| Patch Date | 2026-02-04 |
| Generated | 2026-02-05 |
| Changes | 39 |
| Commits | d9dcb61 → d3d409c |
This is a massive balance patch that systematically nerfs dominant heroes and items while buffing underperformers, with a clear focus on reducing fire rate across the board, curbing oppressive sustain, and adding spirit scaling to previously flat-damage items. The patch also introduces Silver (hero_werewolf) and Graves (hero_necro) as fully realized heroes with complete weapon and ability data, alongside sweeping item shop restructuring including the Debuff Reducer/Dispel Magic/Spellbreaker rework.
Abrams gets his gun range and scaling pulled back but receives meaningful Seismic Impact buffs, pushing him further toward an ability-focused brawler rather than a ranged damage dealer.
| Stat | Before | After | Change |
|---|---|---|---|
| Gun Falloff Start Range | 20.0m | 17.0m | -3.0m |
| Gun Falloff End Range | 45.72m | 40.0m | -5.72m |
| Bullet Damage Growth/Level | +0.154 | +0.13 | -15.6% |
| DPS Scaling | 2.2 | 1.857 | -15.6% |
| Sustained DPS Scaling | 1.307 | 1.103 | -15.6% |
| Seismic Impact Stun Duration | 1.5s | 1.6s | +0.1s |
| Seismic Impact T2 Fire Rate/Hero | 15% | 14% | -1% |
Siphon Life T3 was reduced from +31 DPS to +20 DPS with increased spirit scaling (+0.12), though this change was not visible in the JSON diff (likely applied through a different data path). Seismic Impact damage reportedly increased from 55 to 75 (confirmed in upgrade data: T3 upgrade value changed from 70 to 75).
Strategic Impact: Abrams can no longer poke effectively at medium range. His bullet damage scaling per level dropped substantially (-15.6%), making his late-game gun damage noticeably weaker. The Seismic Impact buffs (+0.1s stun, more damage) compensate for melee-range engagements, reinforcing his identity as a close-range brawler who needs to commit to fights rather than trading at distance.
Bebop takes hits to both Uppercut sustain and Sticky Bomb effectiveness.
| Stat | Before | After | Change |
|---|---|---|---|
| Uppercut Fire Rate Slow | -15% | -14% | Slight reduction |
| Uppercut T3 Heal | ClipSizeBonus: 100 | MissingHPHeal: 17% | Reworked - now heals 17% missing HP |
| Sticky Bomb Fuse Time | 3.0s | 3.5s | +0.5s |
| Sticky Bomb Radius | 12m | 10m | -2m |
| Sticky Bomb Kill Check Window | 12.0 | 10.0 | -2.0 |
| Sticky Bomb OnHitDiminish | 100 | 60 | -40% spirit scaling on hit |
| Sticky Bomb OnKillDiminish | 10 | 7 | -30% spirit scaling on kill |
Strategic Impact: The Uppercut T3 change is a significant rework - it no longer grants +100 clip size but instead heals 17% missing HP, trading sustained damage potential for survival. Sticky Bomb becomes harder to land (smaller radius, longer fuse) and scales worse with spirit power. Spirit-heavy Bebop builds that relied on Sticky Bomb one-shots are considerably weaker. The longer 3.5s fuse gives enemies more time to body-block or spread out.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Damage Growth/Level | 0.176 | 0.165 | -6.3% |
| DPS Scaling | 2.071 | 1.941 | -6.3% |
| Sustained DPS Scaling | 0.969 | 0.908 | -6.3% |
| Blasted Amp | 9% | 10% | +1% |
| Blasted Fire Rate Slow | 15% | 14% | -1% |
| Blasted Melee Bonus Health | 80 | 70 | -10 HP |
| Blasted Melee Bonus Health Spirit Scaling | 0.7 | 0.8 | +0.1 |
| Chain Gang Damage | 150 | 120 | -30 (-20%) |
Strategic Impact: Billy's late-game bullet damage is reduced, and Chain Gang loses 20% of its base damage. The Blasted changes are a wash: slightly less melee bonus health at base but better spirit scaling, plus a small amp increase offset by lower fire rate slow. Overall, Billy is slightly weaker, particularly in burst combos involving Chain Gang.
| Stat | Before | After | Change |
|---|---|---|---|
| Return to Shadows Cooldown | 90s | 60s | -30s (-33%) |
Strategic Impact: A major quality-of-life buff. Calico's escape ultimate is available 33% more often. This makes Calico significantly harder to punish in team fights and allows more aggressive positioning knowing the safety net comes back faster.
| Stat | Before | After | Change |
|---|---|---|---|
| Rejuvenating Aurora T3 | (reduced, per changelog) | 2% | From 2.5% to 2% |
| Singularity Max HP Damage | (per changelog) | 1% | From 1.5% to 1% |
These changes were reported in the changelog but did not appear directly in the JSON diff, suggesting they may be applied through a separate data layer or formula adjustment.
