Unkillable frontline
“I cannot kill their tank.”
Items that answer this
- Extended Magazine weapon · T1 · 800 Strong evidence
Increases magazine size so you spend less of a fight reloading.
Buy when: Buy when you are running dry mid-duel or cannot finish a wave in one magazine.
- Spirit Strike spirit · T1 · 800 Strong evidence
Melee attacks deal bonus spirit damage and debuff the target's spirit resist.
Buy when: Buy on heroes who mix melee into their rotation.
- Bullet Resist Shredder spirit · T2 · 1,600 Strong evidence
Your spirit damage strips bullet resist from the target, so your team's guns hit harder on anyone you have touched.
Buy when: Buy on a caster playing with gun carries against durable enemies.
- Intensifying Magazine weapon · T2 · 1,600 Strong evidence
Weapon damage ramps up the longer you hold fire on a target within one magazine.
Buy when: Buy on heroes who can hold sustained fire on a single target.
- Mystic Vulnerability spirit · T2 · 1,600 Verified
Dealing spirit damage strips spirit resist from the target, amplifying every subsequent ability your team lands.
Buy when: Buy on an ability-heavy team facing enemies who stack spirit resist.
Gotcha: Does not stack; repeated spirit damage only refreshes the debuff
- Spirit Sap spirit · T2 · 1,600 Verified
Targets an enemy to strip both their spirit resist and their spirit power — it weakens an enemy caster while making them easier to burst.
Buy when: Buy against an enemy spellcaster: it lowers their damage and raises yours against them at the same time.
- Spirit Shredder Bullets weapon · T2 · 1,600 Strong evidence
Your bullets reduce the target's spirit resist, softening them up for your team's ability damage.
Buy when: Buy when your team's damage is mostly abilities and the enemy is stacking spirit resist.
- Stalker weapon · T2 · 1,600 Verified
Rewards fighting up close: doing bullet or melee damage within a short range builds a damage and lifesteal bonus. Since March 2026 it no longer cares about the angle you attack from.
Buy when: Buy on close-range duelists and flankers who commit into melee range.
Gotcha: No longer procs from attack angle — since 6 Mar 2026 it triggers on bullet or melee damage within 8m
- Titanic Magazine weapon · T2 · 1,600 Strong evidence
A large magazine increase for heroes who want to keep firing through an entire fight.
Buy when: Buy when fights last long enough that you would otherwise reload mid-engagement.
- Weakening Headshot weapon · T2 · 1,600 Verified
Headshots strip bullet resist from the target, so your whole team's gun damage lands harder on that enemy.
Buy when: Buy into tanky enemies when your team is gun-heavy and you can land headshots.
- Alchemical Fire weapon · T3 · 3,200 Strong evidence
Throws a flask that creates a burning area dealing damage over time and reducing enemy bullet resist inside it.
Buy when: Buy for zone denial and faster objective damage, or to punish enemies who must hold a choke.
- Decay spirit · T3 · 3,200 Verified
A targeted damage-over-time curse that deals damage based on the victim's health and, most importantly, cuts their healing by half for a long window. It is the strongest dedicated anti-heal in the spirit tree.
Buy when: Buy when an enemy is healing through your damage and you want a point-and-click answer that does not rely on landing bullets.
Gotcha: Healing reduction raised -45% -> -50% on 6 Mar 2026
- Hollow Point weapon · T3 · 3,200 Strong evidence
Bonus weapon damage against enemies who are above a health threshold, front-loading your damage.
Buy when: Buy when you are the one opening on healthy targets rather than cleaning up.
- Hunter's Aura weapon · T3 · 3,200 Strong evidence
Aura that reduces the bullet resist of nearby enemies, boosting your whole team's gun damage.
Buy when: Buy on a gun-heavy team fighting durable enemies at close quarters.
- Point Blank weapon · T3 · 3,200 Strong evidence
Large weapon and spirit damage bonus that only applies at very short range.
Buy when: Buy on shotgun-range brawlers who fight nose-to-nose.
