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Inhibitor

Tier 4 · Vitality · Passive

Inhibitor is a tier 4 vitality item costing 6,400 souls. Your bullets build up to reduce the target's outgoing damage and apply healing reduction. Games in which it was bought win 55.1% of the time across 693k matches.

Stat bonuses

The bonuses this item grants when bought.

StatBonus
Outgoing Damage Penalty Percent-20
Heal Amp Receive Penalty Percent-20
Heal Amp Regen Penalty Percent-20
Bonus Health125
Base Attack Damage Percent20

Item properties

From client version 6712.

StatValue
Cast Range0m
Charges0
Charge Delay-1s
Weapon Damage10%
Bonus Health150
Buildup Decay Time5s
Buildup Per Shot0.77%
Channel Move Speed-1m
Debuff Duration5s
Incoming Healing-40%
Incoming Healing-40%
Damage Penalty-30%

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

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

Base Attack Damage Percent

Inhibitor Base Attack Damage Percent across 4 patchesbefore 2026-01-30: 152026-01-30: 222026-03-06: 252026-04-30: 101510

Ability Cooldown Between Charge

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

Patch history

Every recorded change to Inhibitor, newest first.

PatchStatChange
2026-09-29Weapon Infochanged
2026-09-29Tooltip Sectionschanged
2026-09-29Postvalue LabelHealing ReductionIncoming Healingchanged
2026-09-29LabelHealing ReductionIncoming Healingchanged
2026-09-29Postvalue LabelHealing ReductionIncoming Healingchanged
2026-09-29LabelHealing ReductionIncoming Healingchanged
2026-06-03Provided Property TypeMODIFIER_VALUE_BASEATTACK_DAMAGE_PERCENTMODIFIER_VALUE_WEAPON_DAMAGE_INCREASEchanged
2026-06-03Provided Property TypeMODIFIER_VALUE_DAMAGE_PERCENTMODIFIER_VALUE_ALL_DAMAGE_MULTIPLIERchanged
2026-04-30Base Attack Damage Percent2510changed
2026-03-06Base Attack Damage Percent2225changed
2026-03-06Outgoing Damage Penalty Percent-35-30changed
2026-02-13Shop Image Smallhttps://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/inhibitor_sm.png—changed
2026-02-13Shop Image Small Webphttps://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/inhibitor_sm.webp—changed
2026-01-30Base Attack Damage Percent1522changed
2026-01-30Bonus Health125150changed
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
2026-01-22Postfixm/smchanged
2026-01-22Class Namescale_function_single_statscale_function_tech_durationchanged
2026-01-22Specific Stat Scale TypeETechDuration—changed
2026-01-22Subclass NameDebuffDuration_scale_functionduration_scale_functionchanged
2026-01-22Upgradeschanged
2025-11-21Heal Amp Receive Penalty Percent-35-40changed
2025-11-21Heal Amp Regen Penalty Percent-35-40changed
2025-10-02Build Up Per Shot0.920.77changed
2025-09-04Debuff Duration45changed
2025-09-04Heal Amp Receive Penalty Percent-30-35changed
2025-09-04Heal Amp Regen Penalty Percent-30-35changed
2025-08-18DescYour bullets buildup to reduce the target's <span class="highlight">outgoing damage</span> and apply <span class="highlight">healing reduction</span>.Your bullets build up to reduce the target's <span class="highlight">outgoing damage</span> and apply <span class="highlight">healing reduction</span>.changed
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

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.