Strategic Impact: Dynamo's team fight healing via Rejuvenating Aurora is reduced at T3, and Singularity's tank-busting potential drops by a third. Singularity going from 1.5% to 1% max HP damage significantly weakens Dynamo against tanky compositions.
| Stat | Before | After | Change |
|---|---|---|---|
| Rain of Arrows Air Speed | 3.81 m/s | 4.1 m/s | +7.6% |
| Spirit Snare Lifetime | 20s | 22s | +2s |
| Guided Owl Cooldown | 120s | 110s | -10s |
| Guided Owl Spirit Power per Kill | 8 | 10 | +25% |
Strategic Impact: Grey Talon gets quality buffs across the board. The Rain of Arrows air speed increase makes him more mobile during the ability, while the Spirit Snare lasting 2s longer gives better zone control. The Guided Owl changes are notable - 10s off cooldown plus 25% more spirit power stacking per kill makes snowballing with Owl significantly more rewarding. In long games, a Grey Talon with multiple Owl kills accumulates spirit power much faster.
| Stat | Before | After | Change |
|---|---|---|---|
| Crackshot Spirit Scaling | 1.1 | 2.5 | +127% |
| Bounce Pad Cooldown | (reduced by 20s per changelog) | - | -20s |
Strategic Impact: The Crackshot spirit scaling more than doubling is a huge buff for spirit-build Holliday. Spirit items now translate into significantly more Crackshot damage, opening up hybrid builds that were previously not viable.
| Stat | Before | After | Change |
|---|---|---|---|
| Heavy Melee Damage | 99 | 116 | +17.2% |
| Light Melee Damage | 43 | 50 | +16.3% (now standard) |
| Light Melee Scaling/Level | 1.34 | 1.58 | +17.9% |
| Heavy Melee Scaling/Level | 3.085 | 3.666 | +18.8% |
Ivy previously had reduced melee damage compared to the standard 50/116 baseline. This patch normalizes her melee to standard values.
Strategic Impact: Ivy can now contest melee last-hits and trades on equal footing. Her melee lifesteal and melee-proc item interactions are meaningfully stronger. Combined with the melee lifesteal cooldown reduction (see Item Changes), Ivy benefits more from melee-focused play.
| Stat | Before | After | Change |
|---|---|---|---|
| Ice Path T2 Cooldown Reduction | -15s | -17s | +2s more reduction |
| Ice Path T3 Max Spirit | 75 | 90 | +15 |
| Ice Path T3 Duration | 8s | 9s | +1s |
| Frozen Shelter Duration | 5.0s | 5.25s | +0.25s |
| Ice Beam Max Fire Rate Slow | 40% | 35% | -5% |
| Frozen Shelter T1 Fire Rate Slow | 40% | 35% | -5% |
Strategic Impact: Kelvin gets a net buff - Ice Path becomes significantly better at T2 and T3, with more spirit power stacking, longer duration, and lower cooldown. Frozen Shelter lasts slightly longer. The fire rate slow reductions on Ice Beam and Frozen Shelter are part of a global fire rate slow reduction trend in this patch, not Kelvin-specific nerfs.
| Stat | Before | After | Change |
|---|---|---|---|
| Flog Damage Spirit Scaling | 1.1 | 0.85 | -22.7% |
| Flog T2 Fire Rate Slow | 35% | 30% | -5% |
| Grapple T1 Cooldown Reduction | -19s | -17s | Reduced by 2s |
| Death Slam (throw distance reduced 30%, per changelog) | - | - | -30% |
| Ground Strike (damage reduced 10%, per changelog) | - | - | -10% |
Strategic Impact: Lash receives sweeping nerfs. Flog's spirit scaling dropping from 1.1 to 0.85 is a 23% reduction in spirit damage contribution, directly hitting spirit-build Lash. The Grapple T1 change means Lash can't reduce his mobility cooldown as aggressively. Death Slam's 30% throw distance reduction limits his pick potential - he has to be closer to throw enemies into bad positions. Ground Strike losing 10% damage reduces his burst combo. Combined, these changes significantly weaken Lash's ability to delete targets in a single rotation.
| Stat | Before | After | Change |
|---|---|---|---|
| Heavy Barrage Duration (Street Brawl) | 13s | 8s | -5s (-38.5%) |
Strategic Impact: A Street Brawl-specific change. McGinnis's Heavy Barrage in the Street Brawl mode is nearly cut in half in duration.
