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Conjure Missiles

Weapon ·Tier 4 · Passive
6400
What it does
Innate
Passive

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.

70%
Weapon Damage
10%
Fire Rate
1m
Move speed
-15%
Max Health Loss Percent
10
Weapon Power Per Kill
When to buy & tricks

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.

The kill stacks are the whole point — buy it while you're snowballing, not to climb back from behind. Wasted slot if you can't finish kills.
The max-health cut stacks with other glass-cannon items; don't pile too many health penalties or you get one-shot before the bonus matters.
Pair it with lifesteal like Lifestrike or Leech plus a survivability item so your smaller HP pool lives long enough to cash in.
The bonus clip per kill means longer sustained fights without reloading — great on high-DPS gun heroes that empty mags fast.

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.

Built by
Best with Wraith ~56.7%
build share · win rate when built
Performance
~55.3% Win rate
34.9% Build rate
-1.5 vs last patch
19' avg buy
Win rate by rank
Ini
See
Alc
Arc
Rit
Ete
Cost & valueper 1000 souls
Weapon Damage 70% 10.9/1k
Fire Rate 10% 1.6/1k
Move speed 1m 0.2/1k
Max Health Loss Percent -15% -2.3/1k
Weapon Power Per Kill 10 1.6/1k
Tier bonuses scale with souls spent in the tree →
Related mechanics

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)

labelkeyvalue
Weapon DamageBaseAttackDamagePercent70%
Fire RateBonusFireRate10%
Move speedBonusMoveSpeed1m
Bonus Clip Per KillBonusClipPerKill2
Max Clip BonusMaxClipBonus14
Max Health Loss PercentMaxHealthLossPercent-15%
Max stacksMaxStacks5
Weapon Power Per KillWeaponPowerPerKill10