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Deadlock Haze Guide: Build, Abilities, Skill Order & Tips

A wiki-checked Haze guide for the City Never Sleeps patch: every ability and upgrade, the skill order, an early-to-late item build, laning, target selection and how to counter her. Numbers the source video got wrong are corrected in-line.

Intermediate 19 min read 14 viewsUpdated 8 days ago
Adapted from Haze Complete Guide – Abilities, Leveling & Best Items | Deadlock

🎯 The core idea

Haze is a gun assassin built around Bullet Dance. With the ultimate ready, you go hunting a lone, escape-less target; without it, you farm. Build fire rate first because Fixation stacks per bullet, add Slowing Hex so the target can't leave your cone, and buy Unstoppable or Indomitable so nobody can interrupt the dance. Choosing the right target matters more than any item.

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

How Haze plays in the current patch

This Haze guide follows a high-rank replay that VPESPORTS DEADLOCK broke down on 2026-09-03. We checked every number against deadlock.wiki as of 19 October 2026. Haze is a stealth assassin, and her gun, Censure & Penance, is two rapid-fire SMGs. The wiki lists 9.52 bullets per second, 25 rounds per magazine, about 50 DPS and damage falloff from 20 m to 46 m. Her base health is 730, which is low. She has no movement ability to escape.

The video sums up her current loop in one line: if your ultimate is up, go find a kill; if it isn't, farm. In practice you use Smoke Bomb to find a solo target, sleep it with the dagger, slow it with Slowing Hex, and then use Bullet Dance. She is a glass cannon. If you start a fight and the target has a teammate nearby, you usually die. Haze is easy to understand, but choosing targets and positioning well is hard, and that is where most games are won or lost.

setup The video was uploaded before the 16 September balance patch and the 29 September City Never Sleeps map rework. Its practice-range tooltips show even older values from before July. Wherever the numbers below differ from what the video shows, we say so.

Sleep Dagger: setup, interrupts and trades

Sleep Dagger is a thrown knife. On the current wiki it deals 65 damage (scaling ×2.2 with spirit), puts the target to sleep for 2.75 s and has a 30 s cooldown. Any damage wakes a sleeping target shortly afterwards (0.1 s wake-up delay), so the opening shot of your combo ends the sleep. That's fine, because the sleep only exists to buy you a free start. Throwing the dagger does not break Smoke Bomb invisibility, so you can open from stealth.

Sleep Dagger upgradeCurrent wiki valueWhat the video shows
T1 (1 point)-10% bullet resist for 6 s on wake-up-8% (pre-30 June value)
T2 (2 points)+1 s sleep and applies 15 Fixation stacks-17 s cooldown (moved to T3 on 28 July)
T3 (5 points)-17 s cooldown and -40% move and dash speed for 3 s on wake-up+1 s sleep and -50% slow

The video says the sleep lasts 3 seconds. The wiki has listed it at 2.75 s since the March update. The T3 slow was cut from -50% to -40% by the 16 September global slow reduction (all move slows were lowered by about 20%).

The video also says the dagger can stop some movement abilities in progress, such as Vindicta's flight or a charging Abrams. The wiki says plainly that Sleep Dagger does not interrupt channeled abilities. Don't rely on it to cancel an enemy ultimate. In lane, use it to start a trade. In fights, use it to set up a teammate or to give yourself time to get into position.

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Smoke Bomb: stealth for hunting, not for escaping

Smoke Bomb turns you invisible and gives you extra sprint speed. It has a 33 s cooldown and lasts about 8 s on the wiki's ability card. Shooting removes the invisibility. Using items does not, and neither does throwing the dagger (see above). There is a 1.5 s fade time after you cast it, during which you are still visible, and enemies within 18 m can see through it. The video uses the same 18 m figure.