| Stat | Before | After | Change |
|---|---|---|---|
| Move Speed | 6.6 m/s | 6.5 m/s | -0.1 m/s |
| Stamina Cooldown | 3.6s | 3.9s | +0.3s (+8.3%) |
| Stamina Regen/Second | 0.2778 | 0.2564 | -7.7% |
| Rake Heal Spirit Scaling | 0.5 | 0.43 | -14% |
| Love Bites Bonus Damage Spirit Scaling | 1.7 | 1.6 | -5.9% |
| Love Bites T3 Stamina Reduction | -2 | -1 | Halved |
Strategic Impact: Mina is hit hard across the board. Lower move speed plus worse stamina recovery makes her less slippery. Rake healing scales 14% less with spirit, reducing sustain. Love Bites deals less spirit damage and the T3 now only removes 1 stamina instead of 2, significantly reducing her ability to cripple enemy mobility. Combined with the Stamina Mastery nerfs (see Items), Mina's oppressive chase-down playstyle is meaningfully weakened.
| Stat | Before | After | Change |
|---|---|---|---|
| Traveler Cooldown | 155s | 60s | -95s (-61.3%) |
Strategic Impact: Mirage's global teleport going from a 2.5-minute cooldown to 1 minute is transformative. This is the single largest individual change in the patch. Mirage can now roam and make cross-map plays multiple times per team fight cycle. Expect Mirage's pick rate and win rate to increase substantially.
| Stat | Before | After | Change |
|---|---|---|---|
| Defend and Fight Barrier | 150 | 125 | -25 (-16.7%) |
| Defend and Fight T1 Fire Rate | 16% | 14% | -2% |
| Defend and Fight T1 Fire Rate Scaling | 0.15 | 0.13 | -13.3% |
| Captivating Read Damage | 120 | 90 | -30 (-25%) |
Strategic Impact: Paige loses both defensive barrier strength and offensive burst damage. Captivating Read losing 25% of its base damage is a significant hit to her combo potential. The Defend and Fight barrier reduction means Paige is easier to burst through. These changes target her current strength as a strong laner who can both tank and deal burst damage.
Storm Cloud damage reduced by 25% per changelog. The specific DPS values were not directly visible in the ability JSON diff.
Strategic Impact: A major nerf to Seven's team fight ultimate. Storm Cloud was already Seven's primary damage tool in team fights, and a 25% reduction significantly limits his ability to zone and kill. Spirit Seven builds that relied on Storm Cloud as their primary damage source are substantially weaker.
| Stat | Before | After | Change |
|---|---|---|---|
| Health Growth per Level | 48 | 45 | -3 HP/level |
| Serrated Knives (12% overall damage reduction per changelog) | - | - | -12% |
Strategic Impact: Shiv loses 3 HP per level, which compounds significantly over the course of a game (at level 30, that's -90 HP). Combined with the 12% Serrated Knives damage reduction, Shiv's sustain-heavy trading pattern is weakened. He's squishier and deals less poke damage.
| Stat | Before | After | Change |
|---|---|---|---|
| Aura of Suffering Min DPS Spirit Scaling | 0.23 | 0.18 | -21.7% |
| Aura of Suffering Max DPS Spirit Scaling | 1.15 | 0.92 | -20% |
| Aura of Suffering T2 Fire Rate | 20% | 18% | -2% |
Strategic Impact: Victor's Aura of Suffering scales ~20% less with spirit power, reducing his zone control and sustained damage in team fights. Spirit-heavy Victor builds are noticeably weaker. The fire rate reduction on T2 is part of the global fire rate reduction trend.
| Stat | Before | After | Change |
|---|---|---|---|
| Assassinate | +13 Weapon Damage (flat) | +5% Weapon Damage per kill | Reworked to scaling per kill |
| Assassinate T3 | +600 Bonus Souls per kill | +4% Weapon Damage per kill (retroactive) | Reworked |
| Stake T1 Fire Rate | 15% | 14% | -1% |
Strategic Impact: Vindicta's Assassinate undergoes a fundamental rework. Instead of flat weapon damage bonus and soul rewards, each kill now grants +5% weapon damage (+9% with T3). This is a snowball mechanic - Vindicta gets permanently stronger with each Assassinate kill. In a game where she gets 5+ kills with Assassinate, that's +25-45% weapon damage permanently. This makes Vindicta a true carry who scales infinitely with skill. Early game she's slightly weaker (no flat +13 weapon damage), but mid-to-late game with kills stacked, she becomes a monster.
| Stat | Before | After | Change |
|---|---|---|---|
| Spirit per Level | 1.1 | 1.3 | +18.2% |
| Bullet Damage per Level | 0.495 | 0.36 | -27.3% |
| DPS Scaling | 2.357 | 1.714 | -27.3% |
| Sustained DPS Scaling | 1.478 | 1.075 | -27.3% |
Puddle Punch displacement duration reduced from 1s to 0.8s and The Cube T3 no longer removes ult debuffs (per changelog, not directly visible in JSON diff).
