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Deadlock Patch Analysis - 2026-02-05

Patch Date 2026-02-05
Generated 2026-02-05
Changes 5
Commits d3d409c359ceac

Executive Summary

This patch introduces Venator, a new marksman hero focused on traps, anti-heal, and single-target execution. Alongside the new hero, Silver receives a Boot Kick T3 buff, and several data cleanup changes ship (Mystic Reverb key rename, crit damage sign convention fix).

New Hero - Venator (hero_priest)

Venator is a Marksman specializing in anti-heal, area denial, and single-target execution. He has a rapid-fire weapon (8 damage, 7.94 RPS, 33 clip, 63.5 DPS) with medium range and 720 base HP.

Abilities:

Slot Ability Cooldown Summary
1 Consecrating Grenade 25s Bouncing grenade that burns enemies, -30% healing (-50% with T3)
2 Gutshot 26s Shotgun blast with knockback, 0.65s stun if enemy hits a wall
3 Hex-Lined Snap Trap 30s Kicked trap with 2 charges, 1.5s immobilize + 5s reveal
4 Ira Domini 140s Loads crossbow with 3 stakes, final stake executes below 8% max HP

Early Assessment:

  • Anti-heal on Consecrating Grenade counters sustain-heavy heroes and Medic Trooper heals in lane
  • Snap Trap provides vision control and gank setup, strong in chokepoints
  • Gutshot wall stun is reliable CC in hallways but weak in open areas
  • Ira Domini's 140s cooldown is punishing — won't be available for consecutive team fights
  • Low HP (720), only 3 stamina, and long cooldowns make him vulnerable to dives
  • Weapon falloff starts at 20m, forcing mid-range positioning

See data/wiki/VENATOR.md for full stats and upgrade breakdowns.

Gameplay Changes

Silver (hero_werewolf) - Boot Kick T3 Buff

Upgrade Before After Change
T3 Outgoing Damage Reduction -25% -35% +10% more damage reduction

What this means: Silver's Boot Kick T3 upgrade now applies a stronger damage debuff to enemies hit. When an enemy is marked by Boot Kick with T3 unlocked, they deal 35% less damage (up from 25%).

Strategic Implications:

  • Silver's T3 Boot Kick becomes more attractive as a defensive option
  • Better value in teamfights when marking high-damage targets
  • Strengthens Silver's role as a disruptive duelist who can neutralize threats
  • May shift some Silver players toward prioritizing T3 Boot Kick earlier

Meta Impact: Minor. Silver already had strong T3 options, but this makes Boot Kick T3 more competitive. Expect to see this upgrade picked more often in games where Silver faces burst damage threats.

Data Cleanup (No Gameplay Impact)

Mystic Reverb - Internal Key Rename

The item "Mystic Reverb" was moved from the internal key upgrade_tech_bleed to upgrade_mystic_reverb. All stats remain identical:

Stat Value
Cost 6,400
Tier 4
Tech Damage % 50%
Delay Duration 3s
Minimum Damage 100
Radius 16m
Ability Lifesteal (Hero) 10%
Imbue Ability Lifesteal 27%
Movement Speed Slow 40%
Max Health Damage 10%
Cooldown 6.25s

This is purely an internal naming convention change for code maintainability. The item functions identically.

Crit Damage Received - Sign Convention Fix

Three released heroes had their CritDamageReceivedPercent values changed from negative to positive:

Hero Before After
Rem (hero_familiar) -10% +10%
Seven (hero_gigawatt) -35% +35%
Mo & Krill (hero_krill) -20% +20%

Why this is NOT a nerf: This appears to be a sign convention fix in the data format. The negative values likely represented "10% MORE crit damage received" in the old system, which has been normalized to positive values representing the same thing. The actual gameplay behavior should be unchanged - these heroes still take increased crit damage as they always have.

If this were a genuine change making these heroes take MORE crit damage, it would be a massive nerf that would appear in official patch notes.

Unreleased Hero - Unicorn

Minor stat changes to another unreleased hero (hero_unicorn):

  • Stamina: 3 → 4
  • CritDamageBonusPercent: 0 → -25%

Again, this has no impact on live gameplay as hero_unicorn is not released.