Smoke Bomb upgradeCurrent wiki value
T1+7 m invisible sprint speed
T22 ability charges
T3Dispels non-ultimate debuffs and grants +50% bullet lifesteal for 5 s

The video gives the T3 lifesteal as 40%. The 30 June update raised it to 50%. Use Smoke Bomb mainly to scout: rotate unseen, find the hero who has drifted away from their team, and pick your angle. With T3 it also gets you out of a bad position, because it dispels slows and silences. Even so, Haze's biggest weakness is that she has no real escape, so don't expect Smoke Bomb to save you from a bad engage. free Cast it a beat early so the 1.5 s fade finishes before an enemy rounds the corner.

Fixation: why fire rate beats raw gun damage

Fixation is the core of Haze's gun build. Each bullet that hits a target adds one stack, and a headshot adds three (the 16 September patch raised this from two). Each stack adds +0.2 weapon damage against that target. The cap is 40 stacks, and the stacks last 6 s. Because damage grows with every bullet that lands, fire rate matters more for Haze than raw gun damage, which is the video's main item-building point.

Fixation upgradeCurrent wiki valueWhat the video shows
T1Every 20 stacks: 40 spirit damage and 12% slow for 2 s15% slow (before the 16 Sept slow cut)
T2+40 max stacks and +5 s durationsame
T3+0.11 damage per stack, scaling with weapon damage+0.1 spoken, +0.14 on an old tooltip

Two wiki notes the video leaves out. First, Fixation deals only 20% damage to objectives, so it doesn't speed up taking Guardians or Walkers. Second, the bonus weapon damage is reduced by falloff, but the T1 spirit burst is not. Plated Armor blocks the on-shot effect, and Dispel Magic removes your stacks. The T2 upgrade is the important laning one. It raises the stack duration to 11 s, so an enemy carrying 15 or more stacks has to back off for that long to clear them, and you get free time to push the wave.

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Bullet Dance: the ultimate your whole build serves

Bullet Dance is a 3.5 s channel. During it you fire automatically at enemies in a 16 m, 65° cone in front of you, with +25% fire rate, +7 bullet damage and 30% bullet evasion. Aiming doesn't matter, so the ultimate rewards being close to the target and facing it. While dancing you move slowly (4 m/s), but you can slide (including down stairs) and use active items. Disarm doesn't stop it.

Bullet Dance upgradeCurrent wiki valueWhat the video shows
T1+7 weapon damagesame
T2+10% fire rate and +3 m move speedsame
T3+40% evasion and -65 s cooldown-75 s cooldown

The base cooldown is 165 s. The 30 June global ultimate change raised it from 145 s and cut the T3 reduction from -75 s to -65 s, so a maxed Bullet Dance now comes back in about 100 s rather than 70. That is why the video's "farm while it's down" advice matters even more now. Any stun, sleep or silence ends the dance early, so the late build is about protecting the channel (see the item section).

Haze skill order and ability upgrades

Ability points cost 1, 2 and 5 for T1, T2 and T3. The video's Haze skill order:

  1. Unlock Fixation at level 1 and start building stacks right away in lane.
  2. Put the first point into Sleep Dagger T1 for the bullet-resist shred.
  3. Take Fixation T2 as early as you can. This is your laning power spike.
  4. Max Bullet Dance (T1 → T3) to get its cooldown down.
  5. Finish Fixation T3, which the video calls a significant damage boost.
  6. Put the rest into Sleep Dagger and Smoke Bomb.

skip If the lane is going badly and you can't land stacks anyway, the video says to skip Fixation T2 for now. Put your points into the ultimate and play the game around Bullet Dance instead.

On the current patch, Sleep Dagger T2 (+1 s sleep and an instant 15 Fixation stacks) is better than it was when this video's tooltips were captured. Picking it up before finishing Fixation T3 is a reasonable change if you like opening fights with the dagger. That is our suggestion based on the 28 July change, not the video's.

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Haze build by phase: items and costs

This is the item build the video's player uses, read from the on-screen build panel, with costs and stats from the wiki. Buy left to right within each phase.

PhaseItems (cost)Why
EarlyRapid Rounds (800), Extra Health (800), Swift Striker (1,600), Slowing Bullets (1,600), Active Reload (1,600)Fire rate stacks Fixation faster; the extra health keeps you alive in trades
Early to midSlowing Hex (1,600), Bullet Lifesteal (1,600), Fury Trance (3,200), Surge of Power (3,200)Hex sets up the ultimate; Fury Trance adds +32% fire rate for 6.5 s
MidBurst Fire (3,200), Fortitude (3,200), Bullet Resist Shredder (1,600), Superior Duration (3,200), Siphon Bullets (6,400)More fire rate, health, resist shred and longer abilities
Late (pick one or both)Unstoppable (6,400), Indomitable (6,400)Stop enemies from cancelling Bullet Dance
SituationalCursed Relic (6,400)Answer to Metal Skin; the video calls it "Curse"
Damage swapsCrippling Headshot, Ricochet, Capacitor, Lucky Shot (6,400 each)Late-game Haze items depending on the enemy team

The video recommends Rapid Rounds as the first item instead of Swift Striker. It says Extra Health takes you to roughly 1,100 HP in lane, which feels much safer. Superior Duration is the item it explains most: it extends Smoke Bomb, the sleep, how long Fixation stays on enemies, Bullet Dance, and items such as Slowing Hex, Fury Trance and Unstoppable. The video sees Fortitude and Fury Trance as competing for the same slot. Fortitude makes you safer, and since 16 September it regenerates 2.25% max health instead of 2%. Fury Trance gives more kill potential.

Haze laning: win the wave before the trade

The video's laning advice is about tempo. free In the first waves, clear minions rather than looking for trades. Many lane opponents push faster than Haze (the replay's Paradox clears two troopers with one grenade). If they win the push, they get to harass you first. Only start trading after you've pushed, and only when the enemy already has a meaningful number of Fixation stacks. A good trade is the dagger followed by a heavy melee and then shooting.

skip Don't keep trading when the numbers are against you. In the replay, a Haze dies early because the enemy Paradox bought Grit and the trade could not be won. The video says she simply lacked the damage and should have used the heavy melee and walked away. Experienced opponents know Haze lanes poorly and will push her hard, especially after a lane partner leaves for mid. Treat being alone in lane as a warning sign.

cheap Around the third minute, the video recommends breaking the crates and boxes near your lane for extra souls. After the City Never Sleeps rework, some of these breakables changed (see the next section).

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Mid-game farming and the City Never Sleeps map

grind Between ultimates, Haze farms. Clear safe waves, take jungle camps and break boxes. Farming gets your next fire-rate item sooner, and it keeps you out of fights where you have no kill threat. The video's player does exactly this whenever Bullet Dance is on cooldown. He also uses the time to finish Fixation T3.

The video was recorded before the 29 September 2026 City Never Sleeps update, so its map details are out of date. According to the wiki's patch notes:

  • Neutral camps were reworked and renamed Haunts, with many new types. Haunts give souls directly to everyone who damaged them, and their health grows 2.1% per minute.
  • Steam Vents were added near Secret Shops, Haunts and the Mid-Boss. Standing in one hides you from enemy heroes and gives a regeneration boost. You are revealed if you deal or take damage or an enemy enters the vent. For Haze this is a second hiding spot to wait in for a pick, or a place to recover while Smoke Bomb is on cooldown.
  • New breakables were added: Tough Crates (open them with a heavy melee) and Healing Snacks. Golden Statues became Buff Containers, which can now also give spirit resist, ability range, bullet resist and move speed.

The video's specific routes, stairs and fences come from the old map. The general pattern still applies: farm when your ultimate is down and hunt when it's up. For a Haze build on the City Never Sleeps map, no Haze ability changed in that update. The build changes since the video's upload come from the 16 September patch: the Slowing Hex cooldown went from 27 s to 29 s, and all slows were reduced by about 20%.

Picking targets: who Haze can and can't kill

The video's main teaching point is target selection, and it is also the most useful of these Haze tips. A good Haze target is alone, has no escape and has no defensive answer. The replay's favorite victim is a Shiv with no escape, no dispel and no Metal Skin, and a hero far behind in net worth (the video points to one at about 14,000) is always a valid target. In one case the player throws the dagger at Infernus and then backs off on purpose. Infernus had a dispel, so a Hex and Bullet Dance would have been wasted. The player waits until Wraith is nearby, then goes back in and gets the kill.

Bad targets for Haze:

  • Paradox, the video's clearest example. Her wall can split you off, and her swap pulls you out of position. The player dies attacking her after missing a fifth enemy nearby.
  • Anyone with an active dispel or Metal Skin ready.
  • Any target close to walls or allies who can trap you or push you back.

skip Don't follow a target into its own team just because Bullet Dance is ready. Several of the replay's best decisions are retreats: leaving an Urn fight with no ultimate, not chasing a swapped Paradox, and walking away from a kill when the damage isn't there. The video's win condition for Haze is a solo pick around minutes 25–30, then turning that numbers advantage into the Mid-Boss or the Urn.

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Teamfights with Fury Trance and Slowing Hex

In big fights, stay out of the first exchange. Wait at a flank, using the minimap to track where the dangerous enemies are, and come in once someone is isolated or busy. Your order: dagger, then Slowing Hex, which slows the target and silences movement abilities and items so they can't blink out of your cone, then Bullet Dance. Use Fury Trance after your abilities are already cast. It silences you while active (the frame above shows the "Silenced: Fury Trance" status) and disables stamina, so anything you haven't cast yet is unavailable for its 6.5 s.

The video's late-game fights show why the protection item matters. With Indomitable, the player runs into two enemies at the Mid-Boss knowing they can't cancel his ultimate. He holds them there long enough for his team. As soon as Bullet Dance ends, he looks for a way out instead of committing further.

Haze late game build: protecting the ultimate

The later fire-rate items are Burst Fire (3,200: +10% fire rate passively, plus a +32% fire rate burst for 4.5 s when your bullets hit a hero) and Surge of Power. Bullet Resist Shredder (1,600) lowers bullet resist by 10% for 8 s whenever you deal spirit damage. Sleep Dagger's hit and Fixation T1's burst both count, so it stacks with the dagger's own T1 shred. Siphon Bullets steals max HP over time, which helps you survive long fights. Ricochet spreads bullets, and their on-hit effects, to nearby enemies.

Unstoppable versus Indomitable is the main late-game choice:

UnstoppableIndomitable
TypeActive, 5.5 s, 60 s cooldownPassive, 55 s cooldown
Protects fromStun, silence, sleep, root, disarm while activeThe next stun, chain, immobilize, sleep or silence, cleansed automatically
BonusScales with Superior DurationBarrier and -20% cooldowns when it triggers

The video says more high-rank players are switching to Indomitable because you don't have to time it. Activating Unstoppable at the exact moment of something like a Paradox swap takes very fast reactions. The creator still prefers Unstoppable when he owns Superior Duration. Buy Cursed Relic when the enemy has Metal Skin. It removes non-ultimate buffs and silences the target, though your own damage is reduced while it lasts.

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Haze counters and how to play against her

If you're facing her, here is how to counter Haze. The video's advice is simple: when Haze attacks a teammate, switch all focus to her, because with base health of only 730 she dies quickly. Beyond that:

  • Dispel Magic (renamed from Debuff Remover) removes Fixation stacks, the T1 slow and the dagger's wake-up debuffs. Unstoppable makes you immune to the sleep.
  • Metal Skin makes you immune to bullets, which turns off Bullet Dance. That is why Haze players buy Cursed Relic.
  • Plated Armor blocks Fixation's on-shot effect.
  • Get out of the cone. Bullet Dance only reaches 16 m in a 65° arc, so dashing behind her or over a wall leaves her dancing at nothing.
  • Stand near teammates. Haze needs isolated targets, and grouping takes them away. Enemies within 18 m can see through her Smoke Bomb, so heroes with reveal or wide-area damage force her out early.

How this guide was fact-checked

The ability numbers, item costs and item stats come from deadlock.wiki: the Haze page and its update history, the item pages, the Updates list and the patch pages for 16 September and 29 September 2026. We checked them on 19 October 2026. The item build, skill order, laning habits and target-selection examples come from the video's replay and on-screen build panel. We attribute these to the video and haven't re-tested them in the current patch.

Corrections to the video:

  • Sleep duration is 2.75 s, not 3 s.
  • Sleep Dagger T1 shred is -10%, not -8%.
  • The dagger's T2 and T3 upgrades were reordered on 28 July. The T2 upgrade is now +1 s sleep and 15 Fixation stacks, and the T3 upgrade is now -17 s cooldown with a wake-up slow of -40%, not -50%.
  • Smoke Bomb T3 lifesteal is 50%, not 40%.
  • Fixation T1 slows 12%, not 15%. Its T3 adds +0.11 per stack, and headshots now give 3 stacks.
  • Bullet Dance's base cooldown is 165 s, and its T3 upgrade gives -65 s, not -75 s.
  • Slowing Hex's cooldown is now 29 s.
  • The wiki says Sleep Dagger does not interrupt channeled abilities. This contradicts the video's interrupt examples.
  • The wiki calls the "Curse" item Cursed Relic.

We dropped the video's claim that Superior Duration adds a fixed 7 seconds to Unstoppable, because we couldn't confirm it. The wiki has no Haze page about map routes after City Never Sleeps, so that section relies only on the official patch notes.

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What this guide doesn't answer

  • Where Haze ranks in the meta. Tier placement is covered by our Deadlock tier list, not this hero guide.
  • Exact routes on the new map. The video was recorded before the City Never Sleeps rework, so we didn't invent jungle paths for the new layout.
  • Matchups against the October heroes (Rat King, Baba, Solomon, Deadman Danny, Violet, Nurse Harrow). They're too new for reliable advice.
  • Corrupted items. They were added in City Never Sleeps, but the video's build doesn't use them.
  • Street Brawl. The wiki notes no Haze-specific changes in that mode, and this guide covers standard matches only.

Frequently asked

What is the best Haze build in Deadlock?

Build fire rate first, because Fixation adds damage per bullet that lands. A proven order is Rapid Rounds and Extra Health early, then Swift Striker, Slowing Bullets, Active Reload, Slowing Hex, Bullet Lifesteal into Fury Trance, and Surge of Power. Mid game adds Burst Fire, Fortitude, Bullet Resist Shredder, Superior Duration and Siphon Bullets. Late, buy Unstoppable or Indomitable so Bullet Dance can't be interrupted, and Cursed Relic against Metal Skin.

What is the Haze skill order in Deadlock?

Unlock Fixation at level 1, put the first point into Sleep Dagger T1, then take Fixation T2 as early as possible since it is the laning power spike (+40 max stacks and +5s duration). After that, max Bullet Dance to cut its cooldown, finish Fixation T3, and spend the rest on Sleep Dagger and Smoke Bomb. If your lane is losing, skip Fixation T2 for now and rush the ultimate instead.

How does Haze's Bullet Dance work?

Bullet Dance is a 3.5 second channel that auto-fires at enemies in a 16 m, 65 degree cone in front of Haze, with +25% fire rate, +7 bullet damage and 30% bullet evasion. Its base cooldown is 165 seconds and the T3 upgrade removes 65 seconds. You can slide and use active items while dancing, but stuns, sleeps and silences end it, which is why Haze buys Unstoppable or Indomitable.

How do you counter Haze in Deadlock?

Focus her the moment she attacks a teammate: she has only 730 base health and no escape ability. Dispel Magic removes Fixation stacks and dagger debuffs, Unstoppable makes you immune to the sleep, Metal Skin blocks Bullet Dance, and Plated Armor stops Fixation's on-shot effect. Dash out of her 16 m cone and stay grouped so she never finds an isolated target.

Did City Never Sleeps change Haze?

No Haze ability changed in the 29 September 2026 City Never Sleeps update, but the map was reworked, neutrals became Haunts, and Steam Vents were added that hide heroes and give regen. Her last balance changes came on 16 September: headshots now give 3 Fixation stacks and Fixation T3 scales better, while Slowing Hex's cooldown rose to 29s and all slows were cut by about 20%.

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