
Trophy Collector Deadlock Guide: Stacks, Souls & Strategy
Current Trophy Collector values, stack math, passive Soul tables, purchase timing, tradeoffs, and a practical game plan.
Trophy Collector pays for participation over time, not for admiring the maximum stack row.
Updated July 21, 2026: Trophy Collector is a Tier 2 Vitality item that costs 1,600 Souls and upgrades Sprint Boots. Every hero kill or assist grants a permanent stack, up to 16 stacks. Each stack currently adds 0.15 meters per second of Sprint Speed, 0.75% Ability Range, and 18 Souls per minute. The stacks persist through death.
Trophy Collector is a participation snowball item. Its ceiling is attractive, but the purchase asks you to earn kills or assists early enough for the passive income and movement to compound. It also carries -15% Weapon Damage against NPCs, so the item deliberately trades some weapon-based farming and objective pressure for hero-fight growth. See the Deadlock items guide for category, tier, and upgrade basics.
Trophy Collector Deadlock Stats At A Glance
| Field | Current value | Practical meaning |
|---|---|---|
| Category and tier | Vitality, Tier 2 | It is an early-to-midgame investment rather than a final luxury purchase. |
| Total cost | 1,600 Souls | Sprint Boots contributes 800 Souls toward the upgrade. |
| Base movement | +2.0 m/s Sprint Speed | The item provides movement before the first stack. |
| Regeneration | +2 Out of Combat Regen | Supports resets between rotations and fights. |
| Maximum stacks | 16 | Further kills or assists do not increase the listed stack bonuses. |
| Persistence | Stacks persist through death | Dying costs tempo and map control, but does not erase accumulated stacks. |
| Tradeoff | -15% Weapon Damage vs NPCs | Weapon-based Trooper, neutral, and objective damage is reduced. |
What Each Trophy Collector Stack Gives
| Stacks | Stack Sprint Speed | Ability Range | Passive Souls per minute |
|---|---|---|---|
| 1 | +0.15 m/s | +0.75% | +18 |
| 4 | +0.60 m/s | +3% | +72 |
| 8 | +1.20 m/s | +6% | +144 |
| 12 | +1.80 m/s | +9% | +216 |
| 16 | +2.40 m/s | +12% | +288 |
The current fields imply a fully stacked total of +4.4 m/s Sprint Speed when the item’s base +2.0 m/s and its +2.4 m/s stack bonus are added. Treat that as a current-data calculation, not a promise that every movement modifier combines without caps or mode-specific rules.
How Trophy Collector Stacks Work
- Buy Sprint Boots, then complete Trophy Collector for 1,600 total Souls.
- Score a kill or assist on an enemy hero to gain one stack.
- Keep the stack through death; the current tooltip explicitly says the effect persists.
- Repeat until the item reaches its listed maximum of 16 stacks.
- Use the added movement and range to reach more fights, but account for the NPC weapon-damage penalty when planning farm.
The trigger rewards participation rather than only final blows, so supports and setup heroes are not excluded. The real requirement is reliable presence. A player who buys the item and then spends ten minutes isolated from every fight is paying for a stack engine without supplying fuel.
How Many Souls Do The Stacks Generate?
The passive-income formula is straightforward: stacks x 18 Souls x minutes held. The table below assumes the listed stack count remains active for the entire period. Real matches ramp gradually, so a player who reaches eight stacks after several minutes earns less than an eight-stack full-period example.
| Stacks held | 1 minute | 5 minutes | 10 minutes |
|---|---|---|---|
| 1 | 18 Souls | 90 Souls | 180 Souls |
| 4 | 72 Souls | 360 Souls | 720 Souls |
| 8 | 144 Souls | 720 Souls | 1,440 Souls |
| 12 | 216 Souls | 1,080 Souls | 2,160 Souls |
| 16 | 288 Souls | 1,440 Souls | 2,880 Souls |
That income is meaningful when stacks arrive early and remain active for a long runway. It is much less impressive when the item is completed late or a losing team cannot safely participate. Do not look only at the maximum and assume the item instantly pays for itself.
When To Buy Trophy Collector
| Match plan | Buy signal | Skip signal |
|---|---|---|
| Early rotations and grouped skirmishes | Your hero can reach repeated kills or assists without abandoning core farm | Your lane and nearby fights are already collapsing |
| Support or setup play | You reliably earn assists and value extra range for saves, control, or initiation | Your kit rarely reaches the fights where eliminations happen |
| Mobile ganker | Base sprint helps create the next participation, which creates another stack | You need immediate damage or survival before mobility becomes useful |
| Weapon farmer or objective hitter | The teamfight payoff outweighs the NPC weapon-damage penalty | Your main job is rapidly clearing Troopers, neutrals, or structures with weapon damage |
| Late purchase | A dense sequence of fights is imminent and assists are highly likely | Too little match time remains for stack income to compound |
The cleanest buyer is a hero who already wants Sprint Boots, can join fights early, and benefits from Ability Range across several parts of the kit. The item is not limited to one formal role. What matters is whether the same movement that earns stacks also improves the hero’s actual job.
