
Indomitable Deadlock Guide: Stats, Cleanse, Counters & Builds
Current Indomitable stats, trigger rules, Reactive Barrier comparison, build decisions, counterplay, and patch history.
Indomitable buys one automatic action window. Make sure that window is the fight you actually need.
Updated July 21, 2026: Indomitable is a Tier 4 Vitality item that costs 6,400 Souls and upgrades Reactive Barrier. Its passive automatically cleanses the next Stun, Chain, Immobilize, Sleep, or Silence applied to you. When it triggers, the current item data grants a 325 barrier and reduces all ability cooldowns by 20%. The passive has a 55-second cooldown.
That makes Indomitable a late-game answer to specific player control, not a universal defense against every debuff or every source of damage. You buy it when one listed disable is stopping your hero from acting and when an automatic response is worth more than another damage item. For the broader shop system, start with the Deadlock items guide.
Indomitable Deadlock Stats At A Glance
| Field | Current value | Why it matters |
|---|---|---|
| Category and tier | Vitality, Tier 4 | It occupies a Vitality or flex slot and carries a late-game price. |
| Total cost | 6,400 Souls | The Reactive Barrier component contributes 1,600 Souls toward the upgrade. |
| Passive cooldown | 55 seconds | Once triggered, it cannot answer another listed disable until the passive returns. |
| Barrier | 325 | The barrier arrives when the automatic cleanse triggers. |
| Resists | 10% Bullet Resist and 10% Spirit Resist | Both defenses remain useful even while the passive is unavailable. |
| Regeneration | +2 Out of Combat Regen | Helps reset between engagements, but does not rescue an active fight. |
| Item type | Passive | There is no button to hold or press at a chosen moment. |
What Indomitable Cleanses
The current tooltip names five control types. The precise list matters because “cleanse” is easy to overread as “remove everything.” Indomitable is built to catch the next qualifying player effect automatically.
| Effect | Automatically cleansed? | Practical read |
|---|---|---|
| Stun | Yes | The next effect categorized as a Stun can trigger the passive. |
| Chain | Yes | A qualifying Chain effect is explicitly included. |
| Immobilize | Yes | The item can remove the next qualifying movement lock. |
| Sleep | Yes | A qualifying Sleep can be removed before it becomes a long setup. |
| Silence | Yes | The next qualifying Silence can trigger it, even if that was not the enemy’s main control tool. |
| Slow, disarm, damage over time, or raw damage | Not listed | Do not assume the passive answers an effect absent from the tooltip. |
| Curse | Not listed by name | Do not buy Indomitable on the unsupported assumption that every Curse interaction is covered. |
How The Automatic Cleanse Works
- An enemy player applies the next qualifying Stun, Chain, Immobilize, Sleep, or Silence.
- Indomitable automatically cleanses that effect; you do not press an active-item key.
- You gain the listed barrier and all ability cooldowns are reduced by 20%.
- The passive enters its 55-second cooldown.
- The item’s resistances and out-of-combat regeneration remain, but the automatic cleanse is unavailable until the cooldown ends.
Automatic timing is both the advantage and the limitation. The item can save you before a human reaction would be possible, but it can also be consumed by a lower-value Silence or Stun before the enemy uses the control sequence you actually feared. Positioning and threat tracking still matter.
Indomitable Versus Reactive Barrier
| Question | Reactive Barrier | Indomitable |
|---|---|---|
| Tier and cost | Tier 2, 1,600 Souls | Tier 4, 6,400 Souls total |
| Upgrade relationship | Component | Upgrades Reactive Barrier |
| Automatic cleanse | No listed cleanse | Removes the next listed control effect |
| Barrier response | Reactive protection after qualifying control | 325 barrier when its cleanse triggers |
| Cooldown conversion | No listed 20% ability-cooldown reduction | Reduces all ability cooldowns by 20% on trigger |
| Best stage | Affordable early or midgame control protection | Late-game answer when the cleanse itself changes a fight |
The upgrade is not simply “more barrier.” Its defining value is changing a qualifying disable from a full interruption into a brief trigger that also creates protection and a cooldown swing. If that interaction does not matter in the current match, keeping the component or spending the remaining Souls elsewhere can be stronger.
