- All ranks
- B 50.6% win rate · 21,331 games · -1.1 since the patch
- High rank
- A 52.5% win rate · 1,341 games · +3.4 since the patch
Riposte
Pommel Hit
Stun → Immobilize + parry disable
Disable duration
0.8s → 1.5s
T2
+0.4s disable → +0.6s disable
Dash reliability
No longer misses moving/displaced targets
Flawless Advance
CC refund
Stun/sleep refunds the stab
Itani Lo Sahn
Sleep
No longer interrupted by Sleep
Why it matters
- Stun to immobilize is the main change: immobilize does not interrupt channeled ults such as Seven, Bebop and Harrow, so he loses that answer.
- Healing Booster losing its Extra Regen component and flat +3 regen thins the sustain shell his spirit bruiser build leans on.
- Healbane now stacking is a team anti-heal gain but its heal-on-kill 275->170+3/boon is a personal sustain loss - roughly neutral for him.
- His losing lanes split: Warden and Abrams both buffed, but Wraith (Card Trick heal, Project Mind cooldown) and Mo & Krill (spirit damage -10%) both nerfed.
Build changes
- Re-weight sustain toward Restorative Locket/Dispel Magic rather than Healing Booster; the longer Riposte disable makes pick-oriented spirit burst better than the old tank-and-outlast line.
- All ranks
- S 57.9% win rate · 10,152 games · +2.2 since the patch
- High rank
- S 60.9% win rate · 1,528 games · +2.7 since the patch
General
Spirit Resist scaling
0.1 → 0.07
Threadsap
Spirit steal
22s → 16s
Cleanse
Cleanse also removes her stolen spirit
Granny Long Legs
Light melee knockback
10m → 8m
Heavy melee cooldown
1.4s → 1.2s
Heavy melee slow
4s → 2s
Rejuv stomp
Only hits the closest Rejuvenator
Baba's Brew
Initial brew time
Removed
Brew order
Random each cast
Cycle time
1s → 1.5s
Silence
3s → 2.75s
Why it matters
- Radiant Regeneration (94% buy) lost spirit-regeneration scaling 0.35→0.25, heal-on-cast 65→40 and in-fight availability — her regen wall is her identity.
- Healing Booster lost Extra Regen and its +3 flat regen; Torment Pulse 18%→22% melee resist is nowhere near enough to offset.
- Anti-heal is the patch's clearest item theme (Decay -55%, Healbane stacking, Toxic Bullets 40%) and it is aimed at exactly her archetype.
- Offset: Heavy-Melee Cauldrons and Healing Snacks 10%→14% both suit her, and tougher Haunt camps reward her sustain clear.
Build changes
- Leave the regen bruiser shell — Radiant Regeneration and Healing Booster are both gutted; move to the cooldown-caster line (Superior Cooldown/Duration Extender) and buy Spirit Resilience earlier.
- Since brew order is random, hold casting until the right brew cycles in rather than opening fights blind.
- All ranks
- D 41.0% win rate · 13,167 games · -1.6 since the patch
- High rank
- D 42.5% win rate · 922 games · -2.6 since the patch
Traveler
Channel time
2s → 3s
Cancel cooldown
4s → 5s
New interrupts
Stun/immobilize/sleep/slowing hex
Base ability
Gains old T2 barrier (no scaling)
T2
400 barrier (spirit scaling) → -65s cooldown
T3
-90s cooldown → Damage can't interrupt it
T3 barrier
Adds 0.8 spirit scaling
Teamplay
Allies see your targeting and destination
Why it matters
- Toxic Bullets anti-heal 35%→40% buffs his spirit-amp hybrid core; Healbane rework is neutral for him.
- Split pusher archetype down (breakables growth -10%, tunnels +70%→+50%) trims his map-play income.
- The comeback package helps a late scaler, but his problem is income conversion, not catch-up.
Build changes
- Treat Traveler as a defensive/barrier tool rather than a free rotation — the 3s channel is punishable.
- All ranks
- D 45.9% win rate · 24,279 games · -4.9 since the patch
- High rank
- D 44.8% win rate · 1,291 games · -6.4 since the patch
Spirit per boon
1.1 → 0.6
Spirit damage
All abilities -10%
Bullet per boon
+4%
Why it matters
- Torment Pulse melee resistance 18%→22% and Decay heal cut -50%→-55% both buff his core bruiser slots.
- Tank/frontline archetype up (Healing Snacks 10%→14%, Heavy Melee Cauldrons) and richer-but-tougher Haunts reward his sustained frontline.
- Healbane rework keeps his anti-heal role but trims heal-on-kill 275→170+3/boon, cutting his self-sustain.
Build changes
- Shift value toward gun/utility (Quicksilver Reload, Trophy Collector) and away from spirit-stacking damage items.
- Torment Pulse and Decay are now stronger relative buys in the same slots.
- All ranks
- D 47.4% win rate · 15,750 games · -2.9 since the patch
- High rank
- C 47.7% win rate · 1,477 games · -3.3 since the patch
General
Base gun damage
-10%
Healing Needles
Heal per shot
25 → 22
T2 heal
+20 → +16
Spirit scaling
0.2 → 0.24
Wretched Vapors
T3 rush speed
+15% → +20%
Lurking Terrors
Fear buildup
1.3s → 2s
T3 channel
Immune to damage → 50% reduced damage
Fear angle
No fear >50° above/below view
Leech Therapy
Fed leech duration
180s → 120s + 3s/min
Why it matters
- Anti-heal is the patch's headline: Decay -50%→-55%, Toxic Bullets 35%→40%, Crippling Headshot -35%→-40% and Healbane now stacking — every one of them cuts a dedicated healer's output.
- Healing Snacks 10%→14% max HP and the tank/frontline archetype rising cheapen the dedicated healing she sells.
- Violet's Still Life sketches now grant +2% healing amp specifically from her (and Kelvin/Ivy/Dynamo/Paige/Rem), a small team-side nudge.
Build changes
- Lean on the Healing Needles spirit scaling (0.2→0.24) rather than stacking flat heal-per-shot, which just got trimmed twice.
- Treat Lurking Terrors as a 5s lockdown, not a 7s one — do not channel it from odd vertical angles, fear no longer builds there.
- All ranks
- B 50.7% win rate · 27,218 games · -4.0 since the patch
- High rank
- C 48.1% win rate · 1,093 games · -3.9 since the patch
General
Base bullet damage
-5%
Bullet dmg growth
-20%
Scrap Grenade
Damage
70 → 60
T2 damage
+70 → +60
T3 damage
300 → 275
Fuse timers
0.8s/0.7s → 0.9s/0.8s
Melee fuse
At least 0.4s before it explodes
Rule, Ratannia!