- Spirit Rend weapon · T3 · 3,200 Strong evidence
Bullets strip spirit resist from the target, amplifying your team's ability damage on that enemy.
Buy when: Buy when enemies stack spirit resist and your team's damage is ability-based.
- Tankbuster spirit · T3 · 3,200 Verified
Charges over time so that your next large ability deals extra damage scaling off the target's current health — and that bonus ignores spirit resistance.
Buy when: Buy when an enemy tank's health pool is the reason your abilities feel useless.
Gotcha: Only triggers on spirit damage above the 165 threshold against enemy heroes
- Tesla Bullets weapon · T3 · 3,200 Strong evidence
Bullets chain spirit damage to nearby enemies, turning single-target fire into area damage.
Buy when: Buy when fights are clumped or you need faster wave and camp clear on a gun hero.
- Toxic Bullets weapon · T3 · 3,200 Verified
Bullets build up a bleed that damages a share of the target's maximum health and, crucially, cuts their healing while it runs.
Buy when: The gun-hero answer to enemy lifesteal and big-health frontliners — buy it when an enemy is out-healing your damage.
Gotcha: Bleed does not build from melee attacks
- Weighted Shots weapon · T3 · 3,200 Strong evidence
Builds from Slowing Bullets: your bullets slow enemies harder and add damage scaling from the target's health.
Buy when: Buy when you need to hold down mobile, high-health enemies with bullets alone.
- Armor Piercing Rounds weapon · T4 · 6,400 Verified
Your bullets have a large chance to become unavoidable — piercing enemies and ignoring their bullet resist entirely.
Buy when: The definitive answer to enemies stacking bullet resist, barriers or bullet-evasion effects.
Gotcha: Procced bullets bypass bullet evasion and damage barriers, and are not stopped by Plated Armor
- Crippling Headshot weapon · T4 · 6,400 Verified
A headshot debuffs the target hard: both resistances drop and their healing is cut for a long window. It is simultaneously an armour-shred, an anti-heal and a focus-fire tool.
Buy when: Buy when one durable, self-healing enemy is the focus of every fight and you can land headshots.
Gotcha: The triggering headshot itself is dealt before the resist reduction applies
- Escalating Exposure spirit · T4 · 6,400 Verified
Your spirit damage stacks an amplifier on the target so each subsequent ability hits harder, and it also strips their spirit resist.
Buy when: Buy on high-frequency spirit damage heroes to melt durable targets over a sustained fight.
Gotcha: The amplified damage is a separate instance applied after the original spirit damage
- Inhibitor vitality · T4 · 6,400 Verified
Your bullets build up a debuff that both cuts the target's outgoing damage and applies heavy healing reduction — the strongest single answer to a self-sustaining carry.
Buy when: Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once.
Gotcha: The damage penalty does not apply to spirit damage from an enemy with Unstoppable active; the healing reduction always applies
- Mystic Reverb spirit · T4 · 6,400 Strategic
Your abilities echo, dealing extra area damage and applying a slow around the target.
Buy when: Buy on area casters to add damage and stickiness to every cast.
- Scourge spirit · T4 · 6,400 Verified
Buffs a friendly target (including yourself) with heavy spirit resist and debuff resist plus a damaging aura, and reduces debuffs already on them. It is a team-wide defensive save.
Buy when: Buy on supports to harden a focused ally against a caster team while adding pressure damage.
- Siphon Bullets vitality · T4 · 6,400 Verified
Your bullets temporarily steal maximum health from the target and add it to yours; the target gets it back when the debuff expires.
Buy when: Buy on sustained gun carries fighting big-health frontliners — it shrinks them and grows you at the same time.
Gotcha: Stolen health decays exponentially with successive applications because it scales off the enemy's reduced max HP
- Spirit Burn spirit · T4 · 6,400 Verified
A big hit of spirit damage detonates into an explosion and a long burn that applies extremely heavy healing reduction — the most severe anti-heal in the game.
Buy when: Buy on a heavy burst caster against an enemy whose lifesteal or healing is the win condition.
Gotcha: 20s immunity per target means you cannot reapply it repeatedly to the same enemy
Heroes that cause this
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