IIIKnockdown
Apply a Stun after 2s . Stun duration is increased against airborne targets. Increases the target's gravity for the duration of the stun.
How Knockdown is performing now
Pick rate measures the share of ranked player-match records across every rank containing this item. Win rate is descriptive, not causal: expensive items and winning game states can inflate results. Lock Lab always shows the sample and adjusts hero-specific results against each hero's own all-ranks baseline. Read the full methodology →
Who builds Knockdown most often

- ADJ. WR
- 48.8%
- ITEM SHARE
- 23.3%

- ADJ. WR
- 46.4%
- ITEM SHARE
- 10.9%

- ADJ. WR
- 43.9%
- ITEM SHARE
- 5.2%

- ADJ. WR
- 43.9%
- ITEM SHARE
- 5.2%

- ADJ. WR
- 45.0%
- ITEM SHARE
- 5.0%

- ADJ. WR
- 47.9%
- ITEM SHARE
- 4.1%

- ADJ. WR
- 43.5%
- ITEM SHARE
- 3.6%

- ADJ. WR
- 47.3%
- ITEM SHARE
- 3.4%
Control and disruption
Apply a Stun after 2s . Stun duration is increased against airborne targets. Increases the target's gravity for the duration of the stun.
Knockdown functions as control and disruption within the Spirit shop. The strategic value is creating a punishable window by restricting an opponent's available responses. Because it is a core mid-to-late purchase, the right comparison is the fight pattern it unlocks versus the other purchases that the same 3,200 souls could complete.
When Knockdown belongs in the build
- One enemy repeatedly escapes or takes over fights when left free to act.
- Your team can follow the disruption with focused damage or another layer of control.
- The target's defensive timing is predictable enough to justify a dedicated answer.
- The enemy can cheaply cleanse, block, or wait out the effect.
- Your lineup already has enough reliable control and needs damage or survivability instead.
- You cannot safely reach or select the target the item is meant to disrupt.
Timing, movement, and hero fit
Across the current all-ranks sample, Knockdown is purchased at about 22:41, or 59% through the average recorded match. That places it in the middle of the observed build path. Compare that timing with the next objective and the defensive answers already visible in the lobby.
Knockdown is being purchased less often in the 7d change window (-10.2 points), while its observed win rate moved +0.1 points. The high confidence label reflects 78,763 purchases. These are descriptive results: build cost, game state, and hero selection can all move item win rate without the item causing the outcome.
Paige, Rem, Ivy currently produce the largest reliable Knockdown samples, accounting for 31,047 recorded purchases among the three leaders. Treat that as evidence of common fit, then compare each hero's adjusted result and complete build path before copying the purchase.
What else the same budget can buy
It occupies the same 3,200-soul price point. Inflict damage over time to a target, dealing damage based on their current health. Decay's damage is non-lethal and does…
COMPARE ITEM →Disarming HexIt occupies the same 3,200-soul price point. Disarms enemy target and reduces their Bullet Resist .
COMPARE ITEM →Greater ExpansionIt occupies the same 3,200-soul price point. Increases the range and effect radius of your abilities and items.
COMPARE ITEM →How Knockdown has changed
- Gravity increased from +50% to +100% when the stun hits the target (causes airborne targets to fall faster)
- Ability Range reduced from +6% to +5%
Knockdown in Deadlock builds
Item strength depends on hero kit, purchase timing, lobby rank, and the current patch. Use the hero pages below to compare this item against complete build paths instead of treating a single item as universally optimal.
Transparent reference, original analysis
Live performance and purchase timing come from community-indexed match records. Lock Lab's rates, comparison windows, confidence labels, and hero-affinity analysis are original calculations—not official Valve recommendations.
VIEW ANALYTICS SOURCE ↗Current-patch all-ranks sample · refreshed automatically