Build rater Early beta
Pick a hero and up to twelve items. We score the build against 723,914 matches played since October 6, 2026, and show which heroes it does well and badly against.
Early beta. The scoring is new and we're still building it out: rank brackets and buy order are next. Read how it works before trusting any number, and tell us in #site-feedback on our Discord if a result looks wrong. You can also share a build in #builds for a second opinion.
Click an item to add or remove it. The number is how it does on the selected hero.
How it works
Everything comes from public match data via deadlock-api.com, for normal-mode matches from October 6, 2026 to 2026-10-15 13:00 UTC. The rating has four parts:
- Item score. For every item, we compare the hero's win rate when they bought it with other items of the same price that the same hero bought at the same point in the match and with the same net worth. Net worth at the moment of purchase shows whether that player was ahead or behind, so a luxury item doesn't look good just because winning players can afford it, and a core item doesn't look bad just because players who are behind buy it too. The build's score is the cost-weighted average of its items. Small samples are pulled towards what items with a similar pick rate usually score, so an item bought 80 times can't claim a huge number. Items almost nobody buys on that hero count as −2.17 points, because across all heroes that's how rare picks perform.
- Grade. S needs +1.25 or better, A +0.6, B 0, C −0.6; D is below that. B means the build's items win at least as often as the alternatives players buy in the same situation. Random builds mostly get a D. Each major warning (no Vitality spike, or far less spending on the hero's main damage category than usual) drops the grade one step, two at most. Impossible builds (more than 12 items or 4 actives) get no grade.
- Checks. Rules from our build theory guide: slots, actives, components, the 4.8k investment spike, and how the build's spending compares with what players of that hero usually buy.
- Matchups. The hero's own win rate against each enemy, plus how the build's items usually shift when that enemy is on the other team. "+2.0" means about two percentage points more wins than the hero's average. Switch to Lane opponent to count only games where that enemy was in your lane.
- Item pairs (experimental). Pairs of items in your build that win notably more or less together than each does alone, after adjusting for their combined cost. These are shown as hints and don't change the grade.
What it can't tell you
- It measures association, not cause. Players who buy an item may win for other reasons, such as skill. Matching on time and net worth removes most of the "who was ahead" effect, but not all of it.
- Reactive defensive items can still look worse than they are, because players buy them when they're losing fights to a particular enemy, even at the same net worth. Judge them by the matchup section, not the item score.
- The grade scores items one at a time. Item pairs are shown separately because, with thousands of possible pairs, some results are luck, and pairs with counter items (such as Inhibitor) mostly reflect the games they're bought in. Buy order isn't modelled yet.
- Matchups look at one enemy at a time and ignore the rest of both teams. Lane matchups have smaller samples.
- All ranks are mixed together, and new heroes have very little data.
- Resist totals only count permanent resist, not active items or bonuses below half health.