Mystical Piano & Quantum Chimaera

Despite being flagged for review, no actual changes were detected for these items. The diff shows them adjacent to the Mystic Reverb entry movement, but their stats are unchanged.

Conclusion

Venator is the headline — a trap/debuff marksman with anti-heal, immobilize, and an execute ultimate. Expect early experimentation as players figure out his optimal builds and lane matchups. His long cooldowns and low HP suggest he'll pair well with protective or CC-heavy lane partners.

Silver players: Your Boot Kick T3 is 10% stronger at reducing enemy damage output. Consider this upgrade more strongly against high-burst enemies.


Analysis generated for patch comparing commits d3d409cd..359ceac7

Venator

Overview

Venator is a Marksman who specializes in sustained ranged pressure and anti-heal tactics. He excels at locking down enemies with traps and grenade-applied debuffs while finishing them off with his devastating crossbow ultimate. His playstyle revolves around controlling space, punishing grouped enemies with Consecrating Grenade, and executing low-health targets with Ira Domini's blessed stakes.

Base Stats

Vitality

  • Health: 720 (+38/boon)
  • Stamina: 3
  • Move Speed: 6.4 m/s
  • Sprint Speed: 7.9 m/s

Weapon

  • DPS: 63.5
  • Bullet Damage: 8 (+0.27/boon)
  • Ammo: 33 rounds
  • Fire Rate: 7.94/s
  • Reload Time: 2.8s
  • Bullet Velocity: 1588 m/s
  • Falloff: 20m-51m

Melee

  • Light Melee: 50 (+1.7/boon)
  • Heavy Melee: 125 (+4.25/boon)
  • Heavy/Light Ratio: 2.5x (efficient - heavy melee is valuable for trading)

Abilities

[1] Consecrating Grenade

Fire a grenade that bounces before exploding, dealing weapon damage and setting enemies on fire. Burning targets deal pure damage to enemies in the area and suffer from -30% reduced healing. The anti-heal debuff is critical for countering sustain-heavy heroes and disrupting Medic Trooper heals in lane.

  • Cooldown: 25s | Damage: 35 (×1.2 weapon) | DPS: 10 (×1.6 spirit) | Duration: 3.5s | Radius: 4.5m

Upgrades:

  • T1: -5s Cooldown
  • T2: +1.5m Explosion & Burn Radius
  • T3: -20% Healing Reduction (total -50%) | +1 Charge (3s between charges)

[2] Gutshot

Fire a blast with your shotgun, dealing weapon damage and pushing enemies back. Enemies near a wall receive a 0.65s stun and take bonus weapon damage. The knockback creates space against divers and can reposition enemies into environmental hazards or trap setups.

  • Cooldown: 26s | Damage: 60 (×1.0 weapon) | Wall Bonus: 30 (×0.4 weapon) | Stun: 0.65s | Range: 10m | Cone: 60°

Upgrades:

  • T1: +25 Damage
  • T2: -8s Cooldown | +2.5m Range
  • T3: On Wall Stun: Your next heavy melee is blessed for 5s

[3] Hex-Lined Snap Trap

Kick a trap that arms after 0.5s. The trap springs on the first enemy it touches, dealing spirit damage, applying 1.5s immobilize, and revealing enemies for 5s afterwards. Traps last 30s and provide excellent area denial and gank setup when placed in chokepoints.

  • Cooldown: 30s | Charges: 2 (8s between charges) | Damage: 80 (×1.6 spirit) | Immobilize: 1.5s | Reveal: 5s | Lifetime: 30s | Radius: 2m

Upgrades:

  • T1: -12s Cooldown
  • T2: +0.75s Immobilize Duration (total 2.25s)
  • T3: You deal +20% damage against trapped targets

[4] Ira Domini

Load your crossbow with 3 stakes, dealing massively increased weapon damage. The final stake is blessed, dealing bonus pure damage and executing enemies below 8% max health. The ultimate has a long cooldown but provides tremendous single-target burst for securing kills on priority targets.

