Frenzy
While you are below 50% health, you gain stat bonuses for a duration and existing debuffs on you are reduced.
Passive — works automatically once bought.
Frenzy is a high-cost lategame weapon item that flips your low-HP moments into your strongest: once you drop under the health threshold it triggers a surge of fire rate, weapon damage and resist for a window, then goes on cooldown. It's built for dive and brawler gun heroes who already fight in the red — pair it with lifesteal so you can live in that danger zone instead of dying in it.
When to buy
Frenzy is an expensive lategame power spike, so slot it once you already have sustain — bullet or spirit lifesteal, a healing source — that lets you survive at low health instead of getting deleted the moment you dip. The bonus only matters if you can actually live below the threshold, so it's a finishing item, not an early gun upgrade. It shines on aggressive brawlers and dive heroes who naturally drop low in fights: Abrams, Lady Geist, Shiv, Yamato, Warden. Skip it on backline pokers and squishies who simply die when their bar gets low — the trigger never gets a chance to pay off.
How it works
The buff is conditional: it fires when you cross under the HP threshold, runs for a set window, then sits on cooldown — you don't get it for free the whole fight. That cooldown is why lifesteal is the natural partner. With enough bullet lifesteal you can hover around the threshold, ride the surge, heal back up, and re-trigger it on the next dip instead of getting one window and dying. The built-in resist also makes you tankier exactly when you're low, so part of the value is survivability, not just raw damage. Commit while the window is live, then disengage while it's down.
Is Frenzy worth it?
As a high-cost lategame weapon slot, yes for brawlers and lifesteal gun carries who routinely fight below half health — it turns your danger zone into your damage spike. If you're a backline hero who dies the instant you drop low, the trigger rarely fires in time; spend those souls elsewhere.
Does Frenzy buff me the whole fight?
No. The bonus only triggers when you fall under the HP threshold, lasts a window, then goes on cooldown. That's exactly why sustain matters — lifesteal lets you hover around the threshold and re-trigger the surge across a long fight instead of getting it once and dropping.
Best with Dynamo
~56%
- Triggered debuff resistance increased from 30% to 40%
- No longer grants +20% Spirit Resistance when below 50% Health
- No longer grants +15% Base Spirit Resistance
- No longer grants +0.75m Base Move Speed
- Base Fire Rate increased from 8% to 10%
- Base Spirit Resist increased from 10% to 15%
- Conditional Fire Rate reduced from 28% to 25%
- Move speed reduced from 1 to 0.75
- Active move speed reduced from 3 to 2.5
- Active Spirit Resistance reduced from 40% to 30%
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_fervor
- slug
- frenzy
- token
- upgrade_fervor
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 4
- cost
- 6400
- groupLabel
- Tanking Bullets
- filters
- EShopFilterWeaponDamage, EShopFilterFireRate, EShopFilterClipSize, EShopFilterMovement
- componentIds
- —
- upgradeIds
- —
properties (8)
| label | key | value |
|---|---|---|
| Cooldown | AbilityCooldown | 16s |
| Duration | AbilityDuration | 10s |
| Health | BonusHealth | 160 |
| Fire Rate | BonusFireRate | 15% |
| Fervor Fire Rate | FervorFireRate | 40% |
| Fervor Movespeed | FervorMovespeed | 4m |
| Fervor Status Resistance Percent | FervorStatusResistancePercent | 40% |
| Low Health Threshold | LowHealthThreshold | 50 |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Health +125, Fervor Fire Rate +20, Fervor Movespeed +3m, Fervor Status Resistance Percent +15 |