Strategic Impact: Viscous is being pushed hard toward spirit builds. His bullet damage scaling drops by 27% while spirit power per level increases by 18%. Gun-focused Viscous builds are significantly weaker. The Cube T3 losing ultimate debuff removal is a targeted nerf to prevent it from countering ultimates like Dynamo's Singularity. Puddle Punch's reduced displacement makes it less of a defensive peel tool.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Damage Growth/Level | 0.47 | 0.44 | -6.4% |
| DPS Scaling | 1.791 | 1.676 | -6.4% |
| Sustained DPS Scaling | 1.083 | 1.014 | -6.4% |
Last Stand healing reduced by 25% per changelog (not directly visible in JSON diff).
Strategic Impact: Warden's late-game damage scaling is reduced, and his survival ultimate heals 25% less. Combined, Warden is less threatening as a late-game carry and less durable in clutch situations. He was previously one of the strongest late-game carries, and this pulls him back.
Silver receives complete hero data population including weapon stats, bound abilities, and a transformed state (hero_werewolf_transformed). Key data from the diff:
| Stat | Value |
|---|---|
| Base Health Regen | 2.5 |
| Max Health | 725 |
| Max Move Speed | 6.7 m/s |
| Bullet Damage | 5.5 per pellet |
| Bullets Per Shot | 7 (shotgun) |
| Rounds Per Second | 1.111 |
| Clip Size | 6 |
| Reload | Single-shell, 0.3s per shell |
| DPS | 42.8 |
| Sustained DPS | 30.0 |
| Weapon Type | Spreadshot, Medium Range |
| Bullet Damage Growth/Level | 0.121 |
| Health Growth/Level | 29 |
| Stat | Value |
|---|---|
| Cooldown | 35s |
| Duration | 15s |
| Missing Health % Heal | 30% |
| Max Rage | 100 (scales with power increases) |
| Rage Per Damage | 0.255 |
| Headshot Resistance | -20% (per changelog, reduced from -35%) |
| Base Health Bonus | 100 (per changelog, reduced from 350) |
| Move Speed Bonus | +2 m/s (per changelog, reduced from +3) |
| Stat | Value |
|---|---|
| Bullet Damage | 25 |
| Rounds Per Second | 2.0 |
| Clip Size | 12 |
| DPS | 50.0 |
| Sustained DPS | 40.0 |
| Move While Shooting | 100% (no penalty) |
Human: Slam Fire (1), Boot Kick (2), Entangling Bola (3), Lycan Curse (4) Transformed: Go For The Throat (1), Mauling Leap (2), Tail Whack (3), Lycan Curse (4)
Strategic Impact: Silver is a shotgun-wielding brawler who transforms into a melee-focused werewolf. The Lycan Curse nerfs in this patch (cooldown 22s -> 35s, base health bonus 350 -> 100, movespeed +3 -> +2, headshot resistance -35% -> -20%) suggest Silver was overperforming in the transformed state. The transformation requires damage taken to build rage, with higher thresholds later in the game, preventing it from being freely activated.
Graves is a newly released hero receiving her full hero data and ability definitions in this patch.
| Stat | Value |
|---|---|
| Max Health | 700 |
| Max Move Speed | 7.0 m/s |
| Bullet Lifesteal | 8% (innate) |
| Weapon Type | Beam, Close Range |
| Bullet Damage | 4.2 |
| Rounds Per Second | 9.8 |
| Clip Size | 40 |
| DPS | 41.2 |
| Sustained DPS | 24.4 |
| Slot | Name | Description |
|---|---|---|
| 1 | Jar of Dead | Summons skulls from dead units; charge-based (4 charges, 13s between) |
| 2 | Grasping Hands | AoE zone with immobilize (1.5s) and 40% slow |
| 3 | Essence Theft | Steals attack damage and spirit resist from targets by shooting them |
| 4 | Borrowed Decree | Places gravestones that summon undead minions; 120s CD |
Strategic Impact: Graves is a beam-weapon hero with innate 8% bullet lifesteal and a summoner kit. Her 7.0 m/s move speed is the highest base in the game. Jar of Dead provides persistent minion pressure, Grasping Hands offers strong zone control with an immobilize, Essence Theft lets her steal stats through combat, and Borrowed Decree summons undead minions for teamfight presence. Expect her to play as a mid-range sustained fighter who scales through stealing enemy stats and overwhelming with minions.
| Stat | Before | After | Change |
|---|---|---|---|
| Isolation Range (Hunger) | 25m | 20m | -5m |
Strategic Impact: Drifter's isolation bonus triggers at a shorter range, requiring enemies to be more closely grouped to avoid the isolation damage amp.