The NPC Damage Penalty
The -15% Weapon Damage versus NPCs is not decorative fine print. Troopers and neutral units drive personal economy, and objectives can punish a team that gives up too much clearing speed. Ability-heavy heroes may feel the cost less than weapon-focused farmers, but every buyer should notice whether the penalty changes the time needed to clear a wave or camp.
| Target or task | What the penalty changes | How to plan around it |
|---|---|---|
| Lane Troopers | Your weapon contributes less damage to the wave | Secure souls cleanly and use abilities when the timing is worth the cooldown. |
| Neutral camps | Weapon-based clear becomes slower | Route toward fights and shared map value instead of buying the item for an isolated farm plan. |
| Special NPCs and objectives | Your weapon pressure is reduced | Make sure teammates or ability damage cover the objective job. |
| Enemy heroes | The listed penalty is specifically against NPCs | The item is designed to move value toward hero participation. |
A Practical Trophy Collector Game Plan
| Stage | Priority | Common mistake |
|---|---|---|
| Before purchase | Confirm Sprint Boots fits and identify two realistic participation routes | Buying only because the 16-stack total looks large |
| First four stacks | Join high-probability fights without sacrificing entire waves | Forcing bad dives to “save” the item |
| Middle stacks | Use sprint speed to arrive first and range to contribute safely | Roaming after every rumor of a fight with no objective or vision plan |
| High stacks | Convert the passive economy into the next real build breakpoint | Hoarding Souls while the team needs an immediate purchase |
| When behind | Take assists from defensive fights and protect existing map income | Chasing stacks alone into enemy-controlled territory |
The item can create a positive loop: movement helps you reach a fight, participation adds movement and range, and passive Souls fund the next purchase. It can also create a negative loop if the buyer forces low-quality fights because the stack counter feels urgent. The build still needs a core, a survival plan, and sensible objective timing. Our Deadlock builds guide explains how to keep an item route conditional.
Trophy Collector also contrasts with Indomitable. Trophy Collector is an early participation bet that grows over time; Indomitable is an expensive late-game answer to a listed control effect. A build should not treat both as generic green-item upgrades.
Trophy Collector Patch History
| Date | Official change | Current implication |
|---|---|---|
| March 6, 2026 | Valve increased the passive Souls per minute per stack from 22 to 25. | This value was later superseded. |
| April 30, 2026 | Valve moved Trophy Collector from Tier 3 to Tier 2, reduced Souls per stack to 18 per minute, reduced Ability Range to 0.75% per stack, reduced Out of Combat Regen to 2, and removed +20 health per stack. | The cheaper tier arrived with a lower per-stack stat package. |
| July 21, 2026 check | Current parsed fields list 1,600 cost, 16 maximum stacks, +18 Souls per minute, +0.75% Ability Range, and +0.15 m/s Sprint Speed per stack. | Recheck the live shop after future patches. |
Trophy Collector Deadlock FAQ
How much does Trophy Collector cost?
Trophy Collector costs 1,600 Souls total and upgrades Sprint Boots, which costs 800 Souls. The component contributes toward the upgrade.
Do Trophy Collector stacks persist through death?
Yes. The current tooltip explicitly says the effect stacks and persists through death. Dying still costs time, map pressure, and future participation opportunities.
Do assists give Trophy Collector stacks?
Yes. The current tooltip grants a stack when you score an assist or kill, so final blows are not required.
What is the Trophy Collector stack cap?
The current maximum is 16 stacks. At that cap, the listed stack bonuses total +2.4 m/s Sprint Speed, +12% Ability Range, and +288 Souls per minute.
How many Souls does Trophy Collector make?
Multiply current stacks by 18 Souls and by the number of minutes those stacks remain active. Eight stacks held for five full minutes produce 720 passive Souls. A gradual ramp produces less because earlier minutes had fewer stacks.
Is Trophy Collector good when behind?
Usually it becomes harder to justify because a losing team has fewer safe participation windows and may need immediate survival or wave-clear value. Persistent stacks prevent total loss, but they do not guarantee enough time to reach the ceiling.
Does Trophy Collector reduce all NPC damage?
The current item property specifies -15% Weapon Damage versus NPCs. Do not automatically extend that wording to every ability or damage source.
Sources And Methodology
Current cost, tier, category, component, base movement, regeneration, maximum stacks, per-stack movement, Ability Range, passive Souls, persistence wording, and NPC weapon-damage penalty 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 previous 25-Souls value comes from Valve’s March 6, 2026 update. The current Tier 2 structure and reduced stack values come from Valve’s April 30, 2026 gameplay update. Calculated totals assume the listed current values and clearly stated time windows. Strategy sections are analysis, not Valve recommendations.
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