Glass Cannon
Each hero kill grants permanent Fire Rate (up to a max of 8 times). Death results in the loss of 1 stack.
Passive — works automatically once bought.
Glass Cannon dumps a massive Weapon Damage boost into your gun and adds Fire Rate that snowballs with every hero kill, with the catch that it shaves your max health and strips a stack each time you die. It's a late-game power spike for gun carries who are already ahead and want to take over the lobby — premium souls that turn a fed weapon hero into a problem the enemy has to answer right now.
When to buy
Glass Cannon is a finisher, not an early spike — buy it once you have the soul income and a gun build worth multiplying. It wants you already winning: the Fire Rate stacks come from kills, so a fed hero snowballs while a behind hero just gets squishier for nothing. It's the signature capstone on gun carries like Lady Geist, Vyper and Calico. Skip it when you're behind or running a spirit/utility build, and respect the max-health cut — back it with some survivability or lifesteal so the smaller HP pool doesn't get you bursted before you can shoot.
How it works
The base Weapon Damage and Fire Rate land the moment you buy it; the per-kill Fire Rate stacks are the reward for actually closing out fights. Each death peels a stack back off, so playing greedy after you've ramped walks your own damage backward. Because it cuts max health, treat it as the piece that makes you hit like a truck but die like glass — pair it with lifesteal, a barrier, or a reposition tool so you're not a free pick.
Is Glass Cannon worth it?
On a fed gun carry, yes — it's one of the strongest weapon items in the game, and the Weapon Damage plus snowballing Fire Rate can let you take over the lobby on the spot. The catch is the max-health cut and the death penalty: if you're behind or get caught easily, you're paying premium souls just to be squishier. Buy it when you're winning and want to finish.
Does dying remove all my Fire Rate?
No — you only lose one stack per death, not the whole bonus, and the base Weapon Damage and Fire Rate stay. But repeated deaths chip the snowball away and keep you off the max, so the item rewards staying alive once a fight is won.
Best with Silver
~56.8%
- Killing enemies has never looked better. Mina is a glass cannon that delivers quick bursts of Spirit damage at range with her passive, Love Bites. She can transform into bats and escape when things get a bit too messy. Each time you trigger Love Bites, your vampiric powers grow stronger for the rest of the match. This builds toward your ultimate, Nox Nostra, which unleashes a massive swarm of bats that hunt down and silence nearby enemies. - ‘Who got blood on my brand new shirt?’
- Fixed issue with hero stats tooltip. For example, Glass Cannon was showing -20 health instead of -20% health when hovering the stat tooltip.
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_glass_cannon
- slug
- glass-cannon
- token
- upgrade_glass_cannon
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 4
- cost
- 6400
- groupLabel
- Slowing Bullets
- filters
- EShopFilterWeaponDamage, EShopFilterClipSize, EShopFilterFireRate
- componentIds
- —
- upgradeIds
- —
properties (9)
| label | key | value |
|---|---|---|
| Slow | SlowPercent | 30% |
| Slow duration | SlowDuration | 3% |
| Weapon Damage | BaseAttackDamagePercent | 80% |
| Bonus Clip Per Kill | BonusClipPerKill | 2 |
| Build Up Duration | BuildUpDuration | 2s |
| Build Up Per Shot | BuildUpPerShot | 1.2 |
| Fire Rate Per Kill | FireRatePerKill | 7% |
| Max Health Loss Percent | MaxHealthLossPercent | -13% |
| Max stacks | MaxStacks | 8 |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Fire Rate Per Kill +8, Weapon Damage +60 |