| Stat | Before | After | Change |
|---|---|---|---|
| Helping Hands T2 BonusMoveSpeed | 1.0 m/s | 1.5 m/s | +0.5 m/s |
| Helping Hands T1 Fire Rate Slow | 30% | 25% | -5% |
| Pillow Toss CDReduceOnPillowHit | 4s | 5s | +1s |
| Pillow Toss T2 Fire Rate Slow | 40% | 35% | -5% |
| Pillow Toss T3 Bonuses | 20%/20%/20% (Barrier/Duration/Range) | 25%/25%/25% | +5% each |
| Dreamweave T2 Fire Rate Slow | 40% | 35% | -5% |
| Dreamweave Ult CD T2 | -40s | -55s | -15s more CD reduction |
| Slumber Party T2 Fire Rate | 30% | 25% | -5% |
Strategic Impact: Rem gets a mixed set of changes. Fire rate slows are universally reduced (global trend), but Pillow Toss gets better cooldown reduction on hit (+1s) and significantly better T3 bonuses. Dreamweave's ultimate cooldown reduction at T2 jumps from -40s to -55s, making it available much more frequently. The Helping Hands move speed buff at T2 is a nice quality of life improvement.
| Stat | Before | After | Change |
|---|---|---|---|
| Petrifying Bola Damage | 45 | 50 | +11.1% |
| Petrifying Bola Petrify Damage | 165 | 180 | +9.1% |
| Venom Cooldown | 20s | 24s | +4s |
| Venom Max Damage | 165 | 140 | -15.2% |
| Venom Max Damage Health % | 25% | 30% | +5% (higher threshold) |
| Venom T2 | - | +AbilityCooldown -8s (new) | NEW cooldown refund option |
| Cooldown Refund Percent | 40% | 55% | +15% |
| Venomous Spray T2 Fire Rate Slow | 35% | 30% | -5% |
Strategic Impact: Vyper gets an interesting rebalance. Petrifying Bola deals more damage, but Venom's base cooldown increases by 4s while its max damage decreases. The T2 upgrade now provides an 8s cooldown reduction, partially compensating. The cooldown refund on passive increasing from 40% to 55% is a significant buff for aggressive play. Overall, Vyper shifts toward more bursty Bola combos with slightly weaker sustained Venom damage.
A sweeping reduction to fire rate bonuses across numerous items:
| Item | Before | After | Change |
|---|---|---|---|
| Fury Trance (Active) | 40% | 35% | -5% |
| Fury Trance (Passive) | 30% -> 26% | 26% | (adjusted) |
| Fury Trance Bullet Lifesteal | 22% | 18% | -4% |
| Vampiric Burst Fire Rate | 40% | 34% | -6% |
| Blood Tribute Fire Rate | 40% | 35% | -5% |
| Kinetic Dash Fire Rate | 30% | 25% | -5% |
| Ricochet Fire Rate | 20% | 18% | -2% |
| Tesla Bullets Fire Rate | 35% | 32% | -3% |
| Spellslinger Fire Rate | 12% | 11% | -1% |
| Battle Vest Fire Rate | 8% | 7% | -1% |
| Rapid Rounds Fire Rate | 10% | 9% | -1% |
| Enduring Speed Fire Rate | 30% -> 26% | 26% | (adjusted) |
| Frenzy Fire Rate | 10% -> 8%, 30% -> 28% | - | Reduced |
| Shadow Weave Ambush Fire Rate | 35% | 32% | -3% |
| Mystic Piano Fire Rate | 22% | 20% | -2% |
| Burst Fire Fire Rate | 32% | (unchanged, item adjusted) | - |
Strategic Impact: Fire rate is being universally reduced. This is a systemic change that slows TTK (time to kill) and reduces the effectiveness of DPS-focused builds. Gun carries that relied on stacking fire rate items are meaningfully weaker. Fury Trance is hit particularly hard, losing both fire rate AND lifesteal.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Lifesteal | 22% | 18% | -4% |
| Active Fire Rate | 40% | 30% | -10% |
Strategic Impact: Fury Trance was previously S-tier for sustain in fights. Losing 10% fire rate and 4% lifesteal is a massive nerf. The item still provides the best burst healing window but is now significantly less efficient. This may push players toward Vampiric Burst or other sustain options.
| Stat | Before | After | Change |
|---|---|---|---|
| Crit Damage | 110% | 100% | -10% |
| Ammo | +40% | +30% | -10% |
Strategic Impact: Lucky Shot provides less crit damage and less ammo. The crit going from 110% to 100% means the bonus damage per proc is reduced. Still a strong Tier 4 option but less dominant.
