Win Rate
W:L 1.4158.6%
193.1KW / 136.5KL
Pick Rate
0.1%
of weapon purchases
Matches
329.6K
tracked sample
Slot Rank
#1
of 53 weapon items
Unique Players
148.2K
distinct buyers
Bonus Health
160
Bullet Lifesteal
10%
Cooldown
16s
Duration
10s
Fire Rate
15%
When this item is typically bought
Avg Buy
36:03min
Game Progress
82%
Avg Sell
38:32min
Held For
~2:29min
Keep digging with the rest of the Deadlock meta: full item tier list, in-game shop layout, community builds, hero tier list and the patch behind this win rate.
Pick share & win rate by purchase minute
Net worth at purchase · pick share & win rate
Performance across skill brackets
Patch-to-patch performance
Eternus mains of heroes that build this item
Most-favorited published builds featuring this item
Data-driven analysis
Frenzy delivers 160 bonus health, 15% fire rate, and 10% bullet lifesteal. These bonuses determine which heroes and builds below actually benefit from the slot, and why the win rates on certain heroes skew so far above or below the item's average.
Frenzy performs strongest on Victor (66.2% WR across 14,818 games), Haze (62.3% WR across 31,248 games), and Dynamo (62.2% WR across 600 games). These heroes convert the item's stat bonuses into real win rate gains, usually because their kit scales linearly with the stats the item provides. If you play one of these heroes, this item belongs in your core build.
In terms of raw pickup volume, Frenzy shows up most on Drifter (69,576 games), Silver (61,541 games), and Warden (32,516 games). High pickup does not always mean high performance, so cross reference this list with the best heroes card above before blindly copying a build.
Frenzy is a base tier purchase with no prerequisites, so you can buy it directly from the shop without stacking components first.
Frenzy's win rate has climbed by about 0.5 percentage points over the last few weeks, now sitting at 58.6%. This is the kind of signal that precedes a balance patch nerf, so lock it into builds while it's still live.
Frenzy peaks in the Ascendant bracket at 62.5% and drops to 58.6% in Initiate. The 3.9 percentage point gap suggests the item rewards coordination or mechanical execution that only higher ranks consistently deliver.