Conjure Missiles
Each hero kill grants permanent Fire Rate (up to a max of 5 times). Death results in the loss of 1 stack.
Passive — works automatically once bought.
Conjure Missiles is a top-tier (6400) weapon item that hands gun carries a big jump in Weapon Damage in exchange for a chunk of your max health, then snowballs: every hero kill stacks more Weapon Power and clip size, with extra fire rate and a touch of move speed on top. It's a Glass Cannon-style closer — you slot it once you're already winning fights and want to run the lobby over, not when you're behind and getting blown up first.
When to buy
This is a late-game power spike for weapon carries who are already snowballing — the kill stacks only pay off if you can reliably get the kills, and the max-health cut only stays safe if you have sustain or survivability to back it up. Buy it after you've picked up lifesteal and at least some armor or escape, not as your first big item. Skip it when you're behind, when your hero gets focused and bursted first in fights, or on poke/spirit heroes who don't lean on their gun.
Conjure Missiles vs Glass Cannon
Both are kill-snowball weapon items that trade max health for a big base damage boost, so you usually pick one as your glass-cannon slot rather than stacking both health cuts. Glass Cannon piles permanent Fire Rate per kill; Conjure Missiles leans on Weapon Power plus a growing clip and a bit of move speed, which suits heroes that want raw bullet damage and longer mags over pure attack speed. If your hero already has plenty of fire rate, Conjure Missiles tends to convert more of its budget into damage you actually feel.
Is Conjure Missiles worth it?
On a fed gun carry, yes — it's one of the biggest Weapon Damage swings in the shop and it keeps growing as you rack up kills. But if you're behind, get focused first in fights, or can't reliably finish kills, the max-health cut turns it into a trap; spend those souls on sustain or survivability instead.
Conjure Missiles or Glass Cannon?
Both trade health for damage and snowball on hero kills, so run one as your main glass-cannon slot — doubling up just doubles the HP penalty. Take Glass Cannon if you want stacking Fire Rate, Conjure Missiles if you'd rather bank Weapon Power, clip size and a little move speed.
Best with Wraith
~56.7%
Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.
Raw dataproperties, shop fields & API
identity
- id
- upgrade_magic_missile
- slug
- conjure-missiles
- token
- upgrade_magic_missile
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 4
- cost
- 6400
- groupLabel
- —
- filters
- EShopFilterWeaponDamage, EShopFilterClipSize, EShopFilterFireRate
- componentIds
- —
- upgradeIds
- —
properties (8)
| label | key | value |
|---|---|---|
| Weapon Damage | BaseAttackDamagePercent | 70% |
| Fire Rate | BonusFireRate | 10% |
| Move speed | BonusMoveSpeed | 1m |
| Bonus Clip Per Kill | BonusClipPerKill | 2 |
| Max Clip Bonus | MaxClipBonus | 14 |
| Max Health Loss Percent | MaxHealthLossPercent | -15% |
| Max stacks | MaxStacks | 5 |
| Weapon Power Per Kill | WeaponPowerPerKill | 10 |