  • Cooldown: 140s | Duration: 15s | Stakes: 3 | Damage: 120 (×1.7 weapon) | Blessed Bonus: 100 (×3.0 spirit) | Execute: 8% HP

Upgrades:

  • T1: +1.2 m/s Move Speed while active
  • T2: -15s Cooldown | +150 Bonus Damage
  • T3: All stakes are blessed (3x bonus damage + execute on every hit)

Strengths

  • Strong anti-heal with Consecrating Grenade (-30% baseline, -50% with T3) counters sustain heroes and Medic Trooper heals.
  • Hex-Lined Snap Trap provides vision and lockdown for ganks, objective control, and defensive coverage from flanks.
  • Gutshot's wall stun combo delivers reliable CC in tight spaces and hallways common throughout the map.
  • Ira Domini's 8% execute threshold bypasses regeneration and healing, securing kills on fleeing enemies.
  • Efficient heavy melee ratio (2.5x) makes him effective at Sinner's Sacrifice machines and box farming.
  • High bullet velocity (1588 m/s) and decent DPS (63.5) allow for consistent ranged poke in lane.
  • Two trap charges with reveal provide strong map information and control for team rotations.
  • T3 Snap Trap's +20% damage amplification enables significant burst when comboed with abilities.

Weaknesses

  • Long ability cooldowns (25s grenade, 26s Gutshot, 30s trap) create extended windows of vulnerability.
  • Ira Domini's 140s cooldown means it's often unavailable for consecutive team fights in mid-game.
  • Low base health (720) and standard move speed (6.4 m/s) make him susceptible to dives and assassins.
  • Gutshot requires wall proximity for stun, making it unreliable in open areas of the map.
  • Traps have 0.5s arm time and 2m radius, allowing quick-moving enemies to sidestep or dash through.
  • Consecrating Grenade bounces before detonating, making direct hits require prediction and practice.
  • Only 3 stamina limits his escape options when caught without Gutshot available.
  • Weapon falloff starts at 20m, forcing mid-range positioning that exposes him to aggressive initiators.

Venator Build Guide: Holy Hunter

Build Name: Holy Hunter Playstyle: Weapon Damage Marksman with Anti-Heal Utility Last Updated: 2026-02-05


Hero Overview

Venator is a Marksman specializing in sustained ranged pressure and anti-heal tactics. His kit rewards players who can land consistent shots while controlling space with traps and applying healing reduction to shut down sustain-heavy enemies.

Core Stats

Stat Value
Health 720 (+38/boon)
Base DPS 63.5
Bullet Damage 8 (+0.27/boon)
Fire Rate 7.94/s
Ammo 33 rounds
Reload Time 2.8s
Bullet Velocity 1588 m/s
Falloff Range 20m-51m
Stamina 3
Move Speed 6.4 m/s

Key Strengths

  • Built-in Anti-Heal: Consecrating Grenade provides -30% healing baseline (-50% with T3 upgrade)
  • Trap Control: Two trap charges with reveal for vision and gank setup
  • Execute Ultimate: Ira Domini's blessed stakes deal pure damage with 8% HP execute threshold
  • High Bullet Velocity: 1588 m/s makes landing shots and headshots reliable
  • Weapon-Scaling Ult: Ira Domini scales at 1.7x weapon damage per stake

Key Weaknesses

  • Low Base Health: 720 HP is fragile; requires vitality investment
  • Long Cooldowns: 25s grenade, 26s shotgun, 30s trap, 140s ultimate
  • Only 3 Stamina: Limited escape options without Extra Stamina
  • 20m Falloff Start: Forces mid-range positioning where you're vulnerable

Ability Data

[1] Consecrating Grenade

Stat Value
Cooldown 25s
Damage 35 (x1.2 weapon)
Burn DPS 10 (x1.6 spirit)
Duration 3.5s
Radius 4.5m
Healing Reduction -30%
Upgrade Effect Priority
T1 -5s Cooldown HIGH
T2 +1.5m Explosion & Burn Radius MEDIUM
T3 -20% Healing Reduction (total -50%), +1 Charge HIGH

[2] Gutshot

Stat Value
Cooldown 26s
Damage 60 (x1.0 weapon)
Wall Bonus 30 (x0.4 weapon)
Wall Stun 0.65s
Range 10m
Cone 60 deg
Upgrade Effect Priority
T1 +25 Damage LOW
T2 -8s Cooldown, +2.5m Range MEDIUM
T3 Wall Stun: Next heavy melee blessed for 5s LOW

