Decay
Tier 3 · Spirit · Active
Decay is a tier 3 spirit item costing 3,200 souls. Inflict damage over time to a target, dealing damage based on their current health. Decay's damage is non-lethal and does not apply item procs. Games in which it was bought win 46.8% of the time across 262k matches.
Stat bonuses
The bonuses this item grants when bought.
| Stat | Bonus |
|---|---|
| Tech Power | 12 |
| Bonus Health | 90 |
| Heal Amp Receive Penalty Percent | -20 |
| Heal Amp Regen Penalty Percent | -20 |
| Dot Health Percent | 0.5 |
| Ability Cooldown | -10 |
Item properties
From client version 6677.
| Stat | Value |
|---|---|
| Cast Delay | 0.1s |
| Cast Range | 20mm |
| Charges | 0 |
| Cooldown | 30s |
| Charge Delay | -1s |
| Duration | 10s |
| Bonus Health | 65 |
| Channel Move Speed | -1m |
| Bleed Damage | 2.6%/sec |
| Healing Reduction | -50% |
| Healing Reduction | -50% |
| Spirit Power | 8 |
| Tick Rate | 1 |
Patch history
Every recorded change to Decay, newest first.
| Patch | Stat | Before | After | Change |
|---|---|---|---|---|
| 2026-07-28 | Scaling Stats | — | — | changed |
| 2026-05-22 | Ability Cooldown | 32 | 30 | -6.3% |
| 2026-04-10 | Stat Scale | 0.01 | 0 | -27.3% |
| 2026-03-06 | Heal Amp Receive Penalty Percent | -45 | -50 | changed |
| 2026-03-06 | Heal Amp Regen Penalty Percent | -45 | -50 | changed |
| 2026-02-13 | Shop Image Small | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/spirit/decay_sm.png | — | changed |
| 2026-02-13 | Shop Image Small Webp | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/spirit/decay_sm.webp | — | changed |
| 2026-01-22 | Disable Value | 0 | -1 | changed |
| 2026-01-22 | Class Name | scale_function_single_stat | scale_function_ability_charges | changed |
| 2026-01-22 | Specific Stat Scale Type | EMaxChargesIncrease | — | changed |
| 2026-01-22 | Disable Value | 0 | -2 | changed |
| 2026-01-22 | Class Name | scale_function_single_stat | scale_function_ability_recharge_time | changed |
| 2026-01-22 | Specific Stat Scale Type | ETechCooldownBetweenChargeUses | — | changed |
| 2026-01-22 | Subclass Name | AbilityCooldownBetweenCharge_scale_function | scale_function_ability_recharge_time | changed |
| 2026-01-22 | Ability Cooldown Between Charge | 0 | -1 | changed |
| 2026-01-22 | Postfix | m/s | m | changed |
| 2026-01-22 | Upgrades | — | — | changed |
| 2025-12-16 | Bonus Health | 90 | 65 | changed |
| 2025-11-21 | Heal Amp Regen Penalty Percent | -40 | -45 | changed |
| 2025-11-21 | Heal Amp Receive Penalty Percent | -40 | -45 | changed |
| 2025-09-04 | Stat Scale | 0 | 0.01 | +44.7% |
| 2025-09-04 | Ability Cooldown | 36 | 32 | -11.1% |
| 2025-08-18 | M Bullet Speed Curve | — | — | changed |
| 2025-08-18 | Postvalue Label | — | Weapon Damage | changed |
| 2025-08-18 | Postvalue Label | — | Spirit Power | changed |
| 2025-08-18 | Postvalue Label | — | Healing Reduction | changed |
| 2025-08-18 | Postvalue Label | — | Healing Reduction | changed |
| 2025-08-18 | Postvalue Label | — | Bleed Damage | changed |
| 2025-08-18 | Channel Move Speed | 50 | -1 | changed |
| 2025-08-18 | Postvalue Label | — | Duration | changed |
| 2025-08-18 | Postvalue Label | — | Charge Delay | changed |
| 2025-08-18 | Postvalue Label | — | Cooldown | changed |
| 2025-08-18 | Postvalue Label | — | Charges | changed |
| 2025-08-18 | Postvalue Label | — | Channel Duration | changed |
| 2025-08-18 | Postvalue Label | — | Cast Range | changed |
| 2025-08-18 | Postvalue Label | — | Cast Delay | changed |
| 2025-07-29 | Dot Health Percent | 2.4 | 2.6 | changed |
| 2025-07-04 | Specific Stat Scale Type | ETechCooldown | EItemCooldown | changed |
| 2025-07-04 | Postvalue Label | — | Bonus Health | changed |
| 2025-05-27 | Desc | Inflict <span class="highlight">damage over time</span> to a target, dealing damage based on their current health. | Inflict <span class="highlight">damage over time</span> to a target, dealing damage based on their current health.<br>Decay's damage is non-lethal and does not apply item procs. | changed |
Win rate is the share of matches won by players who bought this item. It is context, not causation: strong players buy strong items, and the item does not earn all of the credit.