When To Buy Indomitable
| Match state | Buy signal | Reason to wait or skip |
|---|---|---|
| Initiator repeatedly stopped on entry | One listed disable consistently breaks the engage before your kit starts | You are dying to damage or bad angles before control matters |
| Channel or combo hero interrupted | A Silence, Stun, Sleep, Chain, or Immobilize reliably removes your key window | The interrupt is not one of the tooltip’s listed categories |
| Late-game carry focused by control | You already have damage and need one automatic action window | You still lack core damage, range, or basic resistance |
| Enemy has several small disables | The first trigger still creates enough barrier and cooldown value to win the exchange | A low-value effect can bait the 55-second passive before the real threat |
| Reactive Barrier already fits | The component has been useful and the full cleanse solves the next problem | The component is enough and 4,800 more Souls would delay a stronger spike |
Indomitable fits heroes whose first successful ability cycle changes the fight: divers, initiators, close-range carries, or casters who cannot contribute while silenced or pinned. It is less persuasive for a hero playing safely outside the enemy’s control range or a match where sustained damage, healing reduction, or mobility is the real problem.
How To Build Around Indomitable
Start with Reactive Barrier only when its early protection already fits the lane or enemy composition. Build the hero’s actual engine before reserving 6,400 Souls for a late counter. Then ask three questions: which exact effect will trigger Indomitable, which enemy can spend a smaller disable to bait it, and what ability sequence becomes available after the 20% cooldown reduction?
The cooldown reduction is immediate value only when important abilities have already been used. If the item triggers before you cast anything, the barrier and cleanse still matter, but the cooldown conversion may do little. A good build therefore treats Indomitable as permission to take or survive a particular action window, not as a generic stat bundle.
Compare that with a proactive snowball purchase such as Trophy Collector. Trophy Collector asks you to earn repeated participation value early; Indomitable spends late-game Souls to protect one decisive window. They solve nearly opposite match states.
Playing Against Indomitable
| Counterplay | Why it works |
|---|---|
| Check whether the passive is ready | A 55-second cooldown creates a real second-engage window after it triggers. |
| Lead with lower-value qualifying control | A smaller Silence or Stun can consume the automatic response before the main setup. |
| Use unlisted pressure | Raw damage, spacing, and effects outside the tooltip do not become covered merely because the item says cleanse. |
| Disengage from the trigger window | The owner gains a barrier and shorter ability cooldowns, so blindly continuing can reward the purchase. |
Indomitable Patch History
| Date | Official change | Current implication |
|---|---|---|
| April 30, 2026 | Valve introduced the Tier 4 Vitality item as a Reactive Barrier upgrade with the automatic cleanse, barrier, 20% ability-cooldown reduction, and 55-second cooldown. | This established the item’s anti-control identity. |
| May 22, 2026 | Valve increased its barrier scaling, added +2 Out of Combat Regen, and raised both Bullet and Spirit Resist from 8% to 10%. | The current asset fields include the stronger resists and regeneration. |
| July 21, 2026 check | The current parsed item asset lists 6,400 cost, 325 barrier, and the same five trigger categories. | Use the live shop after any later patch because Deadlock remains in development. |
Indomitable Deadlock FAQ
How much does Indomitable cost?
Indomitable costs 6,400 Souls total. It upgrades Reactive Barrier, a 1,600-Soul Tier 2 Vitality item, so owning the component contributes toward the final purchase.
Is Indomitable an active item?
No. Its cleanse is passive and automatic. That removes reaction-time pressure, but it also means you cannot save the effect manually for a preferred disable.
What effects trigger Indomitable?
The current tooltip names Stun, Chain, Immobilize, Sleep, and Silence. It does not list every debuff, slow, disarm, damage-over-time effect, or Curse by name.
Does Indomitable reduce cooldowns by 20 seconds?
The current tooltip says all ability cooldowns are reduced by 20% when the cleanse triggers. Use that tooltip wording; a separate parsed property label is formatted inconsistently.
Why is Indomitable missing from my shop?
First verify the current client and mode. If you use mods, an official-forum troubleshooting thread reports that outdated item or ability files can hide newly added content. That is community troubleshooting evidence, not a Valve guarantee: update or remove the conflicting mod and verify game files before assuming the live item was removed. Our Deadlock mods guide covers a clean recovery path.
Is Indomitable always better than Reactive Barrier?
No. Reactive Barrier reaches the build much earlier. Upgrade when the automatic cleanse and cooldown conversion are worth the additional Souls and slot commitment, not simply because the higher tier exists.
Sources And Methodology
Current cost, tier, category, component, trigger list, cooldown, duration field, barrier, resistance, and regeneration values were checked on July 21, 2026 through the independent Deadlock API item asset response, which parses current game data. Deadlock API is not affiliated with Valve.
The item’s introduction comes from Valve’s April 30, 2026 gameplay update. The resistance, regeneration, and barrier-scaling changes come from Valve’s May 22, 2026 update. Strategy sections are analysis derived from those mechanics, not Valve recommendations.
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