Haze is a Deadlock hero whose role is to sneaks in and sprays bullets. Across 2,151,937 tracked matches, Haze has a 53.7% win rate, placing them in the A tier on the SoulLock.gg hero tier list. This Haze guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Weapon carry and flank pressure. Haze's weapon rewards staying on a target long enough for Fixation to matter. Smoke Bomb helps choose the approach, and Sleep Dagger buys a setup or escape window. A useful Haze plan can still contribute with normal shooting when Bullet Dance is unsafe; the whole build should not depend on enemies forgetting their interrupt or defense items.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Collect souls from cover and build Fixation during a firing window you can finish safely. Sleep Dagger can buy time to reposition or line up follow-up, but damage wakes the target shortly afterward. Avoid chasing a slept enemy past their wave just to use a melee. Smoke Bomb is useful for an informed rotation after clearing the lane, not for abandoning a wave whenever a distant target looks low.
Enter from an angle where the enemy must turn away from your team to deal with you. Use normal weapon pressure until you know what can interrupt Bullet Dance or prevent its weapon damage. A Sleep Dagger on a second threat can create a short setup window, but it is not a channel interrupt. Keep an exit route for the moment the enemy turns; invisibility is not a guarantee of safety near opponents.
Start with weapon speed and recovery, then support sustained firing with reload management and lifesteal. A grouped-enemy game can justify Ricochet, while a control-heavy game can require Unstoppable first. Neither expensive item removes the need to identify an enemy interrupt, and a full damage inventory is poor value if you die before landing enough shots.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Rapid Rounds | 800 | Supports building Fixation during normal shooting. Faster fire will also empty the magazine sooner, so preserve a safe reload position. |
| Opening | Restorative Shot | 800 | Adds recovery to lane weapon contact so you can keep farming after chip damage. Buy it for lane stability rather than expecting it to sustain an exposed all-in. |
| Core | Quicksilver Reload | 1,600 | Sleep Dagger is a practical imbue for an ability-linked reload when the item is charged. Match the cast to a useful firing sequence instead of wasting the setup just to refill. |
| Core | Bullet Lifesteal | 1,600 | Supports weapon-based recovery while you can stay on a target. It does not protect you from control that prevents shooting or from heavy healing reduction. |
| Situational | Ricochet | 6,400 | Lets ordinary bullets pressure nearby targets when the enemy groups. Delay this costly purchase when the immediate problem is surviving or maintaining a firing window. |
| Situational | Unstoppable | 6,400 | Buy against control that repeatedly cancels your contribution, and activate before stun or sleep. It does not remove weapon immunity, resistance or the need for a good entry. |
If enemies prepare specifically for Bullet Dance, take a short shooting angle and let the team force out their answers first. If a single diver keeps finding you, buy survival and keep Smoke Bomb available for a useful reposition. If everyone scatters when you arrive, pressure a reachable target or objective rather than chasing into unfamiliar ground while the team fights elsewhere.
References: Haze ability reference · Current game data · October 5 balance patch
When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.
| Stat | Value |
|---|---|
| Max Move Speed | 8.2 |
| Sprint Speed | 1.6 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 50 |
| Heavy Melee Damage | 116 |
| Max Health | 730 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 2 |
| Stamina Regen Per Second | 0.222222 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 1 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.62 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.43 |
| OOCHealth Regen | 0 |
The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent. It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement. As a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep.
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