What players buy
The items bought most in each of Valve’s four game stages
407 buys
94 buys
71 buys
44 buys
15 buysBy GamGem ResearchLast updated 22 Sept 2026
Melee · Universal
The items bought most in each of Valve’s four game stages
407 buys
94 buys
71 buys
44 buys
15 buysWhich ability to max first, and where each point goes — what most league players on Pangolier took at each level.
QPangolier dashes along the target line, then slashes and briefly slows all enemies in the drawn direction with several quick swipes.
Point Target · Physical damage
WPangolier jumps in the air and slams back to the ground in front of his current position damaging all enemies in a radius.
No Target · Instant Cast · Physical damage
EPangolier rolls the dice and lets fate decide the outcome for his enemies.
Passive
RPangolier curls into a debuff immune ball with 80% magic resistance and rolls out.
No Target · Physical damageMax Q first, then W, then E. 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 Pangolier performs against every opponent with 30 or more counted games




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



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

Damage that lands now rather than over a minute. Matched on “magical”.
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.

Pangolier dashes along the target line, then slashes and briefly slows all enemies in the drawn direction with several quick swipes. Lucky Shot has a chance to activate from this damage.

Pangolier jumps in the air and slams back to the ground in front of his current position damaging all enemies in a radius. Pangolier gains an all damage barrier for a short time if Shield Crash hits an enemy hero. Forward movement is maintained if Shield Crash is used while Rolling Thunder is active, and allows Rolling Thunder to clear walls or cliffs.

Pangolier rolls the dice and lets fate decide the outcome for his enemies. Grants a chance to drastically slow their attack speed and reduce armor on any damage dealt by Pangolier's attacks or abilities.

Pangolier curls into an immobile protective ball, gaining debuff immunity, 80% magic resistance, and allowing him to turn. Can be cast during Rolling Thunder to temporarily hit the brakes. Can cast Rolling Thunder and Shield Crash during Roll Up. If enemies attack Pangolier during this, he will roll away from the attacker, applying Rolling Thunder damage/stun if there are enemies in the way.

Pangolier curls into a debuff immune ball with 80% magic resistance and rolls out. When rolling, he moves at an increased speed and can move through trees, but has a decreased ability to turn. Striking enemies knocks them back, inflicting damage proportional to his attack damage and stunning them when they land. Colliding with walls or cliffs will cause a temporary pause while Pangolier reverses in direction. DISPEL TYPE: Basic Dispel

Random item and ability effects of enemies near Pangolier have a reduced chance to affect him.
Changes Shield Crash
Causes Shield Crash to cast a 2-attack Swashbuckle every 90 degrees around your hero that deals 75% damage.
Changes Roll Up
Pangolier curls into an immobile protective ball, gaining debuff immunity, 80% magic resistance, and allowing him to turn. Can be cast during Rolling Thunder to temporarily hit the brakes. Can cast Rolling Thunder and Shield Crash during Roll Up. If enemies attack Pangolier during this, he will roll away from the attacker, applying Rolling Thunder damage/stun if there are enemies in the way.
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.