Knockup
Reduced by 50%
Cooldown
160s → 180s
If stunned first
Goes on cooldown; flag drops with no impact
Why it matters
- Haunt camps gained +10% HP and damage while his Scrap Grenade radius shrank — the AoE-clear income advantage he was rated S for is materially slower.
- Richer-but-tougher Haunts plus the comeback package (gold cap 26%→30%, faster Haunted Souls when behind) soften the lead he converts from crate/camp tempo.
- Offset: Heavy Melee Cauldrons hand his 116-heavy-melee frontline a new pickup, and Healing Snacks 10%→14% keeps his brawl sustain ticking.
Build changes
- Stop counting Scrap Grenade as a one-button camp clear; pull camps with melee first, then drop grenade on clumped mobs.
- Superior/Compress Cooldown become mandatory again to cover the 180s banner cooldown.
- All ranks
- C 48.9% win rate · 9,065 games · +3.0 since the patch
- High rank
- B 50.8% win rate · 687 games · +3.8 since the patch
General
Base bullet damage
30 → 25
Headshot damage
-20%
Setup Bishop
Square height
4m → 1m
On-square scaling
0.64 → 0.85
T1 slow
+15% → +25%
T3 shred
-2.5% → -5% per stack
T3 shred timing
Applies on impact, not by squares
Rook Battery
Damage scaling
1.3 → 0.9
T3 cooldown
-12s → -10s
Develop Queen
Cooldown
210s → 240s
Damage scaling
1.4 → 1.6
Stun delay
1s → 1.2s
Checkmate
Base kit: heroes under 100 HP
T2 checkmate
Threshold +150
Move Piece
Piece range
50m → 65m
Placement
Lands closer to aim, works near walls
Why it matters
- Three of his five losing matchups got hit: Rat King (huge nerf package), Baba (brew/regen gutted) and Celeste (Shining Wonder + regen items).
- The mobile-dive archetype he dies to is down (tunnels +70%→+50%), and Yamato's Flying Slash range 26m→23m (T3 +15→+8m) shortens the dive that beat him 38%.
- Divine Barrier 45s→55s cooldown trims his situational late item, and anti-heal stacking hurts any heal/sustain layer he buys.
Build changes
- Max Setup Bishop over Rook Battery — the bishop is now the damage (0.85 scaling, faster T3 shred).
- Treat his gun line as a lane crutch only after the 30→25 bullet and -20% headshot cuts.
- All ranks
- D 45.4% win rate · 15,701 games · -4.2 since the patch
- High rank
- D 44.7% win rate · 1,005 games · -4.0 since the patch
Still Life
Stun duration
1.0s → 0.9s
Line of sight
Required at channel end
T1 regen
Only while drawing
T1 regen scaling
0.25 → 0.15
Sketches
Healing amp for healers, Spirit Power for three heroes
T3 stun
+0.35s → +0.45s
Abstract Landscape
Cooldown
165s → 180s
Duration scaling
0.04 → 0.01
On death
Ends early if Violet dies
Re-apply cooldown
0.5s → 0.75s
T3
Ink can be destroyed again
Why it matters
- Spirit Lifesteal 6→8 spirit power and 13%→15% lifesteal is a real buff to her primary spirit-caster shell.
- Anti-heal stacking (Decay -55%, Healbane stacks, Toxic Bullets 40%) directly undercuts Still Life's regen talents and any Healing Booster she buys.
- The dive archetype that deletes her is down (tunnel speed +70%→+50%), which partially offsets; Holliday/Vindicta are untouched.
Build changes
- Stop leaning on Still Life T1 regen as lane sustain — it only ticks while drawing now; put the points elsewhere.
- Keep Superior Cooldown + Escalating Exposure (untouched); add buffed Spirit Lifesteal for the sustain the regen talents lost.
- All ranks
- B 50.9% win rate · 23,070 games · +1.3 since the patch
- High rank
- A 51.3% win rate · 1,670 games · +0.8 since the patch
Leaping Slash
T3 damage
+60 → +90
Ava
T3 duration
6s → 8s
Why it matters
- Tunnel move speed +70%→+50% slows the district-to-district rotations her kill-based income depends on.
- The comeback package (gold cap 26%→30%, faster Haunted Souls when behind) blunts the tempo snowball she converts kills into.
- Haunt bounty +10% is a real offset: camps are income she can take, unlike Tough Crates her cat form can't heavy-melee.
- All ranks
- S 54.1% win rate · 20,392 games · +6.0 since the patch
- High rank
- B 49.7% win rate · 1,505 games · +4.7 since the patch
Chimera Mk1
Cursed
Jetpack unusable while cursed
Slows
Slows cut jetpack impulse more
Grounding
Pulls to ground land more reliably
Bug fix
Now deals damage when held through Close The Deal
Why it matters
- High-Velocity Rounds 60%→45% bullet velocity hits his lone weapon staple in the early poke window.
- The global slow-to-air-drag ratio 0.35→0.5 taxes him every time he is slowed mid-flight.
- Anti-heal stacking (Decay -55%, Toxic Bullets 40%) and tougher Haunt camps (+10% HP) punish a 730-HP diver who commits to clear.
Build changes
- Stop treating jetpack as the disengage — slows now bite it directly; lean Reactive Barrier/Grit and only fly in when the slow is on cooldown.
- Express Shot value drops with the 5% secondary-fire trim; the HVR velocity cut pushes upgrades earlier.
- All ranks
- S 55.1% win rate · 45,996 games · -0.1 since the patch
- High rank
- A 52.3% win rate · 1,640 games · +0.6 since the patch
General
Move speed
7 → 6.7
Bullet damage per boon
Reduced by 4%
Grasping Hands
Deploy time
0.6s → 0.8s
Counterplay
Easier to double jump over
Borrowed Decree
T2/T3
Spawn time cut moved T2->T3
Why it matters
- Echo Shard post-cast 0.5s->0.2s buffs her summoner/cooldown primary build's double-cast execution.
- The comeback package (gold cap 26%->30%, faster Haunted Souls when behind, tick souls to the two poorest) is the bail-out her ~25-minute window never had.
- Her counters split: Warden buffed (flask, Willpower, Last Stand T2) and Calico buffed (Leaping Slash T3 +90, Ava T3 8s), but Wraith nerfed (Card Trick heal 60->45, Project Mind 46s->50s).
Build changes
- Echo Shard is now a faster, more reliable core in the summoner build; lean on it rather than on Grasping Hands zoning for safety.
