Items · rolling 7 days

Healing Booster
vitality · Tier 2 · 1,600 souls
Win rate
50.8%
95% CI 50.7–50.8
Matches
3,101,060
bought, last 7 days
Win-rate rank
#78
of 156 items
Usage rank
#14
of 156 items
This week vs last week
Basically unchanged — win rate wobbled down about 0.0 points (50.8% → 50.8%), but that's inside the normal week-to-week randomness, not a real move.
p = 0.7889 — the odds a swing this big is just luck — too high to trust as a real change across all the heroes we test each week.
Win rate by when it was bought
- Before 10 min52.5% (52.4–52.6, 1,070,953)
- 10–20 min50.3% (50.3–50.4, 1,674,771)
- After 20 min47.9% (47.7–48.1, 381,832)
Buying it later goes with a lower win rate (4.6pp) — a real gap, but remember late buys usually mean you were already ahead.
Read this before trusting the number
An item's win rate is correlational. Expensive late-game items post high win rates largely because you only complete them when your team is already ahead — not because the item is what won the game. Use it to see what the strong builds tend to include, not as a causal "buy this to win" ranking.
Win rate is the share of matches won when this item was bought, over a rolling 7-day window; the trend compares it to the 7 days before with a Bonferroni-corrected two-proportion z-test so a normal weekly wobble isn't reported as a shift. Data from deadlock-api.com, refreshed hourly.