[3] Hex-Lined Snap Trap

Stat Value
Cooldown 30s
Charges 2 (8s between charges)
Damage 80 (x1.6 spirit)
Immobilize 1.5s
Reveal 5s
Lifetime 30s
Radius 2m
Upgrade Effect Priority
T1 -12s Cooldown HIGH
T2 +0.75s Immobilize (total 2.25s) HIGH
T3 +20% Damage against trapped targets CRITICAL

[4] Ira Domini (Ultimate)

Stat Value
Cooldown 140s
Duration 15s
Stakes 3
Damage per Stake 120 (x1.7 weapon)
Blessed Bonus 100 (x3.0 spirit) pure damage
Execute Threshold 8% HP
Upgrade Effect Priority
T1 +1.2 m/s Move Speed while active MEDIUM
T2 -15s Cooldown, +150 Bonus Damage HIGH
T3 ALL stakes are blessed CRITICAL

Ability Upgrade Order

Points Ability Upgrade Rationale
1 Grenade T1 -5s CD for better lane trading
2 Trap T1 -12s CD for more trap charges
3 Ira Domini Unlock Access ult at 3.6k souls
4-5 Grenade T2 +1.5m radius improves consistency
6-7 Trap T2 +0.75s immobilize for kill setup
8 Ira Domini T1 Move speed during ult
9-13 Trap T3 POWER SPIKE: +20% damage amplification
14-18 Grenade T3 -50% healing, +1 charge
19-20 Ira Domini T2 -15s CD, +150 damage
21-25 Ira Domini T3 MASSIVE SPIKE: All stakes blessed
26+ Gutshot T1-T2 Quality of life

Complete Item Build

Early Game (0-4k souls)

Item Category Cost Purpose
Extra Regen Vitality 800 Lane sustain (+3 HP regen)
Monster Rounds Weapon 800 Farming efficiency (+25% vs NPC)
Headshot Booster Weapon 800 Lane trading (+45 headshot damage)
Extra Stamina Vitality 800 Mobility (+1 stamina)

Early Totals: 3,200 souls | Weapon: 1,600 | Vitality: 1,600 | Spirit: 0

Mid Game Core (4k-15k souls)

Item Category Cost Purpose
Kinetic Dash Weapon 1,600 Fire rate boost (+25% on dash-jump)
Toxic Bullets Weapon 3,200 Anti-heal + tank shred (2% max HP bleed)
Burst Fire Weapon 3,200 Conditional fire rate (+35% on hit)
Bullet Lifesteal Vitality 1,600 Gun sustain (+16% lifesteal)
Superior Cooldown Spirit 3,200 Ult CDR (-20% all abilities)

Mid Game Totals: 12,800 souls added | Weapon: 8,000 | Vitality: 4,000 | Spirit: 3,200

Late Game (15k+ souls)

Item Category Cost Purpose
Ricochet Weapon 6,400 AoE damage (+20% fire rate, bounces)
Vampiric Burst Vitality 6,400 Burst sustain (+80% lifesteal active)
Stamina Mastery Vitality 3,200 Mobility (+2 stamina, extra air dash)
Compress Cooldown Spirit 1,600 Trap CDR (-18% imbued)

Late Game Totals: 17,600 souls added

Flex T4 Options (choose 1-2)

Item Category Cost When
Glass Cannon Weapon 6,400 Snowballing (+80% weapon damage)
Lucky Shot Weapon 6,400 Consistent DPS (+25% chance double damage)
Crippling Headshot Weapon 6,400 vs Tanks (-16% resist on headshot)
Colossus Vitality 6,400 vs Dive (+35% resist active)
Unstoppable Vitality 6,400 vs Heavy CC (immunity active)
Diviner's Kevlar Vitality 6,400 Ult protection (+1000 barrier on ult)

Category Investment Summary

Full Build Investment

Item Category Cost
Extra Regen Vitality 800
Monster Rounds* Weapon 800
Headshot Booster Weapon 800
Extra Stamina Vitality 800
Kinetic Dash Weapon 1,600
Toxic Bullets Weapon 3,200
Burst Fire Weapon 3,200
Bullet Lifesteal Vitality 1,600
Superior Cooldown Spirit 3,200
Ricochet Weapon 6,400
Vampiric Burst Vitality 6,400
Stamina Mastery Vitality 3,200
Compress Cooldown Spirit 1,600

Monster Rounds sold at 15k souls to free flex slot

Category Total Spent 4.8k Bonus
Weapon 16,000 +18% Weapon Damage
Vitality 12,800 +203 Health
Spirit 4,800 +19 Spirit Power

All three 4.8k thresholds achieved.