- All ranks
- D 45.9% win rate · 25,899 games · +1.0 since the patch
- High rank
- D 45.3% win rate · 2,420 games · +0.2 since the patch
Charged Shot
T2
Also -2s charge delay
T3
-3s charge delay → Shot bounces once off wall
Guided Owl
Launch angle
Fires in exact aim direction
Why it matters
- High-Velocity Rounds bullet velocity 60%→45% cuts his max-range lane poke in the first ten minutes.
- Move slow to air-drag ratio 0.35→0.5 taxes him harder whenever he's slowed mid-flight.
- Violet's Still Life sketches now give him Spirit Power instead of Weapon Damage, trimming his gun-lane half.
Build changes
- Upgrade off base High-Velocity Rounds faster to recover velocity.
- The T2 charge-delay access makes the spirit charge/burst line slightly cheaper to come online.
- All ranks
- B 49.8% win rate · 28,211 games · +1.6 since the patch
- High rank
- B 50.7% win rate · 2,128 games · -0.6 since the patch
Why it matters
- Tunnel move speed +70%→+50% slows the rotations her lasso picks depend on.
- The comeback package lengthens games and softens lane leads — directly against a tempo assassin sitting at 46.3% WR.
- All ranks
- S 54.8% win rate · 24,550 games · +0.5 since the patch
- High rank
- S 53.4% win rate · 1,784 games · -0.7 since the patch
Frozen Shelter
Cooldown
185s → 190s
T1
-20s cooldown → -30s cooldown
T2
Also -20% enemy fire rate
T3 regen
+65 → +75
Why it matters
- Healing Booster losing its Extra Regen component and +3 flat regen guts the backbone of his sustain shell — the bigger hit than the dome buffs.
- Radiant Regeneration's major trim also removes a sustain layer he stacks.
- Healing Nova switching from boon scaling to 1.1 spirit scaling rewards his spirit-stacked build; Healing Snacks 10%→14% caps what dedicated healing he can sell.
Build changes
- Rebuild the sustain layer around Spirit Lifesteal (13%→15%) and Healing Nova's spirit scaling instead of Healing Booster.
- Frozen Shelter T2 is now worth taking earlier as an anti-carry tool.
- All ranks
- S 54.9% win rate · 43,935 games · +1.5 since the patch
- High rank
- S 52.8% win rate · 2,291 games · +1.4 since the patch
Base bullet damage
35 → 32
Bullet damage growth
0.52 → 0.61
Why it matters
- High-Velocity Rounds bullet velocity 60%->45% hits her 1.2-minute lane opener directly.
- The comeback package (non-hero gold cap 26%->30%, Haunted Souls up to 50% faster when behind, tick souls to the two poorest) directly attacks the lane-win-then-snowball conversion that made her S.
- Breakables growth -10% trims the lane-adjacent crate routes she converts lane pressure into; Healing Snacks 10%->14% partly offsets by letting her lane pressure stick.
Build changes
- Do not sit on base HVR for max-range poke; upgrade it faster or open Opening Rounds first. Expect to win lane by less and convert through crate routes rather than a kill snowball.
- All ranks
- D 46.7% win rate · 34,709 games · +1.6 since the patch
- High rank
- C 47.3% win rate · 2,821 games · +1.4 since the patch
Paradoxical Swap
Cooldown
110s → 95s
Why it matters
- High-Velocity Rounds base velocity 60%→45% and Express Shot secondary fire -5% both hit her carbine-sniper core, trimming the max-range picks the swap buff is meant to set up.
- Echo Shard post-cast 0.5s→0.2s speeds her niche bomb combo, but usage data already had it outside her top 15.
Build changes
- Upgrade off base High-Velocity Rounds sooner; the velocity cut bites the early lane-poke window hardest.
- All ranks
- D 46.0% win rate · 39,864 games · +0.3 since the patch
- High rank
- C 48.0% win rate · 2,853 games · -0.1 since the patch
General
Alt fire
Damage per boon -5%
Serrated Knives
Rage damage
3.5% current HP → 4% current HP
T3
+0.01 rage spirit scaling
Killing Blow
Recast window
16s → 12s
Why it matters
- Radiant Regeneration is gutted a fourth time (spirit-dmg regen 0.35→0.25, heal-on-cast 65→40, in-combat only) — it is in his near-universal regen core.
- The patch's anti-heal stack (Decay 55%, Toxic Bullets 40%, Healbane now stacking) attacks the regen shell he wins extended fights with.
- Torment Pulse melee resistance 18%→22% and Decay buff help his bruiser slots.
- Tank/frontline archetype up and richer Haunt camps reward his sustain brawling.
Build changes
- Move sustain off Radiant Regeneration toward Spirit/Bullet Lifesteal and Leech, which were all buffed.
- Keep Torment Pulse and Decay; they gained while his regen layer lost.
- All ranks
- B 49.7% win rate · 24,455 games · +5.6 since the patch
- High rank
- C 48.7% win rate · 1,958 games · +3.2 since the patch
Alchemical Flask
Travel speed
40% faster
Weapon dmg shred
-25% → -30%
Willpower
Speed bonus
+15% → +20%
Last Stand
T2 DPS
+40.5 → +50
T2 cooldown
-30s → -40s
Why it matters
- Shadow Weave's rework (+50% ambush weapon damage, applies to the breaking ability) suits his gun-carry ambush more than the old melee/fire-rate version.
- Tempo shift toward scaling plus the comeback package (gold cap 30%, faster Haunted Souls when behind) gives his late gun spike room to arrive.
- High-Velocity Rounds velocity 60%→45% trims his early poke; Spirit Lifesteal +2 spirit/+2% lifesteal helps his sustain slot.
Build changes
- Shadow Weave is back to being a real core in the cage-bruiser line — but plan the 6s stealth buildup before engaging.
- Upgrade off base High-Velocity Rounds faster to offset the velocity cut.
- All ranks
- B 50.4% win rate · 50,468 games · -2.5 since the patch
- High rank
- A 52.2% win rate · 3,984 games · -1.2 since the patch
Card Trick
Heal
60 → 45
Project Mind
Cooldown
46s → 50s
Cast time
0.75s → 1s
Why it matters
- Spirit Lifesteal 13%→15% is a small lift to her situational sustain-gun variant, but it does not offset three direct nerfs.
- The patch's anti-heal theme (Decay, Toxic Bullets, Healbane stacking) further devalues the Card Trick heal she just lost.
Build changes
- Lean harder into the pure-gun fire-rate line; the on-hit spirit package is already weakened and the heal is now worse.
