Siphon Bullets
Tier 4 · Vitality · Passive
Siphon Bullets is a tier 4 vitality item costing 6,400 souls. Games in which it was bought win 56.2% of the time across 708k matches.
Stat bonuses
The bonuses this item grants when bought.
| Stat | Bonus |
|---|---|
| Health Steal Pct Hero | 1.5 |
| Bullet Resist | 10 |
Item properties
From client version 6677.
| Stat | Value |
|---|---|
| Cast Range | 0m |
| Charges | 0 |
| Charge Delay | -1s |
| Weapon Damage | 15% |
| Bullet Resist | 10% |
| Channel Move Speed | -1m |
| Max HP Steal | 2.5% |
| Max Stacks | 9,999 |
| Particle Radius | 1m |
| Max Frequency | 1.2s |
| Stack Lost Per Death | 2 |
| Steal Duration | 17s |
| Steal Per Hit | 1 |
| Steal Per Kill | 1 |
Patch history
Every recorded change to Siphon Bullets, newest first.
| Patch | Stat | Before | After | Change |
|---|---|---|---|---|
| 2026-06-03 | Provided Property Type | MODIFIER_VALUE_BASEATTACK_DAMAGE_PERCENT | MODIFIER_VALUE_WEAPON_DAMAGE_INCREASE | changed |
| 2026-03-10 | Scale Function | — | — | changed |
| 2026-03-06 | Passive | Your bullets temporarily <span class="highlight">steal Max HP</span> from enemies. Enemies regain their stolen health when the debuff expires. Permanently steal 1 stacks of health if a siphoned target dies and lose 2 stacks if you die. | Your bullets temporarily <span class="highlight">steal Max HP</span> from enemies. Enemies regain their stolen health when the debuff expires. | changed |
| 2026-03-06 | Health Steal | — | — | changed |
| 2026-03-06 | Health Steal Pct Hero | — | — | changed |
| 2026-03-06 | Tooltip Sections | — | — | changed |
| 2026-03-06 | Upgrades | — | — | changed |
| 2026-02-13 | Shop Image Small | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/siphon_bullets_sm.png | — | changed |
| 2026-02-13 | Shop Image Small Webp | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/siphon_bullets_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 | Class Name | scale_function_single_stat | scale_function_tech_duration | changed |
| 2026-01-22 | Specific Stat Scale Type | ETechDuration | — | changed |
| 2026-01-22 | Subclass Name | DebuffDuration_scale_function | duration_scale_function | changed |
| 2026-01-22 | Upgrades | — | — | changed |
| 2025-12-16 | Proc Cooldown | 0.8 | 1.2 | changed |
| 2025-09-04 | Scale Function | — | — | changed |
| 2025-09-04 | Health Steal | 55 | 35 | changed |
| 2025-09-04 | Steal Duration | 20 | 17 | changed |
| 2025-08-18 | Postvalue Label | — | Cast Delay | changed |
| 2025-08-18 | Postvalue Label | — | Cast Range | changed |
| 2025-08-18 | Postvalue Label | — | Channel Duration | changed |
| 2025-08-18 | Postvalue Label | — | Charges | changed |
| 2025-08-18 | Postvalue Label | — | Cooldown | changed |
| 2025-08-18 | Postvalue Label | — | Charge Delay | changed |
| 2025-08-18 | Postvalue Label | — | Duration | changed |
| 2025-08-18 | Postvalue Label | — | Weapon Damage | changed |
| 2025-08-18 | Postvalue Label | — | Bullet Resist | changed |
| 2025-08-18 | Channel Move Speed | 50 | -1 | changed |
| 2025-08-18 | Postvalue Label | — | Max HP Steal Per Bullet | changed |
| 2025-08-18 | Postvalue Label | — | Max Stacks | changed |
| 2025-08-18 | Postvalue Label | — | Max Frequency | changed |
| 2025-08-18 | Postvalue Label | — | Steal Duration | 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.