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Opening Rounds

Opening Rounds

Weapon ·Tier 2 · Passive
1600
What it does

Your attacks have additional Weapon Damage against enemies above 50% health.

Innate
Passive

Passive — works automatically once bought.

60%
Bullet Velocity
8%
Weapon Damage
4
Spirit Power
30%
Base Attack Damage Percent Bonus
When to buy & tricks

Opening Rounds bolts extra Weapon Damage onto every shot you land on enemies above half health, so your opening burst hits hardest. It's a cheap, popular laning buy for any hero that wins fights with bullets: brutal for poke and trades, but it goes quiet once a target drops below 50%.

When to buy

This is an early-game weapon item — most bullet-reliant heroes grab it in the laning phase or shortly after. The conditional damage only fires while the enemy is above half health, which is exactly the window you fight in during lane: you poke them off creeps, win trades, and force them to back. It builds from High-Velocity Rounds, so the bullet velocity also helps you actually land those shots at range. Skip it on heroes who do their damage with abilities rather than their gun.

How it works

The bonus is front-loaded by design: it's strongest on the first chunk of a target's HP and turns off below 50%, so it does nothing to help you finish kills. Lead with it — open the trade or the fight while they're full, then let your team or your closers do the rest. As enemies pick up health pools and lifesteal in the mid game, you'll often roll the damage forward into a stronger weapon item rather than keep it as your finishing tool.

Lead with your burst while the enemy is full — that's when the bonus is live.
Don't count on it to close out kills; it stops helping the moment they drop below half.
Best on sustained-fire and hitscan laners who win lane through bullets, not abilities.
The High-Velocity Rounds base means easier hits at range — use it to poke before they close.

Is Opening Rounds worth it?

For a gun-focused hero, yes — it's one of the cheapest ways to win lane and trades, which is why it's such a common early buy. It loses value as fights drag past the halfway mark, so treat it as a laning and opening-burst tool rather than a late-game carry item.

Does Opening Rounds help finish low enemies?

No. The extra damage only applies above 50% health, so the bonus is gone exactly when a target is low. Pair it with other weapon or spirit items if you need reliable kill secure.

Built by
Best with Drifter ~57.3%
build share · win rate when built
Performance
~51.5% Win rate
4.9% Build rate
+1.1 vs last patch
21' avg buy
Win rate by rank
Ini
See
Alc
Arc
Rit
Ete
Cost & valueper 1000 souls
Builds on High-Velocity Rounds 800 +800
Bullet Velocity 60% 37.5/1k
Weapon Damage 8% 5/1k
Spirit Power 4 2.5/1k
Base Attack Damage Percent Bonus 30% 18.8/1k
Tier bonuses scale with souls spent in the tree →
Upgrade path
Upgrades from
This item
Opening Rounds1600
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_pristine_emblem
slug
opening-rounds
token
upgrade_pristine_emblem
kind
upgrade
updatedAt
2026-06-06T16:23:38.392Z

shop

category
weapon
tier
2
cost
1600
groupLabel
Bullet Velocity
filters
EShopFilterMagicDamage, EShopFilterDurability
componentIds
upgrade_high_velocity_mag
upgradeIds

properties (5)

labelkeyvalue
Weapon DamageBaseAttackDamagePercent8%
Spirit PowerTechPower4
Base Attack Damage Percent BonusBaseAttackDamagePercentBonus30%
Bullet VelocityBonusBulletSpeedPercent60%
Enemy Life ThresholdEnemyLifeThreshold50

Upgrades

lvlAPupgrades
11Base Attack Damage Percent Bonus +25, Spirit Power +18, Bullet Velocity +45, Weapon Damage +15