Throw a dagger that damages and sleeps the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.
Live
When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.
Sleep Dagger
→
Smoke Bomb
→
Fixation
→
Bullet Dance
ult at lvl 6
Throw a dagger that damages and sleeps the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.
Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility, but using items does not. Close enemies can see through your invisibility.
Shooting a target increases your bullet damage on that target. Gain one stack per bullet hit, two if the hit is a headshot.
Enter a flurry, firing your weapon at nearby enemies with perfect accuracy and added Bullet Damage.
Haze is Deadlock's premier hyper-carry: a stealthy SMG assassin who farms safely, ramps Fixation on a target, and then erases clustered enemies with Bullet Dance. She's heavily weapon-scaling — her gun is the win condition, with spirit only sprinkled in for Smoke lifesteal and Sleep duration. The kit is simple enough that she's flagged new-player friendly, but carrying with her is all judgment: survive a rough lane, position before the ult, and never Dance into CC.
Laning is Haze's weakest phase, so farm — don't brawl. Last-hit and deny soul orbs, weave a jungle camp between waves, and farm under your Guardian against lane bullies. Sleep Dagger does NOT break your invisibility and no longer drops your zoom, so use it to body-block a deny, zone a chaser, or set up a poke rather than as a combat opener. Your goal is simply to reach mid game even or ahead in souls — don't contest fights you don't have to. First buys lean weapon: Monster Rounds for last-hit damage and camp sustain, High-Velocity Rounds so your SMG lands clean at lane range, and Restorative Shot (buffed this patch) to survive poke. Headshot Booster is great because every headshot feeds two Fixation stacks.
Once core items land, Haze spikes hard. Hunt isolated, low-HP targets: Smoke Bomb in (items are usable while invisible, so you can pre-buff), reposition behind them, Sleep Dagger, then open up with Fixation ramping per bullet. Swift Striker is the bread-and-butter pickup, with Bullet Lifesteal and Active Reload keeping you topped through long sprays. Run the Urn — you can carry it while smoked. Only commit to teamfights with stacks pre-built, allies nearby, or a clean exit lined up; you create one-sided fights, you don't trade in the frontline.
This is the hardest carry in the game. Pre-stack Fixation on a target, get your positioning, then Smoke behind a clustered enemy team and Bullet Dance the cone — ideally after sleeping their biggest threat. With Ricochet plus Glass Cannon a full-duration Dance can wipe a whole stack, the bounces re-applying your bullet procs across the group. Positioning BEFORE the ult is everything: respect heavy CC, pop Unstoppable first if they have lockdown, and never Dance into Paradox's Time Wall — it now stops your bullets cold.
Core pick: Smoke Bomb, reposition behind the target, Sleep Dagger, then Bullet Dance (or just gun) at point-blank as Fixation ramps. Pre-buff inside the Smoke — using items doesn't reveal you, so pop Unstoppable, Ethereal Shift, or Fury Trance while invisible and emerge with the buff already live. Front-load the ult by tagging a target for a few shots first: headshots give two Fixation stacks each, so a couple of headshots massively boost the channel. Sleeping targets wake the instant they're damaged, so sleep the SECOND threat to remove them while you focus-fire the first. And Ricochet + Bullet Dance through the most clustered heroes is a team wipe.
Haze feasts on big, immobile, clumped bodies that can't spread out of the cone or escape Fixation — Abrams, Bebop, turret-bound McGinnis, and channeling Seven all melt, as do squishies she can Smoke onto and delete. She struggles against burst that one-shots her 730 HP before she ramps (early Vindicta and Grey Talon poke, burst mages), against CC that interrupts the channel (Bebop hook, Dynamo black hole, Kelvin dome, anyone buying Knockdown or Cursed Relic), and specifically against Paradox, whose Time Wall eats Bullet Dance. Mobile heroes who break line of sight — Lash, Mo & Krill, Wraith — also reset your Fixation by leaving your sights.
All weapon and sustain to win last-hits and survive bullies. Monster Rounds and High-Velocity Rounds make your SMG hit hard and clean; Restorative Shot keeps you in lane; Headshot Booster rewards headshots that double-stack Fixation.
Your power spike. Swift Striker is the near-universal Haze item; Bullet Lifesteal and Active Reload keep you firing through Fixation ramps; Kinetic Dash fits the reposition-and-open style; Enduring Speed lets you actually escape after a pick.
Luxury carry items. Ricochet turns Bullet Dance into an AoE delete, Crippling Headshot shreds resists to amplify Fixation, Glass Cannon and Lucky Shot reward your absurd fire rate, and Fury Trance shines while channeling in a brawl.
Swap in by matchup. Unstoppable guarantees a clean Dance into lockdown, Ethereal Shift is your panic exit, Debuff Reducer counters sleep/silence/stun, Silencer locks down casters, and Spirit Armor saves your squishy body from burst mages.
Is Haze a weapon or spirit hero?
Weapon, clearly. Fixation and Bullet Dance both scale your gun, so build fire rate, bullet damage and lifesteal. Spirit items are only for Smoke lifesteal, Sleep duration, or the occasional Spiritual Overflow flex.
Is Haze good for beginners?
Yes to start — the kit is simple and she's flagged new-player friendly. But actually carrying with her is gated by judgment, not mechanics: surviving a rough lane, ult timing, and positioning are the hard parts.
How do I play Bullet Dance well?
Never on cooldown. Pre-stack Fixation, grab Unstoppable or good positioning, Smoke behind a clustered team, aim the cone through the most heroes, and ideally sleep their biggest threat first. Don't ult into Paradox's Time Wall.
Why does Haze feel useless early?
Laning is her worst phase. Play passive versus bullies, farm safely under tower, and reach Swift Striker plus lifesteal — she spikes hard the moment her mid-game items come online.
The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent. It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement.
As a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep.
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.