What players buy
The items bought most in each of Valve’s four game stages
127 buys
116 buys
61 buys
60 buys
43 buysBy GamGem ResearchLast updated 22 Sept 2026
Melee · Agility
The items bought most in each of Valve’s four game stages
127 buys
116 buys
61 buys
60 buys
43 buysWhich ability to max first, and where each point goes — what most league players on Kez took at each level.
QKez slashes forward in a 800 distance line with his Katana, attacking enemies in an area and applying a brief 100s impact slow.
No Target · Physical damage
WKez swings on a grappling hook towards the target unit or tree.
Unit Target
EKatana attacks and abilities apply a stacking damage over time to enemies that deals a percentage of the original attack's damage as additional damage over time.
Attack Modifier · Unit Target · Physical damage
RKez enters into an uncontrollable state for 1 second, becoming invulnerable for 0.2s and receiving a basic dispel.
No Target · AOE · Pure damageMax E first, then Q, then W. Most took R at 6 / 13.
| Ability | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | |||||||||||||
| W | W | W | W | |||||||||||||
| E | E | E | E | |||||||||||||
| R | R | |||||||||||||||
| TTalent | T | T |
How Kez performs against every opponent with 30 or more counted games




Something that holds them still, or closes the gap yourself. Matched on “slow”, “stun”, “hook”.


A way out, a way to shrug the debuff, or something to eat the burst. Matched on “dispel”, “invisib”.



Damage that lands now rather than over a minute. Matched on “pure”, “damage over time”, “critical”.

Burn it, drain it, or take the spell away entirely. Matched on “silence”.

Vision, or true sight against something invisible. Matched on “vision”.
One count per medal, not one rate split across them; a medal with no counted matches is left out.
Bands under 120 matches are absent rather than shown small.

Kez slashes forward in a 800 distance line with his Katana, attacking enemies in an area and applying a brief 100s impact slow. After a short delay, the area is attacked again. Heroes take bonus damage.

Kez swings on a grappling hook towards the target unit or tree. When the grappling hook collides with the target, that unit has slowed movement speed. Upon reaching the enemy target, Kez lands an attack on them.

Katana attacks and abilities apply a stacking damage over time to enemies that deals a percentage of the original attack's damage as additional damage over time. Kez may activate the ability to impale the target with his attack, preventing them from moving or turning. The target's Katana debuff bursts, causing some of the stacks to deal damage instantly.

Kez switches between his Kazurai Katana and Shodo Sai. He gains different attack capabilities and abilities based on the weapon equipped. The abilities level up together, and when an ability is used, the associated alternate weapon ability also goes on cooldown. Kez deals extra damage on the first Katana hit or ability after switching to Katana, and gains bonus speed after switching to Sai.

Kez enters into an uncontrollable state for 1 second, becoming invulnerable for 0.2s and receiving a basic dispel. If the cast completes successfully, Kez performs a series of deadly radial slashes around him that deal damage based on the max health of the target and heal Kez for a percentage of all damage dealt.

Kez gains the ability to rush towards enemy targets to deliver echoing secondary attacks. While in this state, Kez has phased collision and slow resistance.

Kez throws a Sai at the target unit, applying a fixed damage attack and silence.

Kez has a chance to critically strike the target when attacking with Sais. Kez may activate the ability to disarm himself, lock his facing, and parry attacks and attack effects from the targeted direction for 2 seconds. If an attack is parried from an enemy Hero in this way, that Hero is stunned for 0.4s and gains a Mark. When a Marked target is attacked by Kez, it will guarantee a critical strike and stun the target. The sub-ability may be used to cancel the blocking early.

Kez releases a wave of smoke that applies his Mark to nearby enemies, briefly reducing their vision. Kez receives a basic dispel and gains bonus movement speed and invisibility until he attacks or casts a spell.
Changes Switch Discipline
Casting a weapon ability that would set its alternate weapon ability on cooldown does not do so if it's the first one used within 3 seconds after casting Switch Discipline or if it was already on cooldown. Casting any weapon ability refreshes the cooldown of Switch Discipline.
Changes Shodo Sai
Parrying creates a stronger Mark that deals additional stun and critical damage.
Ability names, icons, behaviour, damage type and text, plus the Aghanim’s Scepter and Shard descriptions — as the game itself ships them. Nothing here was counted over matches.
The same hero at each of Valve’s eight medals, over 4,610,063 public matches. Each medal carries its own sample, because the eight buckets are nothing like the same size.
Win rate against each opponent and across five match-length bands. This channel reports far fewer games than the medal figures above: the median hero pairing is 51 matches and the largest on the whole roster is 707. Rows under 30 games are absent rather than shown small, and the ones that remain are ORDERED by a figure shrunk toward even by its own sample — the rate you see is the real one, the ranking is the careful one.
The five most common items in each of Valve’s four game stages, with each row’s own pick count.
Where skill points go, read off every player's own learning order in premium and professional league matches on patches 7.41 and 7.40. Each level shows the ability most players took there and the share that did — a column only a third agree on is printed as a third, not as the rule. Heroes under 30 counted games show no path.
Each situation is a phrase match against Valve’s own ability text, and every row shows the phrases that matched. No win rate is attached, because nobody counts one per situation.
Mechanics are the ones Valve publishes for patch 7.41f. GamGem is not affiliated with or endorsed by Valve Corporation.