- All ranks
- C 48.4% win rate · 30,908 games · -0.4 since the patch
- High rank
- B 49.4% win rate · 2,473 games · -2.7 since the patch
Power Slash
Spirit scaling
+6%
Flying Slash
Cast range
26m → 23m
T3 range
+15m → +8m
Target mark
Shows when the grapple is cast
Shadow Transformation
Cooldown
150s → 160s
Why it matters
- Hunter's Aura now requires line of sight, removing the through-wall shred her late spirit-burst build buys it for.
- Torment Pulse melee resistance 18%→22% buffs her late spirit build; Healbane rework is neutral for her.
- Haunt bounty +10% and tougher camps reward her punch AoE, still the fastest grouped-camp clear in the game.
- Mobile assassin archetype down (tunnels +70%→+50%) trims the roam tempo she lives on.
Build changes
- Re-evaluate Hunter's Aura in the late spirit-burst line; it no longer shreds through walls in corridor fights.
- All ranks
- S 53.6% win rate · 44,138 games · +1.9 since the patch
- High rank
- S 53.8% win rate · 3,276 games · +2.7 since the patch
General
Base gun damage
+5%
Siphon Life
T3
+18 DPS → +22 DPS
Shoulder Charge
Bug fix
Enemies no longer held longer on a wall miss
Why it matters
- Hunter's Aura now requires line of sight, removing the through-wall shred that made his melee-brawler core a stat-check in clumped fights — his single biggest item hit.
- Healing Snacks 10%→14% max HP and the new Heavy-Melee Cauldrons (Candy/Sugar Rush) reward exactly the frontline kit that already owns the crate route.
- Decay -50%→-55% buffs his anti-heal answer to enemy fronts; Point Blank's slow 2s→2.5s is a small new stick option.
Build changes
- Hunter's Aura is now a fight-only item — stop valuing it as a corridor/objective shred and consider a competing slot.
- Point Blank is a live option for holding targets in melee range.
- All ranks
- C 47.8% win rate · 54,793 games · +0.4 since the patch
- High rank
- B 50.3% win rate · 3,749 games · -0.0 since the patch
Why it matters
- The comeback package (non-hero gold cap 26%→30%, Haunted Souls up to 50% faster when behind, tick souls to the two poorest) directly softens the early lead his hook is supposed to convert.
- Haunt bounty +10% pays camp clearers; Bebop has no AoE clear and no crate route, so his income gap widens against the farm heroes.
- Echo Shard post-cast 0.5s→0.2s speeds his double-cast hook/bomb line, a small offset.
Build changes
- Echo Shard is now a more attractive situational slot for the hook-bomb combo than it was.
- All ranks
- B 50.8% win rate · 35,475 games · +1.9 since the patch
- High rank
- B 50.0% win rate · 2,145 games · +3.0 since the patch
Rising Ram
T3
+10% max HP / 16s → +15% max HP / 20s
Blasted
Cooldown
27s → 25s
Why it matters
- Spirit Shielding 18%->15% spirit resist trims his spirit shred/slow variant's defensive layer.
- Decay -50%->-55% heal cut strengthens his anti-heal frontline role in a patch that pushes anti-heal hard.
- His worst lane Shiv is roughly flat (Serrated Knives rage 3.5%->4% current HP up, alt-fire per boon -5% and Killing Blow recast 16s->12s down), while Warden and Seven both got small buffs against him.
- All ranks
- C 48.2% win rate · 26,859 games · -0.8 since the patch
- High rank
- B 49.3% win rate · 2,055 games · -4.8 since the patch
Shining Wonder
Damage
140 → 125
Why it matters
- Radiant Regeneration's fourth and biggest trim (spirit regen scaling 0.35→0.25, heal-on-cast 65→40, boon scaling 1.7→1.4, in-combat only) guts her core sustain shell.
- Healing Booster loses Extra Regen and +3 flat regen — the second leg of that same regen stack.
- Spirit Shielding 18%→15% and HVR bullet velocity 60%→45% trim her defensive and early poke items.
- Anti-heal buffs (Decay -50→-55%, Toxic Bullets 35→40%, Healbane stacking) land squarely on a regen-stacking flyer, and Metal Skin's +20% gravity punishes a flyer popping it mid-air.
Build changes
- Abandon the Radiant Regeneration + Healing Booster stack; pivot to the buffed Spirit Lifesteal (+2 spirit, +2% lifesteal) and Torment Pulse for in-fight sustain.
- Witchmail (her highest-WR item) becomes more central now that slow/CC comps are stronger.
- All ranks
- A 52.0% win rate · 55,768 games · +1.5 since the patch
- High rank
- B 50.9% win rate · 3,952 games · +0.8 since the patch
General
Base gun damage
Increased by 3%
Bloodscent
T3
+11% amplified → +12% amplified
Eternal Night
T3
+2.5s duration → +2.75s duration
Why it matters
- Decay heal cut -50%->-55% strengthens his anti-heal bruiser variant, and Healbane now stacking makes team anti-heal a real lever.
- Healing Snacks 10%->14% max HP and the new Heavy-Melee Cauldrons reward his melee core and camp-chip sustain.
- Mo & Krill's spirit damage -10% softens one of his listed counters; Apollo's Riposte is now an immobilize rather than a stun, so it no longer fully locks his dive.
Build changes
- Anti-heal bruiser variant gains: Decay is now a stronger slot into sustain comps.
- All ranks
- A 51.4% win rate · 29,789 games · -0.2 since the patch
- High rank
- A 52.4% win rate · 1,272 games · +1.6 since the patch
Why it matters
- Mid-Boss pit is bigger with more cover and the Rejuvenator now drops as 3 spread crystals — more cover blunts Singularity setup and splitting for three crystals punishes the grouped-up comp he wants.
- The comeback package lengthens games, which is mildly against a tempo initiator whose value is converting early hub fights.
- No core item of his moved; Quantum Entanglement's AoE dispel is untouched.
- All ranks
- A 52.2% win rate · 65,202 games · +0.2 since the patch
- High rank
- B 50.3% win rate · 4,311 games · -0.6 since the patch
Smoke Bomb
Bug fix
T3 no longer dispels undispellable debuffs
Why it matters
- Return Fire now reflects Fixation damage, handing tanks a targeted counter-item into her stacking DoT.
- The patch's anti-heal and lifesteal shift does nothing for her weak T4 gun items, which the KB already flags as her scaling ceiling.
Build changes
- Expect Return Fire on enemy fronts — do not rely on Fixation stacks alone to close kills into tanks.