The cleanse item line has been restructured:
Debuff Reducer (T2):
| Stat | Before | After | Change |
|---|---|---|---|
| Debuff Resistance | 20% | 25% | +5% |
| Bonus Health | +50 | Removed | -50 HP |
Debuff Remover -> Dispel Magic (T3):
| Stat | Before | After | Change |
|---|---|---|---|
| Name | Debuff Remover | Dispel Magic | Renamed |
| Components | Builds from Debuff Reducer | No components | No longer builds from Debuff Reducer |
| Status Resistance | 30% | Removed | Now grants Tech Resist instead |
| Tech Resist | None | 16% | NEW |
| Active Move Speed | 2.25 m/s | 2.0 m/s | -0.25 m/s |
| Bonus Health | 100 | Removed | -100 HP |
Spellbreaker (T4):
| Stat | Before | After | Change |
|---|---|---|---|
| Components | None (standalone) | Builds from Debuff Reducer | Now builds from Debuff Reducer |
| Tech Resist | 25% | 18% | -7% |
Strategic Impact: The cleanse item tree is completely restructured. Debuff Reducer now feeds into Spellbreaker instead of Dispel Magic. Dispel Magic is now standalone and provides spirit resist instead of status resistance. This gives players more flexible build paths - you can buy Debuff Reducer early and choose between Spellbreaker (sustained protection) or Dispel Magic (active cleanse) later without being locked in.
| Item | Before | After | Change |
|---|---|---|---|
| Melee Lifesteal Light Melee Cooldown Mult | 2x | 1.5x | -25% penalty |
| Lifestrike Light Melee Cooldown Mult | 2x | 1.5x | -25% penalty |
Strategic Impact: Light melee attacks are now less penalized for both melee sustain items. This is a significant quality of life improvement for heroes who rely on light melee (faster/safer) rather than heavy melee. Heroes like Ivy (who just got normalized melee) benefit directly.
| Stat | Before | After | Change |
|---|---|---|---|
| Vertical Hitbox | 2.5m | 3.5m | +1.0m (+40%) |
| Spread Duration | 0.5s | 0.6s | +0.1s |
Strategic Impact: Cold Front is significantly easier to hit with the larger vertical hitbox and slightly longer spread time. This makes it more reliable as an engagement tool.
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 20s | 24s | +4s |
Strategic Impact: Metal Skin is available less frequently. The 4s increase means fewer clutch saves per fight.
| Stat | Before | After | Change |
|---|---|---|---|
| Bonus Health | +75 | +125 | +50 HP |
| Debuff Resistance | 20% | 25% | +5% |
Strategic Impact: Unstoppable becomes a more attractive option with 67% more health and 25% more debuff resistance. This competes more effectively with other Tier 3 vitality options.
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 30s | 20s | -10s |
| Spirit Resist | 6% | 8% | +2% |
| Activation | Press (targeted) | InstantCast (self-only) | Now self-cast only |
| Stamina Restore | 2 (flat) | Up to 3 (based on stack %) | Reworked |
Strategic Impact: Restorative Locket is now a self-cast item only, removing its support utility but making it more reliable for personal use. The stamina restore scaling with stacks adds an interesting mini-game - you want to use it at high stacks for maximum stamina recovery. The shorter cooldown and better spirit resist make it a stronger personal survivability option.
| Stat | Before | After | Change |
|---|---|---|---|
| Out of Combat Regen | None | +1 | NEW |
Strategic Impact: Extra Regen now provides out-of-combat health regen, making it better for sustain between fights. A small but meaningful addition for early-game laning.
| Stat | Before | After | Change |
|---|---|---|---|
| Bonus Damage Spirit Scaling | None (flat 44) | 44 + 0.16 spirit | NEW spirit scaling |
| Fire Rate (Upgraded) | 25% | 22% | -3% |
Strategic Impact: Quicksilver Reload now scales with spirit power, making it relevant for hybrid builds. The fire rate reduction follows the global trend.
Per changelog: Bonus ammo no longer scales with % increase. Fire rate reduced from 30% to 25%.
Strategic Impact: Kinetic Dash's bonus ammo is now a fixed +6 rather than scaling with ammo increase items like Titanic Magazine. This closes an interaction where stacking ammo % items would multiply Kinetic Dash's bonus. Still a core item but slightly less synergistic with ammo stacking.
| Stat | Before | After | Change |
|---|---|---|---|
| Spirit Lifesteal | 15% | 10% | -5% |
| Imbued Ability Lifesteal | None | +27% | NEW - imbued ability gets 27% spirit lifesteal |
Strategic Impact: Mystic Reverb's passive lifesteal is reduced but the imbued ability now provides massive lifesteal. This makes ability selection more meaningful - you want to imbue your highest-damage ability for maximum healing. Overall sustain is shifted from passive to targeted.
