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Glass Cannon

Tier 4 · Weapon · Passive

Glass Cannon is a tier 4 weapon item costing 6,400 souls. Each hero kill grants permanent Fire Rate (up to a max of 8 times). Death results in the loss of 1 stack. Games in which it was bought win 56.3% of the time across 469k matches.

Stat bonuses

The bonuses this item grants when bought.

StatBonus
Fire Rate Per Kill8
Base Attack Damage Percent60

Item properties

From client version 6712.

StatValue
Cast Range0m
Charges0
Charge Delay-1s
Weapon Damage80%
Bonus Ammo Per Kill2
Buildup Decay Time2s
Buildup Per Shot1.2%
Channel Move Speed-1m
Fire Rate per Kill7%
Max Health-13%
Max Stacks8
Slow Duration3s
Bullet Slow Proc30%

What Valve has been arguing with

The stats that have moved most across patches. Nobody else publishes these — they need per-patch history to draw.

Disable Value

Glass Cannon Disable Value across 2 patchesbefore 2026-01-22: 02026-01-22: -20-2

Channel Move Speed

Glass Cannon Channel Move Speed across 2 patchesbefore 2025-08-18: 502025-08-18: -150-1

Ability Cooldown Between Charge

Glass Cannon Ability Cooldown Between Charge across 2 patchesbefore 2026-01-22: 02026-01-22: -10-1

Patch history

Every recorded change to Glass Cannon, newest first.

PatchStatChange
2026-09-29Weapon Infochanged
2026-06-03Provided Property TypeMODIFIER_VALUE_BASEATTACK_DAMAGE_PERCENTMODIFIER_VALUE_WEAPON_DAMAGE_INCREASEchanged
2026-05-22Max Health Loss Percent-15-13changed
2026-02-13Shop Image Smallhttps://assets-bucket.deadlock-api.com/assets-api-res/images/items/weapon/glass_cannon_sm.png—changed
2026-02-13Shop Image Small Webphttps://assets-bucket.deadlock-api.com/assets-api-res/images/items/weapon/glass_cannon_sm.webp—changed
2026-01-30Fire Rate Per Kill87changed
2026-01-30Max Health Loss Percent-13-15changed
2026-01-22Disable Value0-1changed
2026-01-22Class Namescale_function_single_statscale_function_ability_chargeschanged
2026-01-22Specific Stat Scale TypeEMaxChargesIncrease—changed
2026-01-22Disable Value0-2changed
2026-01-22Class Namescale_function_single_statscale_function_ability_recharge_timechanged
2026-01-22Specific Stat Scale TypeETechCooldownBetweenChargeUses—changed
2026-01-22Subclass NameAbilityCooldownBetweenCharge_scale_functionscale_function_ability_recharge_timechanged
2026-01-22Ability Cooldown Between Charge0-1changed
2026-01-22Postfix m/s mchanged
2026-01-22Postfixm/smchanged
2026-01-22Class Namescale_function_single_statscale_function_tech_durationchanged
2026-01-22Specific Stat Scale TypeETechDuration—changed
2026-01-22Subclass NameSlowDuration_scale_functionduration_scale_functionchanged
2026-01-22Upgradeschanged
2025-11-21Max Health Loss Percent-10-13changed
2025-08-18Postvalue Label—Cast Delaychanged
2025-08-18Postvalue Label—Cast Rangechanged
2025-08-18Postvalue Label—Channel Durationchanged
2025-08-18Postvalue Label—Chargeschanged
2025-08-18Postvalue Label—Cooldownchanged
2025-08-18Postvalue Label—Charge Delaychanged
2025-08-18Postvalue Label—Durationchanged
2025-08-18Postvalue Label—Weapon Damagechanged
2025-08-18Postvalue Label—Bonus Ammo Per Killchanged
2025-08-18Postvalue Label—Fire Ratechanged
2025-08-18Postvalue Label—Move Speedchanged
2025-08-18Postvalue Label—Buildup Decay Timechanged
2025-08-18Postvalue Label—Buildup Per Shotchanged
2025-08-18Channel Move Speed50-1changed
2025-08-18Postvalue Label—Fire Rate per Killchanged
2025-08-18Postvalue Label—Max Healthchanged
2025-08-18Postvalue Label—Max Stackschanged
2025-08-18LabelDebuff DurationSlow Durationchanged

Win rate is the share of matches won by players who bought this item. It is context, not causation: strong players buy strong items, and the item does not earn all of the credit.