So is Yamato as
well. You know, when she als shadow transformation, gains a lot of spear resist, gains a lot of bull resist, and
crippling headshot reduces her resist by so much. Unstoppable. This item is a classic, you know, in Dota. It's BKB,
but it's a little different in Dota. Like reduces the magic damage that you take. This item just prevents you from
taking any kind of stun, any kind of debuff, ultimate or not, right? So, this item is great for carries, you know,
late game if the enemies have curse or stuns and all this jazz. just get on stop and pop in and just kill everyone,
right? Or, you know, if you're playing someone like Dynamo that needs to get their ultimate off in a team fight
without it getting interrupted, pop ontop before you alt. And if there's like a hard carry CC threat on the enemy
team, like a mo and krill or lasso, you know, mo combo is so like such a classic ability that is used on carries, you
know, pop unstop when you see Mo, so he can't combo you and you can come before he combos you, right? Reactive barrier
is one of those anti-dive items that I was talking about at the beginning. You know, if you're versing like an Abrams
and it's a dive lane, you know, when he shoulder charges you under your guardian, your reactive is going to
proc. And this item can be built in the laning phase and even out of the laning phase. It's really good against heroes
that have a lot of stun. You need some kind of survivability, you know, in lane CC. Page Bop. Bbop is gets really
crippled against reactive barrier. Abrams mo combo. All these items will help you survive longer against CCs if
they're too much of a threat in your game. Plated armor very similar to metal skin and escaling resilience but it's
very different. It blocks the bullets that are coming at you. So against heroes like Infernace that requires so
heavily on him proing his afterburn from shooting you. Mina needs to proc the love bites from shooting you. Drifter
needs to shoot you. Haze needs to proc fix Fixation from shooting you. It it's really important if you're versing like
a lot of these heroes, like four or five of these heroes in a game to build this item because they won't be able to do
anything to you. The most important thing to understand about this item and what's different once again is it blocks
the bullets from coming at you. It doesn't reduce the bullet damage, it blocks the bullets from hitting you.
Ethereal shift, we don't really see this item being built as much as it was in the past, but if you ever would build
e-shift, it's really good for self peel. You know, like let's say you just get dived by a bunch of heroes, pop E shift,
live for a little bit. So specific team compositions, right? And eh shift is an I frame so it's an involve really good
for stuff like lash alt dodging that chain gang dodging that pocket affliction dodging that now why not just
buy counter spell over e shift I don't know why not buy counter spell right it is probably just better than e-shift but
um yeah same item counter spell e- shift very similar items armor piercing rounds so we talked about plated armor and
plated armor prevents the bullets from even hitting you by a percent you know it blocks the on hit effects like how we
talked about by a percent chance armor piercing rounds literally is an item that is meant to counterplated armor
because it's like well your bullets at a certain percent are unavoidable no matter what they have plated armor or
not. So this item is supposed to be a counter to plated armor. It can also be a counter to heavy bolt resist comps
because it will pierce through the bullet resist. You know, it will ignore the bolt resist the item. The last item
we have here, frenzy. So this item gives you some spear resist, gives you some move speed, and then when you're below
certain threshold of HP, you gain even more spear resist and fire rate. So, it's like the damage version of spirit
resilience in a weird way. It gives you less spirit resist while giving you more damage in a weird way. It's totally
unique. So, once again, it's really good for heroes that do a lot of spirit damage. It's I say here, spirit
resilience but damage. You know, if you're versing like a multi-spirit team or maybe there's like a spirit threat
that you just need to deal with. You can build frenzy instead of spear resilience if you feel that it's good. You know,
vibes based. We talked a lot about countermization. Well, how are you supposed to know when you need to
counter itemize? Something that we talked about is the frequency of these heroes that you see. So, if you see like
five M1 heroes, you know, metal skin, player armor, es Rian, these items are looking pretty nice, pretty fresh. But
like, let's say that it's not as clear as that. Well, how do you know when to counter itemize or not? The issue is
once again has a lot of things and why I had those three rules at the beginning. It's very vibes based and instinct
based. But for me personally, the best advice that I can give you is the hero you're versing and souls. how much souls
they have. So, an example here, I took a screenshot of two heroes. You know, you have Yamada with 1.2k souls and you have
an infernace with 50k souls. Who are you going to want to counter itemize for? Probably the infernace with the 50k
souls and not the Amada with 1.2k souls. So, what this looks like is building debuff remover, debuff reduction, maybe
some fire rate low cuz he's M1 hero, right? That's one way you can kind of scale the threats in your head is
through souls. Another way to think about it too is the threat of the hero itself. So, pocket is probably one of
the best examples for it. His affliction is gamechanging. If he hits a big affliction, you're done for. You're
dunzo. Doesn't matter how many souls he has. I mean, I guess it does to an extent. But a big pocket affliction is a
big pocket affliction. So something like that, you're always seeing teams, no matter like what team it is, they're
picking Viscus, they're picking Paige cuz she can build DB. They're building DBs in the game for the pocket
