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Items · rolling 7 days

Recharging Rush

weapon · Tier 2 · 1,600 souls

Win rate

49.5%

95% CI 49.4–49.6

Matches

955,559

bought, last 7 days

Win-rate rank

#115

of 156 items

Usage rank

#64

of 156 items

This week vs last week

Genuinely weaker this week — win rate down about 0.6 points (50.0% → 49.5%). This is a real move, not random weekly noise.

p < 0.000001 — the odds a swing this big is just luck — low enough to clear our bar for calling a change real.

Win rate by when it was bought

  • Before 10 min52.7% (52.4–52.9, 122,575)
  • 10–20 min49.7% (49.6–49.9, 587,166)
  • After 20 min47.4% (47.2–47.6, 253,882)

Buying it later goes with a lower win rate (5.3pp) — 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.

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