deadlock.io
Drifter Live

Drifter

~55.7% WR ~9.8% pick
Hard Spreadshot StalkerBloodthirstyCruel
Signature abilities4
Rend Stalker's Mark Bloodscent Eternal Night ult at lvl 6
Ability 1
Rend
16s
Instant cast

Swipe at enemies in a cone ahead of you, dealing Spirit Damage. If the enemy is in close range, deal bonus Melee Damage.

0.5s
Cast delay
16m
Cast range
40↑1.8
Bonus Damage
0%
Bullet Lifesteal Percent Hero
1AP Bonus Damage +40
2AP 16s Cooldown — Cooldown -7s
5AP Deals Heavy Melee Damage Silences enemies for 0s if close range — Debuff duration +2.3s, Use Heavy Melee +1, Damage Heavy Melee +0.55, Damage +0
Ability 2
Stalker's Mark
20s
Instant cast

Send out a mark that bleeds the first target it hits, dealing Spirit DPS. While the enemy is bleeding you can re-activate Stalker's Mark to instantly appear behind their back.

0.15s
Cast delay
5s
Duration
2%
Dot Health Percent
0%
Fire Rate
1AP 0% Bullet Resist — Bullet Resist Reduction -8%
2AP 20s Cooldown and +5s Duration — Duration +3s, Cooldown -8s
5AP +2% Bleed and 0% Healing Reduction — Dot Health Percent +2%, Healing received penalty -40%, Regen penalty -40%
Passive
Bloodscent

When enemy heroes are low on health you deal amplified damage against them. These enemies leave a lingering blood trail as they move.

80m
Cast range
15%
Amp Damage Percent
20m
Isolation Range
3
Weapon Dmg Per Isolation Kill
1AP +0m/s Move Speed when around an isolated enemy hero — Move speed +2m
2AP On isolated hero death: Heal 0% of your missing health and restores 0 Stamina — Heal On Kill Pct +18, Stamina To Restore +2
5AP Amp Damage Percent +12%
Ability 4
Eternal Night
125s
Instant cast

Surround nearby enemy heroes in darkness, severely limiting their vision of other units. Affected enemies are briefly revealed to you and are considered isolated for the duration. You gain Bonus Sprint Speed.

1s
Cast delay
100m
Cast range
6.5s
Duration
15m
Small Vision Distance
1AP Sprint speed +10m
2AP Cooldown -45s
5AP +6.5s Duration and +2 Max Targets. — Duration +2.5s, Max Targets +1
Guidehow to play

Drifter is a weapon-damage flank assassin built to hunt one target at a time. He marks an isolated enemy, teleports onto their back and dumps a Spreadshot clip before the team can peel, then leaves with the pick. His win condition is snowballing off clean kills on backliners and lone farmers — he does not win a fair 5v5 brawl, so commit only when nobody can answer. Complexity 3: the payoff is all in target selection, Mark timing and positioning, not raw mechanics.

Early game

Lane it like a gun-laner with a panic button. Last-hit and deny with the Spreadshot, and use Rend for safe last-hits/denies — its close-range bonus band lines up exactly with Close Quarters and Point Blank, so it also wins the point-blank trade. Do not waste Stalker's Mark to 'engage' early; hold it as a trade-finisher or escape. Drifter is squishy (755 HP) but fast (6.9 move), so buy sustain like Healing Rite and Melee Lifesteal, stay topped up, and look to leave lane and gank the moment you're healthy. Respect tanky brawlers and anyone with point-blank burst in the close band.

Mid game

This is Drifter's window. Roam with Bloodscent up — low-HP enemies leave a blood trail you can track around walls and through smoke. The bread-and-butter pick: poke with Stalker's Mark, let the bleed tick, reactivate to appear behind the target, Rend into a point-blank Spreadshot dump. Hunt solo farmers and rotating supports, pick the fights you start, and disengage before their cavalry arrives. Kinetic Dash, Point Blank and Slowing Bullets turn every catch into a kill; Bullet Lifesteal keeps you alive through the dive.

Late game

In teamfights you're the flank assassin, not a frontliner. Open with Eternal Night on the enemy cluster: it blinds them so they lose sight of each other (no peel, no heal, no follow) and flags everyone as isolated, which makes your isolation amp and Bloodscent fire on a grouped team. Mark the carry, burst them, reset. Never face-check a stacked team without ult up — when nobody's isolated, Drifter's whole value evaporates. Glass Cannon and Frenzy let you one-shot a marked carry; Shadow Weave and Leech let you re-angle the flank and survive the trade.

Combos & tricks

Core pick: Stalker's Mark poke → wait for a bleed tick → reactivate to TP behind → Rend (close bonus band) → point-blank Spreadshot. Mark lands easiest after you've forced their stamina/dashes. Chain: TP behind → immediately Kinetic Dash to refresh weapon damage and cancel the reload → full clip into their back. Stealth open: Shadow Weave invis → Mark from stealth → TP → Silencer on-hit locks their escape and they die before it wears off. Teamfight: lead with Eternal Night to blind + isolate the group, then assassinate the highest-value target while Bloodscent amps the kill.

Buildsbuy order matters
Laning1600

Win the close band and stay full for ambushes: flat weapon damage and a bullet-shield in his exact fight range, cheap burst on the Spreadshot, plus green sustain so you can leave lane to gank.