| Stat | Before | After | Change |
|---|---|---|---|
| Name | Curse | Cursed Relic | Renamed |
| Effect | +15% Weapon Damage | -8% Outgoing Damage Penalty | Reworked from self-buff to enemy debuff |
Strategic Impact: The item formerly known as Curse now applies an outgoing damage penalty to the target rather than granting the user weapon damage. This shifts it from an offensive boost to a defensive/debuff tool.
| Stat | Before | After | Change |
|---|---|---|---|
| Bonus Health | 125 | 150 | +25 |
| Weapon Damage Bonus | 15% | 22% | +7% |
Strategic Impact: Inhibitor provides more health and significantly more weapon damage. This makes it a stronger choice for carries who want to suppress enemy damage while boosting their own.
| Stat | Before | After | Change |
|---|---|---|---|
| ShootDurationForMax | 3.0s | 2.5s | -0.5s (reaches max 17% faster) |
Strategic Impact: Intensifying Magazine now reaches maximum damage bonus 17% faster, making it more practical in real fights where sustained fire windows are limited.
| Stat | Before | After | Change |
|---|---|---|---|
| Health Threshold | Below 30% | Below 40% | +10% (activates earlier) |
| Bonus Resist Below Threshold | 30% | 22% | -8% resist |
Strategic Impact: Both defensive items now activate at 40% HP instead of 30%, making them relevant earlier in a fight, but they provide less resist when active. This is a net usability improvement at the cost of peak effectiveness.
| Stat | Before | After | Change |
|---|---|---|---|
| Max Health Loss Percent | -13% | -15% | -2% more health loss |
| Fire Rate per Kill | 8% | 7% | -1% per stack |
Strategic Impact: Glass Cannon demands even more health sacrifice and gives less fire rate per kill. High-risk, high-reward just got higher risk and lower reward.
| Stat | Before | After | Change |
|---|---|---|---|
| Ground Dash Reduction | -10% | -12% | +2% more dash reduction |
Strategic Impact: Slowing Bullets reduces enemy dash distance slightly more, making it harder for targets to escape.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Armor Reduction | -12 | -10 | +2 (less shred) |
| Bullet Resist | 7% | 8% | +1% |
| Fire Rate Slow | 12% | 11% | -1% |
Strategic Impact: Hunter's Aura shreds slightly less armor but gives slightly more bullet resist. Minor overall nerf to its offensive capability.
| Stat | Before | After | Change |
|---|---|---|---|
| Out of Combat Health Regen | None | +1 | NEW |
| Active Out of Combat Regen | None | +4 | NEW (when active) |
Strategic Impact: Healing Booster gains out-of-combat regeneration, making it more relevant for sustain between fights.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Armor Reduction | -12 | -9 | +3 (less shred) |
Strategic Impact: Hollow Point shreds less armor, reducing its effectiveness against tanky targets.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Armor Reduction | -8 (-0.07 spirit scaling) | -7 (-0.055 spirit scaling) | Less armor shred |
Strategic Impact: Toxic Bullets shred slightly less armor, with reduced spirit scaling on the armor reduction component. Still a strong item but marginally less effective.
| Stat | Before | After | Change |
|---|---|---|---|
| DPS | 24 (flat) | 24 + 0.05 spirit scaling | NEW spirit scaling |
| Stat | Before | After | Change |
|---|---|---|---|
| Damage Spirit Scaling | 0.3 | 0.6 | +100% scaling |
Strategic Impact: Phantom Strike's damage now scales twice as well with spirit power, making it much more relevant for spirit-heavy builds.
| Stat | Before | After | Change |
|---|---|---|---|
| Ground Dash Reduction | -20% | -25% | +5% more reduction |
| Fire Rate | 7% | Removed | Replaced with weapon damage |
| Weapon Damage | None | 15% | NEW |
| BuildUpPerShot | 0.77 | 0.7 | Slightly slower buildup |
Strategic Impact: Toxic Rounds trades its fire rate for weapon damage, making it better for burst-oriented builds rather than sustained DPS.
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown Between Charge Reduction | 50% | 30% | -20% |
| Spirit for Charged Abilities | 16 | 10 | -6 |
| Cooldown Reduction on Charged Abilities | None | 14% | NEW |
Strategic Impact: Rapid Recharge loses significant charge cooldown reduction but gains a new cooldown reduction stat for charged abilities. Heroes with charged abilities need to evaluate whether the new stat profile works for their build.
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 50s | 40s | -10s |
| Slow Duration | 4s | 3s | -1s |
Strategic Impact: Capacitor is available more often but the slow duration is shorter. Net buff for frequent use scenarios.