- All ranks
- C 47.8% win rate · 55,508 games · -0.5 since the patch
- High rank
- C 47.8% win rate · 2,233 games · -1.4 since the patch
Napalm
T2 lifesteal
15% → 20%
Concussive Combustion
T3
Adds +0.4 spirit scaling
Why it matters
- Toxic Bullets anti-heal 35%→40% and Decay -50%→-55% strengthen the anti-heal package he already buys, and the patch's anti-heal theme punishes the sustain fronts his burn out-ranges.
- Spirit Lifesteal 13%→15% and Bullet Lifesteal buffs land on his sustain slots exactly as regen items (Radiant Regeneration, Healing Booster) are gutted — his build is on the winning side of the sustain shift.
- Spiritual Overflow's +2 spirit is a token recovery; he dropped it post-09-16 and this does not restore it.
Build changes
- Keep Toxic Bullets and Spirit Lifesteal as fixed slots — both were buffed this patch.
- Take Napalm T2 earlier in the Dashfernus line; the 20% lifesteal is now a genuine lane-sustain talent.
- All ranks
- S 53.1% win rate · 31,890 games · -0.5 since the patch
- High rank
- S 53.2% win rate · 2,840 games · -0.9 since the patch
Why it matters
- Healing Booster loses its Extra Regen component and +3 flat regen, gutting the cheap upgrade path her heal/anti-heal build sits on.
- Anti-heal is the patch's clearest theme (Decay 55%, Toxic Bullets 40%, Healbane stacking), which cuts directly into her tether healing.
- Healing Snacks 10%→14% max HP cheapens the dedicated healing she sells.
- Her actual primary gun core (Titanic Magazine, Tesla Bullets, Active Reload) is untouched, which caps the damage.
Build changes
- Buy Healing Booster standalone rather than as an Extra Regen upgrade, or drop it for buffed lifesteal in the heal build.
- All ranks
- A 51.4% win rate · 32,083 games · +2.2 since the patch
- High rank
- C 46.6% win rate · 837 games · -3.0 since the patch
Essence Bomb
Spirit scaling
1.22 → 1.35
Why it matters
- Radiant Regeneration is gutted — spirit-damage regen 0.35→0.25, heal-on-cast 65→40, boon scaling 1.7→1.4, and the heal now only fires in combat — on an item she buys in ~98% of games.
- Healing Booster loses its Extra Regen component and +3 flat regen, gutting the second leg of her regen shell.
- Decay -50%→-55% and Healbane stacking help her anti-heal slot, but they cut against her own sustain identity as much as they help her kill other fronts.
Build changes
- Shift sustain weight from Radiant Regeneration/Healing Booster toward Spirit Lifesteal (13%→15%) and Bullet Lifesteal.
- The Spirit Soul-Exchange variant now has the better damage line (Essence Bomb 1.35) but the weaker sustain line — commit to burst, not grind.
- All ranks
- A 51.7% win rate · 49,484 games · +0.7 since the patch
- High rank
- A 51.6% win rate · 3,189 games · +1.2 since the patch
Grapple
T3
Also +4m jump velocity
Death Slam
Indicator
Cone to cylinder (visual)
Why it matters
- Tunnel move speed +70%→+50% slows the rotations that set up Ground Strike.
- The comeback package (gold cap 26%→30%, faster Haunted Souls when behind, tick souls to the two poorest) blunts the early snowball an S-tier tempo initiator converts.
- Haunt bounty +10% pays camp clearers; Lash has no AoE farm route to take it.
- All ranks
- B 50.5% win rate · 17,248 games · +2.7 since the patch
- High rank
- S 54.0% win rate · 935 games · +5.7 since the patch
Mini Turret
Turret vs troopers
50% → 65%
Turret HP/boon
9 → 10
Why it matters
- Haunt bounty +10% rewards turrets clearing grouped camps from cover, though the +10% camp damage chips the turrets themselves.
- Breakables growth -10% trims the crate income her static setup does not contest anyway — a wash.
- All ranks
- D 45.5% win rate · 39,365 games · -0.4 since the patch
- High rank
- D 46.9% win rate · 2,751 games · +0.5 since the patch
Why it matters
- Haunt bounty +10% rewards her grouped-camp AoE clear, and the comeback package (gold cap 26%->30%, faster Haunted Souls when behind) helps a 44.8% WR hero.
- Her worst lane Ivy lost Healing Booster's Extra Regen component and flat +3 regen, but Victor gained Spirit Lifesteal, Infuser and Torment Pulse buffs and Billy got Rising Ram T3 +15%/20s.
- All ranks
- D 45.2% win rate · 24,560 games · -0.1 since the patch
- High rank
- D 45.1% win rate · 1,849 games · -1.1 since the patch
Why it matters
- The comeback package (non-hero gold cap 26%→30%, Haunted Souls up to 50% faster when behind, tick souls to the two poorest) restores the bail-out his farm-and-scale line lost — the KB's stated reason he rarely spikes.
- Haunt bounty +10% rewards his Monster Rounds/Cultist Sacrifice farm route.
- Echo Shard post-cast 0.5s→0.2s speeds reset combos, though usage data shows it near-zero on him.
- Mobile assassin archetype down trims the roamers that dive him.
Build changes
- Farming from behind is now a legitimate path back — don't concede the camp route when losing lane.
- All ranks
- D 45.1% win rate · 30,106 games · -0.4 since the patch
- High rank
- D 42.4% win rate · 1,095 games · -4.6 since the patch
Why it matters
- Healing Booster no longer builds from Extra Regen and loses its flat +3 regen - the backbone of his sustain layer is gone.
- Divine Barrier cooldown 45s->55s cuts a cast window per fight off his best-WR late item.
- Decay -50%->-55% heal cut is a small gain on his anti-heal slot, and the comeback package helps a 45.1% WR hero; his worst lane Ivy lost the same healing items.
Build changes
- Stop treating Healing Booster as a cheap Extra Regen upgrade; buy it standalone or route the slot into Spirit Lifesteal, which was buffed.
- All ranks
- S 53.4% win rate · 37,307 games · +0.6 since the patch
- High rank
- S 54.0% win rate · 1,589 games · +2.9 since the patch
Static Charge
T3 stun
0.9s → 1.1s
Why it matters
- Haunt bounty and growth +10% on the camps he clears fastest is the single largest income lever in the patch, and his AoE clear converts it better than anyone.
- Haunt HP and damage +10% is the offset — but Spirit Lifesteal 13%→15% and Decay -50%→-55% both buff his exact core slots, so he absorbs the harder camps better than most clearers.
- The comeback package (non-hero gold 26%→30%, faster Haunted Souls when behind, tick souls to the two poorest) directly reverses the KB's 'a behind Seven cannot brawl back' cap — he now has a farm route from behind.
Build changes
- Spirit Lifesteal is now a stronger second-item commitment against the tougher camps.