Mid game3200

Turn every catch into a kill. Point Blank is the weapon spike, Kinetic Dash adds post-TP burst and cancels reload, Slowing Bullets stick fleeing low targets for Bloodscent, and Bullet Lifesteal carries you through the dive.

Late game6400

Assassin payload. Glass Cannon one-shots an isolated carry, Shadow Weave gives a free invis re-angle every fight, Silencer shuts the target's escape the instant you appear, Frenzy stacks with Bloodscent's low-HP amp, and Leech keeps you alive diving in.

Situational4000

Buy to the matchup: Debuff Reducer and Unstoppable to dive through CC chains, Ethereal Shift to bail a failed dive or dodge an ult, Knockdown and Slowing Hex to pin slippery mobility targets like Vyper or Mirage.

Tips & tricks
Mark lands easiest after you've forced their dashes — bait the stamina, then poke and TP onto an out-of-options target.
Always fight inside the close ring: Rend's bonus band overlaps Point Blank and Close Quarters, so your whole kit peaks point-blank.
Eternal Night is an opener, not an escape — drop it on the enemy cluster to blind and isolate them, then assassinate the carry.
If you keep dying on Drifter, you're diving grouped or healthy enemies. Farm patiently and only commit on isolated or low targets.
The Mark teleport has a brief invisible travel window where big CC (like Paige ult) can still catch you — never TP into a 5-stack.
Don't reactivate Stalker's Mark onto a Base Guardian — a known bug drops you under the map.
Common questions

Is Drifter weapon or spirit?

Weapon, full stop — he's a Spreadshot assassin who lives in the close band. Spirit only shows up as utility or imbue (like Mercurial Magnum) and counter buys, never as a main damage path.

Is Drifter good for beginners?

No. He's complexity 3: a timing-and-positioning flanker who is dead weight if he gets caught grouped or whiffs target selection. Learn fundamentals on a more forgiving hero first.

How do I play Eternal Night well?

Use it as an opener, not an escape. Drop it on the enemy cluster to blind them and flag them isolated, then burst the highest-value target while Bloodscent and your isolation amp do extra damage. Wasting it to run away throws his teamfight identity.

Why am I losing on Drifter?

Almost always because you're diving grouped or full-HP enemies. He snowballs off picks on isolated and low targets — catch them alone, execute, and disengage before the rest of the team rotates.

Profilevs roster
Health 39 Mobility 51 Burst 99 Sustain 99 Range 7 Ammo 26
Health 755
Regen 3.5/s
Move speed 6.9 m/s
Stamina 3
Burst DPS 132.8
Sustained 90.8
Range 27 m
Ammo 12
Primary weapon
Crimson Grasp
Spreadshot
132.8
DPS
19.5×3
Bullet damage
2.3rps
Fire rate
12
Ammo
2.4s
Reload
90.8
Sustained DPS
14
Shots to down
8.17s
Time to kill
9
Weak-spot shots
702
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m22m27m177.8m
Melee 52Light 120Heavy
Matchups

An ancient vampire roaming across America, the nameless monstrosity known as The Drifter has been preying on the living for generations.

Unlike most vampires, Drifter doesn’t value finery or titles and has naked contempt for vampiric laws and tradition. This refusal to toe the line has made him a marked man all over the North American Baronies; but while Viscounts and Elders cry for his execution, Drifter continues to do what he pleases...

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history10
  • Rend T3 no longer increases scaling by 0.4
  • Rend T3 now also deals Heavy Melee Damage (0.55 scale)
  • Rend T3 now also increases melee scaling (1.2 to 1.6)
  • Bloodscent T3 increased from +10% Amplified Damage to +12%
  • Rend damage range reduced from 18m to 16m
  • Rend cooldown increased from 13s to 16s
  • Rend damage spirit scaling increased from 1.4 to 1.8
  • Rend "bonus" damage is now the melee range at close range (so you only do melee damage at close range and spirit is the default)
  • Rend T1 bonus damage increased from +32 to +40
01-30-2026 UpdateJan 30, 2026
  • Bloodscent Isolation Range reduced from 25m to 20m
  • Stalker's Mark T3 now also increases duration by 2s
  • Fixed Stalkers Mark not gaining charges from items after upgrading the T3
  • Eternal Night cooldown reduced from 130s to 120s
  • Bloodscent Isolation Range reduced from 20m to 10m
11-21-2025 UpdateNov 21, 2025
  • Rend cooldown reduced from 15s to 13s
  • Base regen increased from 2.5 to 3.5
10-24-2025 UpdateOct 24, 2025
  • * Drifter: Bloodscent isolated kill bonus reduced from 5% to 4%
  • * Drifter: Base bullet damage increased from 20.9 to 21.3
  • * Drifter: Bullet damage growth increased from 0.52 to 0.56
10-02-2025 UpdateOct 02, 2025
  • * Drifter: Stalker's Mark new sound added for teleport precast
  • * Drifter: Stalker's Mark replaced temp whizby sound with an updated version
  • * Drifter: Stalker's Mark ambush cast delay increased from 0.0s to 0.35s
09-04-2025 UpdateSep 04, 2025
  • Health gain per boon reduced from 41 to 39
  • Weapon falloff start distance reduced from 24m to 22m
  • Weapon damage gain per boon reduced from 0.55 to 0.52
  • Bloodscent T3 Bonus amp damage reduced from +11% to +10%
  • Rend now causes you to briefly float in the air during the cast time
Raw data & APIopen JSON from the client
drifterslug64heroIddriftercodeName3complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt