Express Shot: Difference between revisions

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m top: Template Renaming, replaced: }}% → }} (6)
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| has_passive1 = true
| has_passive1 = true
| has_passive2 =  
| has_passive2 =  
| item_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusBulletSpeedPercent}}% [[Bullet Velocity]]
| item_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusBulletSpeedPercent}} [[Bullet Velocity]]
| item_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusFireRate}}% [[Fire Rate]]
| item_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusFireRate}} [[Fire Rate]]
| passive1_cooldown = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s
| passive1_cooldown = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s
| passive1_description = After not attacking for {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s, your next attack will '''fire twice''' in quick succession with '''increased damage''' and velocity. This attack consumes extra ammo.
| passive1_description = After not attacking for {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s, your next attack will '''fire twice''' in quick succession with '''increased damage''' and velocity. This attack consumes extra ammo.
| passive1_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercent}}% Weapon Damage (Conditional)
| passive1_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercent}} Weapon Damage (Conditional)
| passive1_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercentAltFire}}% Alt Fire Weapon Damage (Conditional)
| passive1_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercentAltFire}} Alt Fire Weapon Damage (Conditional)
| passive1_stat3 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBulletVelocity}}% Bullet Velocity
| passive1_stat3 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBulletVelocity}} Bullet Velocity
| passive1_stat4 = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcAmmoConsumed}}% Extra Ammo Consumed
| passive1_stat4 = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcAmmoConsumed}} Extra Ammo Consumed
| has_iscomponentof2 =  
| has_iscomponentof2 =  
| has_iscomponentof3 =  
| has_iscomponentof3 =  

Revision as of 16:27, 22 August 2025

Express Shot
Image for the Deadlock item Express Shot
Cost Souls3,200
Tier 3
+60% Bullet Velocity
+ Fire Rate
Passive 8s
After not attacking for 8s, your next attack will fire twice in quick succession with increased damage and velocity. This attack consumes extra ammo.
Upgrades From:
High-Velocity Rounds
Internal name: upgrade_express_shot
Sounds

Express Shot is a Tier 3 Weapon Item that provides increased Bullet Velocity and Fire Rate. Its passive effect causes your next attack after 3 seconds without attacking to fire twice in rapid succession, dealing bonus damage and using extra ammo.

It can be purchased from the Shop for Souls3,200.

Notable Interactions

Heroes with slow, heavy-hitting weapons can make good usage of Express Shot:

Update history

Main article: Update history

View the full update history: Express Shot/Update history

Update Changes

April 10, 2026

  • Secondary Fire Weapon Damage increased from 35% + 1%/boon to 40% + 1.3%/boon.

March 6, 2026

  • Ammo consumed changed from -30% to 2 Ammo

December 3, 2025

  • No longer has a no shooting for 3s requirement.
  • Now has a 8s cooldown.
  • Primary fire damage reduced from 170% to 125%.
  • Secondary fire damage reduced from 45% to 35%.
  • Ammo drain reduced from 40% to 30%.
Weapon
Vitality
Spirit