- Decay is a better slot into the sustain comps the anti-heal patch encourages.
- All ranks
- C 48.4% win rate · 27,586 games · +0.7 since the patch
- High rank
- B 48.9% win rate · 1,737 games · -0.1 since the patch
General
Health regen
2.5 → 3
Go For The Throat
Weapon damage
Now counts Point Blank and Opening Rounds
Entangling Bola
Bug fixes
Unstoppable flyers stay up; grounds Talon's ult
Why it matters
- Hunter's Aura now needs line of sight — the through-wall shred she bought it for in clumped fights is gone (core gun-tank slot).
- Spirit Shielding 18%→15% spirit resist trims a core defensive layer into a spirit-burst patch.
- Anti-heal is the patch's clearest theme (Decay/Toxic Bullets/Crippling Headshot up, Healbane stacking) and it attacks her Melee Lifesteal/Restorative Shot sustain directly.
- Counter-side offsets: Rat King (62% vs her) ate a huge nerf, the mobile-assassin archetype is down (tunnels +70%→+50%), and the tank/frontline archetype is up (Cauldrons, Healing Snacks 10%→14%).
Build changes
- Buy Point Blank as a core slot: its slow extends and its weapon damage now feeds Go For The Throat.
- Deliberately delay Hunter's Aura — it no longer shreds through walls, so it is an LOS-fight item only now.
- All ranks
- D 46.2% win rate · 10,672 games · -0.2 since the patch
- High rank
- D 45.1% win rate · 592 games · -1.5 since the patch
Why it matters
- High-Velocity Rounds bullet velocity 60%->45% hits the ~79% HVR/Opening Rounds lane opener that is his only real lane pressure.
- His dive counters got direct buffs: Drifter base gun damage +3% and Eternal Night T3 +2.75s, Calico Leaping Slash T3 +90 and Ava T3 8s.
- Lightning Scroll now scales 0.35 off spirit power, giving his duration/cooldown spirit shell a poke option it did not have.
Build changes
- Delay the HVR lane opener or accept weaker max-range poke; consider Lightning Scroll as a spirit-scaling poke slot in the duration build.
- All ranks
- D 46.0% win rate · 16,235 games · +0.3 since the patch
- High rank
- B 49.0% win rate · 712 games · +4.5 since the patch
Luggage Cart
T2
+75 wall impact → +90 wall impact
T3
-15s cooldown → -18s cooldown
Why it matters
- The comeback package helps a 45.4% WR hero that loses to tempo rather than to numbers.
- His listed counters Yamato (Power Slash spirit scaling +6%) and Lash (Grapple T3 +4m jump velocity) both got small buffs, so the dive that beats his setup did not get slower.
- All ranks
- D 47.0% win rate · 44,130 games · -0.4 since the patch
- High rank
- C 48.3% win rate · 3,369 games · +0.4 since the patch
Ira Domini
Stake damage
115 → 95
Stake boon scaling
3 → 3.6
Why it matters
- Graves - his hard counter whose gun deletes his traps - took move speed 7->6.7, bullet damage per boon -4% and a slower Grasping Hands deploy.
- High-Velocity Rounds 60%->45% does not touch him (he opens Restorative Shot/Close Quarters/Monster Rounds), while it does hit Vindicta, another listed counter.
- Warden (flask, Willpower, Last Stand T2) and Abrams (base gun damage +5%, Siphon T3 +22) both got stronger, and both are losing lanes for him.
Build changes
- Lean harder into Battle Vest + Bullet Lifesteal as the lane-sustain spine; treat Ira Domini as a mid-game spike rather than an early bully tool.
- All ranks
- S 53.8% win rate · 35,677 games · +0.7 since the patch
- High rank
- B 49.8% win rate · 1,642 games · -0.0 since the patch
Aura of Suffering
T3
+15% damage → +16% damage
Why it matters
- Three of his core sustain items were buffed: Spirit Lifesteal 6->8 spirit / 13%->15%, Infuser 70%->75% active lifesteal and 6->8 spirit, Torment Pulse 18%->22% melee resist.
- Healing Booster lost its Extra Regen component and flat +3 regen, which is a real hit to his sustain stack - the buffs above roughly cancel it.
- Harder Haunt camps (bounty and HP both +10%) and Healing Snacks 10%->14% both reward his camp-grinding sustain line; Ivy, his worst lane, lost the same healing items.
Build changes
- Shift sustain weight from Healing Booster to Spirit Lifesteal/Infuser; keep Torment Pulse as the frontline layer.
- All ranks
- A 51.1% win rate · 36,533 games · +1.0 since the patch
- High rank
- B 50.7% win rate · 2,272 games · +0.9 since the patch
Why it matters
- High-Velocity Rounds base bullet velocity 60%→45% trims her opening max-range poke — the exact window her gun build buys it for.
- Move slow to air-drag ratio 0.35→0.5 taxes her harder whenever she is slowed mid-flight, compounding the existing flyer tax.
Build changes
- Upgrade off base High-Velocity Rounds faster to recover velocity rather than sitting on the T2.
- All ranks
- C 47.7% win rate · 16,810 games · +1.8 since the patch
- High rank
- B 49.7% win rate · 1,083 games · +1.0 since the patch
General
Alt fire growth
+5% damage per boon
Splatter
T1
+36 damage → +45 damage
Goo Ball
Bug fix
Can't melee or use Shift during cast delay
Why it matters
- Express Shot secondary fire damage and growth -5% and High-Velocity Rounds velocity 60%→45% both hit his spirit-hybrid Splatter/Punch core.
- Decay heal cut -50%→-55% strengthens his anti-heal enabler slot.
- Tank/frontline archetype up (Healing Snacks 10%→14%, Heavy Melee Cauldrons) and Steam Vents' stamina regen suit his Cube/Goo Ball sustain.
Build changes
- Upgrade off base High-Velocity Rounds sooner; Express Shot is now a weaker top-end.
- All ranks
- B 50.6% win rate · 15,172 games · -0.3 since the patch
- High rank
- A 52.2% win rate · 1,231 games · -1.1 since the patch
Why it matters
- Her two worst lanes both moved against her: Warden got flask travel speed, -30% weapon-damage reduction and Willpower +20%, and Billy got Rising Ram T3 +15%/20s and Blasted 27s->25s.
- Two other counters softened: Mo & Krill's spirit damage on all abilities -10% blunts the Combo that lifts her, and Wraith lost Card Trick heal 60->45 and Project Mind cooldown 46s->50s.
- Bullet Resilience 30%->35% bullet resist is a small tax on a pure-gun kit, partly offset by Glass Cannon 80%->85%.