affliction, you know, building counter spells. So that is an example of a hero where that hero is just like a
continental threat. If he hits a big affliction, you're dunzo. my experience playing Deadlock for so long and so many
games. Some other just points of advice that I have to recommend to you that I didn't really know where to play in this
video. I just going to put them all on the end is this idea of scale versus tempo. So often times, you know, you're
playing a game and what you need to think about is the pace of the game at which is being played at. In turn six
lobbies, 20 minutes, if you watch my previous videos and coaching sessions and whatever, you know that 20 minutes
is mid boss time. At that time, it's very risky to scale by like save up for a glass cannon because a fight could
break out any moment that leads in the mid boss. So maybe you're tempo buying more at that time. Maybe mid boss just
got taken and all the reju are gone and it was like a nothing burger. That's a very safe time to scale because you know
mid boss is going to be up for 5 minutes. Maybe your team just hit earn right on spawn and it's 4 minutes away
from the next spawn of earn. That'll be a very safe time to scale by because there's nothing really going on for the
next four to five minutes in the game. Stakes is another important big thing. It's kind of what I talked about with
the scale and tempo, like the impending threat of what's going on. So, what I have written down here is the likelihood
of something bad happening soon. You know, if you feel vibes-wise that a fight's going to break out, just tempo
buy. Doesn't really matter what you buy, it's important to have those souls spent for that pivotal game fight. If you are
sitting on 3k souls and that fight that you just took let in the mid boss, maybe that 3k souls of power that you didn't
spend would have been the make it or break it for the fight. The last and one of the most important things, this
doesn't really have anything to do with itemization, but it's getting more value out of your itemization. You know,
communicating the things that you're buying and if you're tempoing or you're scaling. I'm close to my spike. Please
don't fight. I have my spike. Let's fight. Your itemization is pointless if you don't communicate the pivotal points
in your build or itemization, which you're strong or you're weak or you're saving up from something huge, you know?
So everyone, I hope this video was very helpful and I hope you guys have a great rest of your day and feel free to share
this video with any friends that are trying to learn how to build in Deadlock. Appreciate you all. Drop a
like, subscribe if you enjoy the video, and I have a bunch of other Dead Deadlock educational content if you'd
like to watch. I'll see you guys in the next video. Bye-bye.
Deadlock itemization refers to the strategic selection and timing of items that enhance your hero’s Weapon, Vitality, and Spirit stats in the game Deadlock. Building dynamically means adapting your item choices based on your current lane type, enemy team composition, and game tempo rather than blindly following preset builds. This approach leads to better performance by allowing you to counter enemy strategies and optimize your hero's strengths in each unique game scenario.
Investment spikes occur when you invest 4,800 souls into Weapon, Vitality, or Spirit stats, unlocking significant efficiency boosts. While aiming for these spikes can maximize returns, it’s crucial not to tunnel vision on them. Balancing your investment across different stats based on your gameplay needs usually yields better results, helping you stay versatile and effective throughout all phases of the game.
First, always understand why you buy each item—know its purpose and how it fits your strategy. Second, consider alternatives instead of blindly following fixed builds; for example, choose bullet resilience if facing curse-heavy enemies. Third, never purchase items without at least a brief consideration of their benefits and alternatives, as this practice improves overall build effectiveness and responsiveness to the game’s flow.
Identify your hero’s core playstyle and then adjust based on lane type. In a dive lane, where opponents are tanky and aggressive, prioritize health and spirit shielding items like Rest of Locket and Spirit Shielding to survive quick engagements. For poke lanes, where sustained harassment is common, opt for regeneration and healing items like Battle Vest and Bull Life Steal to withstand prolonged damage. Balance these adjustments with your hero’s core build to maintain effectiveness.
Effective counter itemization involves tailoring your build to enemy threats, such as BRS against high resist heroes like Billy or Yamato, Suppressor versus fire rate-dependent heroes like Wraith or Viper, Sling Hex against mobile heroes like Mina or Mirage, and Spirit Resilience against spirit-heavy teams. Additionally, Metal Skin and Plated Armor work well against gun-heavy enemies, Crippling Headshot counters high resist heroes, and Unstoppable prevents crowd control effects on carries. Prioritize counters against high-threat enemies to optimize soul investment.
In early to mid-game, fights can erupt unexpectedly, especially near mid boss spawns. Tempo buying—spending souls quickly to gain immediate power—is advantageous when you need to respond fast to pressure or engage in fights. Conversely, scaling your build by saving souls for investment spikes is better when you have control and time to prepare. Communicating your build status and timing with your team helps coordinate fights effectively and maximize your build’s impact.
Develop a habit of critical thinking over blindly following preset builds by constantly considering the purpose and alternatives for each item. Adapt your build to evolving game conditions like lane matchup, tempo, and enemy strategies. Stay flexible and ready to pivot your item choices as necessary, practicing adaptive itemization to elevate your gameplay strategically beyond fixed build orders.
Heads up!
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