Deadlock Builds

The Doorman Build

by SNIPER  ·  ID: 522941
Import this build in-game: 522941
Early Game Lane Foundation

Extra Charge
Extra Charge 800 souls T1 · Spirit
+1 Bonus Ability Charges  ·  +7 Bonus Spirit Power for Charged Abilities
More Call Bell charges. Additional pulls before cooldowns means more frequent engage opportunities.
Mystic Burst
Mystic Burst 800 souls T1 · Spirit
Spirit burst on next ability cast. Procs on Call Bell for bonus burst on top of the pull damage.
Mystic Expansion
Mystic Expansion 800 souls T1 · Spirit
Widens Call Bell's pull radius and Alarming Presence fear aura.
Rapid Recharge
Rapid Recharge 3,200 souls T3 · Spirit
+2 Bonus Ability Charges  ·  +30% Faster Time Between Charges  ·  +14% Cooldown Reduction For Charged Abilities  ·  +10 Bonus Spirit Power for Charged Abilities
Reduces recharge time for Doorman's charged abilities. Call Bell charges regenerate quickly for near-continuous engagement.
Improved Spirit
Improved Spirit 1,600 souls T2 · Spirit
+18 Spirit Power  ·  +1.5 Out of Combat Regen
Steps up spirit scaling for Call Bell and Alarming Presence.
Enduring Speed
Enduring Speed 1,600 souls T2 · Vitality
+2m Move Speed  ·  +2 Out of Combat Regen
Move speed for Doorman's aggressive positioning. Maintains optimal range for Call Bell pulls.
Fortitude
Fortitude 3,200 souls T3 · Vitality
+375 Bonus Health
+375 bonus health for Doorman's frontline role. He absorbs burst while setting up Call Bell engages.
Mid Game Power Spike

Recharging Rush
Recharging Rush 1,600 souls T2 · Weapon
+20% Max Ammo  ·  +10% Weapon Damage
Replenishes charged ability charges when dealing significant weapon damage. Doorman dealing sustained damage keeps Call Bell charges topped up.
Tankbuster
Tankbuster 3,200 souls T3 · Spirit
+50 Bonus Health
Reduces bonus health of targets hit by Doorman's abilities. Against tanky enemies in late game.
Greater Expansion
Greater Expansion 3,200 souls T3 · Spirit
+10% Spirit Resist
Further widens Call Bell and all ability AoE. Maximum radius Call Bell pulls nearly any grouped enemies.
Ballistic Enchantment
Ballistic Enchantment 3,200 souls T3 · Weapon
Imbue on Call Bell for increased range and weapon damage stacks per hero hit. Call Bell reaching further means safer pull deployment.
Superior Cooldown
Superior Cooldown 3,200 souls T3 · Spirit
+4 Out of Combat Regen
Reduces Doorman's ability cooldowns. More frequent Call Bell and Overdrive cycling.
Slowing Hex
Slowing Hex 1,600 souls T2 · Spirit · Active
+0.5m Sprint Speed
Active slow on a target. After Call Bell pulls enemies in, Slowing Hex prevents them from moving away before follow-up.
Boundless Spirit
Boundless Spirit 6,400 souls T4 · Spirit
+15% Spirit Power  ·  +30 Spirit Power  ·  +75 Bonus Health  ·  +4 Out of Combat Regen
Core spirit item — all of Doorman's abilities reach maximum scaling at T4.
Late Game Late Game

Spirit Burn
Spirit Burn 6,400 souls T4 · Spirit
+6% Ability Range
Converts spirit damage to percentage max health. Against tanky enemies.
Mystic Reverb
Mystic Reverb 6,400 souls T4 · Spirit
+10% Spirit Lifesteal
Bonus spirit damage echo on ability hits. Call Bell procs Mystic Reverb for additional burst.
Transcendent Cooldown
Transcendent Cooldown 6,400 souls T4 · Spirit
+4 Out of Combat Regen
Final CDR — all abilities approach minimum cooldowns.
Alchemical Fire
Alchemical Fire 3,200 souls T3 · Weapon · Active
+8 Spirit Power
AoE spirit fire flask. Zones enemies into Call Bell's pull radius — enemies running from fire get pulled in.
Cursed Relic
Cursed Relic 6,400 souls T4 · Spirit · Active
-10% Damage Penalty
Reduces enemy spirit resist on Doorman's ability hits. Every Call Bell strips resist — later ability damage is amplified.
Knockdown
Knockdown 3,200 souls T3 · Spirit · Active
+75 Bonus Health  ·  +5% Ability Range
Knocks down a target briefly. Doorman chains Call Bell pull into Knockdown for continuous CC.
Arctic Blast
Arctic Blast 6,400 souls T4 · Spirit · Active
+10% Spirit Resist
AoE freeze extending Doorman's CC chain after Call Bell pull.
Echo Shard
Echo Shard 6,400 souls T4 · Spirit · Active
+5% Fire Rate  ·  +5% Spirit Resist  ·  +5% Bullet Resist
Reset Call Bell immediately after the first activation. Two consecutive pulls is nearly impossible to escape.