IIIHeadhunter
Your next headshot against an enemy Hero deals bonus weapon damage , heal you, and briefly grants bonus move speed .
How Headhunter 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 Headhunter most often

- ADJ. WR
- 50.2%
- ITEM SHARE
- 34.3%

- ADJ. WR
- 50.4%
- ITEM SHARE
- 12.3%

- ADJ. WR
- 51.7%
- ITEM SHARE
- 11.8%

- ADJ. WR
- 50.3%
- ITEM SHARE
- 11.7%

- ADJ. WR
- 50.1%
- ITEM SHARE
- 5.2%

- ADJ. WR
- 48.3%
- ITEM SHARE
- 3.4%

- ADJ. WR
- 51.8%
- ITEM SHARE
- 3.1%

- ADJ. WR
- 52.6%
- ITEM SHARE
- 2.8%
Mobility and positioning
Your next headshot against an enemy Hero deals bonus weapon damage , heal you, and briefly grants bonus move speed .
Headhunter functions as mobility and positioning within the Weapon shop. The strategic value is improving access, escape, or the ability to preserve a favorable firing angle. 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 Headhunter belongs in the build
- Positioning is the main reason your damage or utility is not reaching the right target.
- The extra movement enables a repeatable engage, rotation, chase, or disengage pattern.
- You can convert the mobility into objective pressure rather than only correcting late positioning.
- Hard control or burst damage prevents movement from solving the actual problem.
- Your hero already reaches fights reliably and needs stronger conversion after arriving.
- The item would be used as an emergency escape instead of supporting a deliberate game plan.
Timing, movement, and hero fit
Across the current all-ranks sample, Headhunter is purchased at about 13:60, or 39% 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.
Headhunter is being purchased less often in the 7d change window (-14.1 points), while its observed win rate moved -0.3 points. The high confidence label reflects 129,298 purchases. These are descriptive results: build cost, game state, and hero selection can all move item win rate without the item causing the outcome.
Lash, Dynamo, Bebop currently produce the largest reliable Headhunter samples, accounting for 75,603 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. Throw a flask that explodes on contact, creating an area that does increasing spirit damage per second and reduces enemy…
COMPARE ITEM →Ballistic EnchantmentIt occupies the same 3,200-soul price point. Imbue an ability with increased range . Dealing damage with that ability grants you increased weapon damage per unique hero…
COMPARE ITEM →BerserkerIt occupies the same 3,200-soul price point. Your Weapon Damage increases as you take sustained damage.
COMPARE ITEM →Headhunter 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