Line of sight
No longer affects enemies through walls
Who it hits
Why it matters
Requiring line of sight removes the through-wall shred that made this a frontline stat-check; buyers now only get value on targets they can actually see, so it's weaker in corridor and objective fights where walls break LOS.
Ambush fire rate
Removed
Ambush melee
Removed
Ambush weapon dmg
+50% (new)
Charge time
Builds over 6s stealthed
Ability break
Ambush bonus applies to breaking ability
Who it hits
Why it matters
Trades fire rate and melee damage for a bigger +50% ambush weapon-damage amp that needs 6s stealthed to charge and now applies to the ability that breaks stealth — a slower, burstier ambush.
Build changes
Becomes a pure gun-carry ambush item rather than a melee/cage tool.
Spirit-dmg regen scaling
0.35 → 0.25
Heal on cast
65 → 40
Heal boon scaling
1.7 → 1.4
Heal trigger
Only in combat now
Who it hits
Why it matters
Fourth cumulative trim and the biggest yet — spirit-damage regen scaling 0.35→0.25, heal-on-cast 65→40 with 1.7→1.4 boon scaling, and the heal now only fires in combat. The regen sustain shell Baba, Lady Geist, Shiv, Celeste and Kelvin build around is materially weaker; spirit-stackers lose the most.
Build changes
Pushes sustain toward lifesteal items (Spirit/Bullet Lifesteal, Leech buffed) and Healing Booster's out-of-combat regen.
Post-cast time
0.5s → 0.2s
Who it hits
Why it matters
Post-cast 0.5→0.2s tightens the double-cast window, making the reset item's combo execution faster for every buyer; it's the meta's connective item, so this quietly speeds up the whole caster roster.
Damage scaling
Now scales with Spirit Power (0.35)
Dash distance slow
-10% → -12%
Why it matters
Now scaling 0.35 off spirit power turns a flat-damage item into a spirit-build tool, and the extra dash slow helps it stick; spirit casters gain a real option, gun builds lose interest.
Build changes
Moves from a flat-damage pickup to a spirit-scaling slot competing with other spirit poke items.
Cooldown
18s → 22s
Cast range
40m → 35m
Why it matters
+4s cooldown and -5m range cut both the uptime and the reach of a spirit poke/sap tool; whoever used it to chip from range loses a real chunk of value.
Weapon damage
6% → 10%
Bullet lifesteal
13% → 15%
Who it hits
Why it matters
+4% weapon damage and +2% lifesteal make the cheap T2 sustain item a better early buy; Venator and Infernus get more from their lane-sustain slot, and it competes harder with the regen items just nerfed.
Build changes
Absorbs some of the demand lost by Radiant Regeneration/Healing Booster nerfs.
Active move speed
+1m → +1.5m
Bullet lifesteal
14% → 15%
Weapon damage
6% → 10%
Why it matters
More move speed, lifesteal and weapon damage on the active steroid make it a stronger mid-fight burst tool; still niche but now worth a look on aggressive gun bruisers.
Stacking
Multiple sources stack (diminishing)
Heal on kill
275 → 170 + 3/Boon
Who it hits
Why it matters
Multiple Healbanes now stack with diminishing returns — a team-wide anti-heal buff — but heal-on-kill drops 275→170+3/boon, cutting the self-sustain that made it a solo bruiser pick. Net: better as a team anti-heal tool, worse as personal sustain.
Component
No longer builds from Extra Regen
Flat regen
Removed (+3)
Out-of-combat regen
+1 → +2
Who it hits
Why it matters
Losing the Extra Regen component and +3 flat regen guts the sustain shell's backbone; the +1→+2 out-of-combat regen doesn't replace it. Combined with the Radiant Regeneration nerf, regen-stacking supports lose a real chunk of sustain.
Build changes
No longer a cheap Extra Regen upgrade; must be bought standalone and now competes with buffed lifesteal items.
Scaling
Boons (6) → Spirit Power (1.1)
Who it hits
Why it matters
Switching from boon scaling (6) to spirit scaling (1.1) rewards spirit-stacking healers and punishes boon-stackers; Kelvin's spirit build gains, while a pure-boon support loses throughput.
Build changes
Rewards spirit investment over boon-stacking on support healers.
Active lifesteal
70% → 75%
Spirit lifesteal
13% → 15%
Spirit power
6 → 8
Who it hits
Why it matters
More active lifesteal, spirit lifesteal and spirit power make Victor's sustain-bruiser slot stronger and push the item toward spirit builds generally.
Proc
Reduces follow-up spirit damage in same stack
Why it matters
The proc now keeps reducing follow-up spirit damage in the same stack (e.g. charged shot + Tankbuster), so it's a real answer to multi-hit spirit burst rather than a single-hit shield.
Spirit power
6 → 8
Spirit lifesteal
13% → 15%
Who it hits
Why it matters
+2 spirit power and +2% lifesteal strengthen the spirit-carry sustain slot; Seven and Victor get more out of it, and it absorbs some of the demand regen items just lost.
Active lifesteal
70% → 75%
Bullet lifesteal
13% → 15%
Weapon damage
6% → 10%
Why it matters
More active lifesteal, bullet lifesteal and weapon damage make the burst-steroid a stronger all-in tool for aggressive carries.
Why it matters
55→60% proc is a small consistency gain on a %-pen item; won't change who buys it.
Who it hits
Why it matters
18→22% weapon damage strengthens Venator's gun-bruiser core and any frontline M1 build; small but on a core slot.
Bullet resistance
30% → 35%
Out-of-combat regen
3 → 5
Why it matters
30→35% bullet resist plus 3→5 out-of-combat regen makes the anti-gun defensive item a bit stronger into gun-carry lobbies.
Why it matters
-35→-40% anti-heal adds to the patch's anti-heal stack; marginal on its own.
Heal reduction
-50% → -55%
Who it hits
Why it matters
-50→-55% heal cut strengthens the default anti-heal spirit slot; with Healbane now stacking and Toxic Bullets buffed, anti-heal is the patch's clearest item theme.
Who it hits
Why it matters
45→55s cooldown cuts the uptime of the cleanse-shield; Rem's late-fight Divine Barrier (his best-WR item) loses a cast window per fight.
Secondary fire
Damage and growth -5%
Who it hits
Why it matters
5% off secondary-fire damage and growth trims the carbine-crit payoff; Paradox's sniper line and Viscous's spirit-hybrid poke lose top-end, not identity.
Cooldown
45s → 40s
Barrier damage
Now counts toward repeat damage
Why it matters
-5s cooldown plus the barrier-damage fix makes the spirit-amp slightly more reliable; still a situational standoff pick.