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Rate Slow | 30% | 28% | -2% |
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Rate Slow | 40% | 36% | -4% |
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Rate | 13% | 10% | -3% |
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Rate Slow | 35% | 32% | -3% |
| Stat | Before | After | Change |
|---|---|---|---|
| Regeneration (new item?) | 4 regen, 5s duration | +40 Health added | NEW health stat |
| Stat | Before | After | Change |
|---|---|---|---|
| Spirit Resist | 0% | 20% (40% in overtime) | NEW |
| Spawn Rate | 20/20/20/15/15 | 18/18/15/15/15 | Faster spawns early |
| Overtime DPS | Base | +20% | Increased |
Strategic Impact: This is a major change to lane dynamics. Troopers now have 20% spirit resist at all times, doubling to 40% in overtime. Spirit-based waveclear is significantly weaker. Heroes like Seven, Dynamo, and McGinnis who relied on spirit abilities to quickly clear waves will have noticeably slower clear times. This pushes the meta toward weapon-based wave clearing and makes spirit-focused heroes less efficient farmers.
The faster early spawn rate (18s instead of 20s) means more troopers in lane, increasing soul income potential but also creating more pressure to manage waves.
| Stat | Before | After | Change |
|---|---|---|---|
| Peak Time | 2.5 minutes | 2.2 minutes | -0.3 min (reaches max faster) |
| Max Decay | -50% | -60% | -10% more vulnerability |
Strategic Impact: Objectives (Guardians, Walkers) become vulnerable faster and take more damage at peak decay. This accelerates the pace of the game by making structures easier to take down. Games should end slightly faster on average.
| Stat | Before | After | Change |
|---|---|---|---|
| Air Dash Distance | 30% | 23% | -7% |
| Stamina Recovery | 20% | 18% | -2% |
Strategic Impact: Stamina Mastery provides less mobility and slightly less stamina recovery. Movement-dependent heroes who relied on this item for extended mobility are weakened.
- Mirage - Traveler going from 155s to 60s cooldown is transformative. Mirage becomes one of the best roamers in the game.
- Calico - 33% cooldown reduction on escape ult makes her significantly safer.
- Grey Talon - Buffs across the board with a more rewarding Owl snowball mechanic.
- Holliday - Crackshot spirit scaling more than doubling opens up new build paths.
- Kelvin - Ice Path upgrades are substantially better.
- Ivy - Normalized melee + melee lifesteal buffs makes her laning stronger.
- Vindicta - Assassinate rework creates infinite scaling potential with kills.
- Lash - Hit across all four abilities. Flog scaling, Death Slam range, Ground Strike damage, and Grapple cooldown all nerfed.
- Mina - Movement, stamina, healing, and Love Bites all nerfed. Combined with Stamina Mastery nerfs, she's considerably weaker.
- Bebop - Sticky Bomb is harder to land and scales worse. Uppercut T3 reworked away from DPS.
- Seven - 25% Storm Cloud damage reduction is massive.
- Warden - Bullet damage and Last Stand healing both reduced.
- Spirit waveclear heroes - Trooper spirit resist hurts anyone who relied on abilities to farm.
-
Fire rate stacking is dead. The universal fire rate reduction means builds that relied on stacking multiple fire rate items are significantly worse. Expect weapon damage and spirit power to become more valuable relative to fire rate.
-
Melee builds emerge. Melee Lifesteal and Lifestrike both getting the light melee penalty reduced from 2x to 1.5x, combined with Ivy getting normalized melee, suggests Valve is pushing melee interactions as a viable playstyle element.
-
Spirit waveclear declines. Trooper spirit resist fundamentally changes farming efficiency for spirit heroes. Weapon-based waveclear becomes relatively more efficient, which may shift builds toward weapon items for farming with spirit items for fighting.
-
Mirage tier jumps. A 60s Traveler cooldown makes Mirage one of the most impactful heroes in coordinated play. Expect priority picks.
-
Vindicta becomes a late-game terror. The Assassinate rework with permanent +5% weapon damage per kill (up to +9% with T3) creates a scaling monster. In a good game with 8+ Assassinate kills, that's +40-72% permanent weapon damage.
This is one of the most comprehensive balance patches Deadlock has received. The systematic fire rate reductions across dozens of items fundamentally alter the DPS landscape, slowing down the game's kill speed. The trooper spirit resist addition is a meta-defining change that will reshape how spirit heroes approach farming. Individual hero nerfs target the strongest performers (Lash, Mina, Bebop, Seven, Warden) while meaningful buffs go to underperformers (Mirage, Grey Talon, Holliday, Kelvin). The Debuff Reducer item tree rework provides more flexible build paths for counter-play. Silver's full data population and balance adjustments indicate she's being actively iterated on. Overall, Valve is clearly pushing toward longer fights, more diverse builds, and less dominance from fire rate stacking.