Upgrade Paths

T1/T2 Item Cost Upgrades Into Cost
Extra Stamina 800 Stamina Mastery 3,200
Extra Stamina 800 Kinetic Dash 1,600
Headshot Booster 800 Crippling Headshot 6,400
Bullet Lifesteal 1,600 Vampiric Burst 6,400
Mystic Burst 800 Tankbuster 3,200
Rapid Rounds 800 Swift Striker 1,600
Rapid Rounds 800 Burst Fire 3,200

Imbued Ability Assignments

Item Imbue Target Rationale
Compress Cooldown [3] Hex-Lined Snap Trap Trap is gated by long 30s CD. With T1 (-12s) + Compress (-18%), CD becomes ~14.8s. More traps = more +20% damage windows.

Full Build Paths

Standard Gun Build (Recommended)

EARLY (0-4k):
Extra Regen → Monster Rounds → Headshot Booster → Extra Stamina

MID (4k-15k):
Kinetic Dash → Toxic Bullets → Burst Fire → Bullet Lifesteal → Superior Cooldown

LATE (15k+):
Sell Monster Rounds → Ricochet → Vampiric Burst → Stamina Mastery → Compress Cooldown

FLEX T4:
Glass Cannon (ahead) | Lucky Shot (consistent) | Unstoppable (vs CC)

Anti-Tank Variant

Replace Burst Fire with Sharpshooter, add Crippling Headshot:

Kinetic Dash → Toxic Bullets → Sharpshooter → Crippling Headshot → Ricochet

Provides: -16% resist (Crippling) + -30% heal (Toxic) + 2% max HP bleed

Survivability Variant

For games where you're getting focused:

Extra Health → Bullet Lifesteal → Fortitude → Colossus → Diviner's Kevlar

Situational Itemization Decision Tree

                    ENEMY COMP ASSESSMENT
                           |
        +------------------+------------------+
        |                  |                  |
   SPIRIT-HEAVY       GUN-HEAVY          CC-HEAVY
        |                  |                  |
   Fury Trance        Metal Skin        Unstoppable
   (3,200)            (3,200)           (6,400)
        |                  |                  |
   OR Colossus        Warp Stone        OR Reactive
   (6,400)            (3,200)           Barrier (1,600)
                           |
                      Vampiric Burst
                      already has
                      +10% Bullet Resist

                    HIGH HEALING ENEMY?
                           |
                 +-------- YES --------+
                 |                     |
         Stack Anti-Heal:         Already covered:
    Grenade T3 (-50%)          Grenade + Toxic = -80%
  + Toxic Bullets (-30%)       Add Healbane only if
         = -80%                 vs extreme heal
                               (Abrams + Ivy + Geist)

Situational Items by Category

vs Spirit-Heavy Comps

Item Cost Effect
Fury Trance 3,200 +40% Spirit Resist (active, 6s)
Colossus 6,400 +35% Spirit Resist (active, 7s)

vs Gun-Heavy Comps

Item Cost Effect
Metal Skin 3,200 Bullet immunity (5s)
Warp Stone 3,200 +30% Bullet Resist (6s after teleport)
Vampiric Burst 6,400 +10% Bullet Resist (passive)

vs Heavy CC

Item Cost Effect
Reactive Barrier 1,600 Auto barrier on stun/immobilize
Unstoppable 6,400 CC immunity (5.5s active)

vs High Healing

Your kit already provides significant anti-heal:

  • Consecrating Grenade: -30% (T3: -50%)
  • Toxic Bullets: -30%
  • Combined: -80% healing reduction

Add Healbane (1,600) only vs triple healing comps (e.g., Abrams + Ivy + Lady Geist).


Items NOT to Buy (Trap Items)

Healbane (1,600)

Why it's a trap: Venator's Consecrating Grenade already provides -30% healing (-50% with T3). Combined with Toxic Bullets (-30%), you hit -80% reduction without Healbane. The item becomes redundant unless facing extreme healing comps.

