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Long Range

Long Range

Weapon ·Tier 2 · Passive
1600
What it does

Deal additional Weapon Damage when beyond a minimum distance from your target.

Innate
Passive

Passive — works automatically once bought.

8%
Bonus Attack Range Percent
0.75m
Sprint speed
40
Long Range Bonus Weapon Power
15m
Long Range Bonus Weapon Power Min Range
When to buy & tricks

Long Range is a Tier 2 weapon item that pumps your gun damage as long as you're shooting from beyond a minimum distance — the exact mirror of Close Quarters. It's a core buy for snipers and backline gunners who win by keeping the gap open, and it does nothing the moment an enemy dives onto you. Picked up early it builds into Sharpshooter, so the slot keeps scaling.

When to buy

Buy it on heroes whose whole gameplan is fighting from range: Vindicta, Grey Talon, Mirage, Paradox, Seven. The bonus only switches on once you're past the minimum distance, so it rewards exactly the spacing those heroes already want to hold. At 1600 souls it's a clean weapon spike for a backline gun, and since it feeds into Sharpshooter the slot never goes dead. Skip it entirely on brawlers and dive heroes — Abrams, Lash, close-range Haze — because the second you're in someone's face the bonus turns off, and Close Quarters does the opposite job better.

Inverted Close Quarters: full value while you hold spacing, zero the moment someone dives you. The two never go in the same build.
Fight from your max effective range so the bonus stays live — back off too far for accuracy and you lose tempo, hug the target and you lose the damage.
Pairs with slows, mobility and anything that keeps the gap open — the longer you kite, the more of its uptime you actually use.
Don't sell it mid-game — it builds into Sharpshooter, so the early slot scales into a late-game power spike.

Is Long Range worth it?

On range-dependent gunners like Vindicta, Mirage, Paradox or Grey Talon, yes — it's a cheap weapon spike that matches the spacing they already hold, and it builds into Sharpshooter. On brawlers and dive heroes it's a dead slot; buy Close Quarters instead. It's a specialist pick, not a generically strong stat stick.

Long Range or Close Quarters?

They're mirror items: Long Range pays out when you fight far, Close Quarters when you fight up close. Pick the one that matches where your hero actually deals its damage, and never run both — at any given range one of them is doing nothing.

Built by
Best with Apollo ~56.9%
build share · win rate when built
Performance
~48.3% Win rate
32.5% Build rate
-2.5 vs last patch
23' avg buy
Win rate by rank
Ini
See
Alc
Arc
Rit
Ete
Cost & valueper 1000 souls
Sprint speed 0.75m 0.5/1k
Long Range Bonus Weapon Power 40 25/1k
Long Range Bonus Weapon Power Min Range 15m 9.4/1k
Tier bonuses scale with souls spent in the tree →
Upgrade path
This item
Long Range1600
Upgrades into
Related mechanics
Update history2
11-07-2024 UpdateNov 07, 2024
  • Range: Long range Weapon Damage reduced from 40% to 30%
10-24-2024 UpdateOct 24, 2024
  • Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't)

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_long_range
slug
long-range
token
upgrade_long_range
kind
upgrade
updatedAt
2026-06-06T16:23:38.392Z

shop

category
weapon
tier
2
cost
1600
groupLabel
Bullet Velocity
filters
EShopFilterWeaponDamage, EShopFilterClipSize
componentIds
upgradeIds
upgrade_sharpshooter

properties (4)

labelkeyvalue
Sprint speedBonusSprintSpeed0.75m
Bonus Attack Range PercentBonusAttackRangePercent8%
Long Range Bonus Weapon PowerLongRangeBonusWeaponPower40
Long Range Bonus Weapon Power Min RangeLongRangeBonusWeaponPowerMinRange15m

Upgrades

lvlAPupgrades
11Bonus Attack Range Percent +8, Long Range Bonus Weapon Power +30