Exception: Only buy vs 3+ sustain heroes (Abrams, Ivy, Lady Geist together).

Sharpshooter (3,200)

Why it's a trap: Requires 15m minimum distance for +70% damage. Venator's falloff starts at 20m, meaning his optimal range is 15-20m. The -1 m/s move speed penalty reduces survivability, and you'll often fight inside 15m where Sharpshooter gives nothing.

Better alternative: Burst Fire provides +35% conditional fire rate without range restrictions.

Spirit Burn (6,200)

Why it's a trap: Spirit Burn procs on repeated spirit damage ticks. Venator's Trap is a single burst (80 damage), and Grenade's burn DPS is only 10 (x1.6 spirit). His primary damage is gun-based, which doesn't proc Spirit Burn.

Better alternative: Toxic Bullets for anti-heal that works with your gun damage.

Siphon Bullets (6,400)

Why it's a trap: Requires 7+ stacks to match Vampiric Burst's passive lifesteal. Takes 14+ kills to fully stack. Stacks are lost on death. For the same 6,400 souls, Vampiric Burst gives +40% fire rate, +80% burst lifesteal active, and +100 HP with zero stack risk.

Always buy: Vampiric Burst instead.


Game Phase Strategy

Lane Phase (0-10 min)

Goal: Survive, farm, hit 3.6k for ultimate unlock.

  1. Trading: Use Consecrating Grenade to apply anti-heal before extended trades. Enemies heal 30% less from medic troopers.

  2. Trap Placement: Place traps at common gank paths. Immobilize + reveal provides 5s warning against rotations.

  3. Wall Stun Setup: Position Gutshot knockback to push enemies into walls for the 0.65s stun. Follow with headshots.

  4. Power Spike: At 3.6k souls, you unlock Ira Domini. The blessed stake deals pure damage and executes below 8% HP. Look for kills on enemies around 30-40% HP.

  5. Item Priority: Extra Regen first for sustain. Monster Rounds second for farming. Headshot Booster third for trading.

Mid Game (10-20 min)

Goal: Hit item power spikes, control objectives with traps, secure kills with ultimate.

  1. Toxic Bullets Timing: Complete by ~12-13 minutes. Combined with Grenade T3, you have -80% healing reduction. Prioritize targets with sustain (Abrams, Shiv, Lady Geist).

  2. Trap Vision: Place traps at objective approaches (Urn, Mid-Boss pit entrance). Reveal lets your team see incoming enemies.

  3. Ira Domini Usage: 140s CD is long. Use immediately when you have advantage, don't hold for "perfect" moment. T3 upgrade (all stakes blessed) is your biggest power spike.

  4. Combo Pattern: Trap immobilize (1.5-2.25s) → Grenade for anti-heal → Full magazine + Toxic stacks → Ira Domini to execute.

Late Game (20+ min)

Goal: Team fight from mid-range, apply anti-heal to multiple targets, execute priority targets.

  1. Ricochet Value: Your bullets now bounce to 2 additional targets. Toxic Bullets' bleed and healing reduction apply to all bounced targets. Position to hit grouped enemies.

  2. Positioning: Stay at 15-20m range. Close enough to avoid falloff, far enough to use traps for self-peel.

  3. Ultimate Priority: T3 makes all 3 stakes blessed. Each deals bonus pure damage and can execute. Use on enemy carry or tanky frontline to bypass their healing.

  4. Anti-Heal Stacking: In extended fights, keep Grenade on cooldown to maintain -50% healing. With Toxic Bullets, priority targets effectively can't heal.

  5. Flex Item Timing:

    • Ahead: Glass Cannon for snowball
    • Even: Lucky Shot for consistent DPS
    • Behind: Colossus or Unstoppable for survival

Summary

Venator is a weapon-damage marksman whose ultimate scales with gun damage (1.7x multiplier). Build fire rate and weapon damage to maximize Ira Domini's stake damage. His built-in anti-heal (-30% to -50%) stacks with Toxic Bullets for devastating healing reduction against sustain heroes.

Core Identity: Gun carry with anti-heal utility and trap-based lockdown.

Win Condition: Land Trap immobilize → apply Grenade anti-heal → stack Toxic bleed → execute with blessed stakes.

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