Why it matters
80→85% weapon damage nudges the glass-cannon capstone; still a win-more late buy.
Damage penalty
-15% → -12%
Why it matters
-15→-12% damage penalty is a small relief, but the 09-16 nerf (souls/min, net-worth counting) still leaves it unbuyable.
Bullet velocity
60% → 45%
Upgrades
Unaffected by velocity cut
Who it hits
Why it matters
Base bullet velocity 60→45% makes the cheap T2 pickup land fewer max-range shots; upgrades keep their velocity, so the cut bites the early lane-poke window, not the finished build. Poke carries who open on it feel it most in the first ten minutes.
Build changes
Pushes buyers to upgrade faster to recover velocity rather than sit on the base item.
Why it matters
+8→+15 health regen nearly doubles the regen on the item; helps sustained frontline buyers but won't make it core.
Bullet lifesteal
28% → 30%
Spirit lifesteal
28% → 30%
Why it matters
+2% on both lifesteals is a small nudge; KB already had it losing to cheaper lifesteal, and this doesn't change that.
Gravity
+20% while active
Why it matters
+20% gravity while active makes the defensive active worse for flyers and mobility heroes who pop it mid-air; a small tax on an already situational item.
Dash distance slow
-10% → -12%
Why it matters
-10→-12% dash-distance slow makes the slow slightly harder to dash out of; small.
Who it hits
Why it matters
+0.5s slow extends the stick on a close-range item; helps melee/close bruisers hold a target but won't move it into core.
Parry CD reduction
-1.75s → -1.25s
Why it matters
Parry cooldown reduction drops from -1.75s to -1.25s, so you parry less often — a straight trim to the parry-utility item.
Fixation
Now returns Haze's Fixation damage
Tooltip
Lists 10% bullet resist
Who it hits
Why it matters
Now reflects Haze's Fixation damage and the tooltip lists its 10% bullet resist — a targeted answer to Haze's stacking DoT, giving tanks a real counter-item into her.
Why it matters
+40 bonus health makes the silence utility item a slightly better frontline buy; won't change its role.
Who it hits
Why it matters
18→15% spirit resist trims the defensive layer Billy and Silver lean on; small but on core slots into a spirit-burst-heavy meta.
Who it hits
Why it matters
+2 spirit power from component changes is a token recovery after the 09-16 gutting; Infernus already dropped it, so it stays a fringe slot.
Melee resistance
18% → 22%
Who it hits
Why it matters
18→22% melee resistance helps the spirit-bruiser frontlines survive melee dives a touch better.
Who it hits
Why it matters
35→40% anti-heal strengthens the sustained-heal cut on Infernus's burn-gun and Mirage's hybrid; in a patch that also buffs Decay and makes Healbane stack, anti-heal is being pushed hard.
From the notes
- Haunts base bounty and growth increased by 10%
- Haunts HP and Damage output increased by 10%
How it plays
Off-lane farm is now the highest-value income on the map, but only for comps that clear grouped, chasing camps without bleeding HP. Weak-clear/single-target heroes fall further behind the AoE/sustain clearers, widening the coverage gap the KB already flagged.
From the notes
- Comeback gold from non-hero sources increased from a max of 26% to 30% (when behind by ~20% Net Worth)
- Haunted Souls secure rate is now up to 50% faster than baseline based on how far behind you are in Net Worth compared to the enemy team's average (max rate at a 20% Net Worth gap)
- The bonus NPC souls multiplier when behind now also increases tick souls for the 2 poorest players
How it plays
This directly reverses the KB's 'leads stick' read: losing teams now convert camp souls more reliably and get passive tick catch-up, so a farm lead is a soft lead. It rewards teams that keep farming from behind instead of conceding, and lengthens games.
Health
+20%
Health growth
+20% per minute
Resist shred
Only 50% as effective
Roar
Now at 25% HP
Bounty
3000 (+50/min) → 1500 (+25/min)
Rejuvenator
3 crystals around the pit
Crystal break
One heavy melee each
Crystal bounty
500 +9/min to the breaker
Drop time
6s → 7.5s
Terrain
Bigger pit, more cover
From the notes
- Haunted Souls secure rate is now 25% slower
- Haunted Souls secure rate is now up to 50% faster than baseline based on how far behind you are in Net Worth compared to the enemy team's average (max rate at a 20% Net Worth gap)
How it plays
Contested camp souls become a skill/timing check for the leader (slower baseline secure = easier to steal) and a gift for the trailing team. It makes camp contests less of a straight stat-check and more of a comeback lever.
From the notes
- Breakables growth values reduced by 10%
- With a Heavy Melee, break the cauldron to pick up a piece of Candy and stash it in your pocket for later... consume the candy to grant yourself a boost of energy with the temporary Sugar Rush buff
How it plays
Crate scaling is trimmed, so Heavy Melee crate routes pay slightly less late, but Cauldrons add a fresh Heavy Melee-gated pickup that rewards the same frontline/tank kits with a stashed tempo buff. Heavy Melee access stays a real economy skill.
From the notes
- Steam Vents now increase stamina regeneration by 150%
- Move speed in tunnels reduced from +70% to +50%
- Move slow to air drag ratio increased from 0.35 to 0.5
How it plays
Vents are now a stamina stop as well as a stealth approach; tunnel rotations slow, tightening map tempo; and the higher air-drag ratio taxes flyers harder whenever they're slowed.
From the notes
- Deadman Danny: Chimera Mk1 - Cooldown reduction per boon reduced from -0.4s to -0.25s
- Deadman Danny: Chimera Mk1 - Cooldown refund on hit from T3 reduced from 50% to 30%
- Nurse Harrow: Leech Therapy - Leeches on the ground are now removed on round reset
- Nurse: Lurking Terrors - Duration reduced from 7s to 5s
- Nurse: Lurking Terrors - T3 reduced from +3s Duration to +2s
- Paige: Bookwyrm - T2 Trail Duration reduced from +2s to +1s
- Rat King: Scrap Grenade - Radius reduced from 8m to 6m
- Rat King: Scrap Grenade - Large explosion radius reduced from 14m to 10m
- Rat King: Rule, Ratannia! - Radius reduced from 20m to 16m
- Rat King: Rule, Ratannia! - T2 Radius reduced from +8m to +6m
- Rat King: Rule, Ratannia! - Duration reduced from 12s to 9s
- Violet: Abstract Landscape - Duration reduced from 6s to 5s
- Violet: Abstract Landscape - T3 reduced from +4s to +3s
Special attack
Channels a ground sleep aura
Counterplay
Kill the channeler to clear it
From the notes
- Healing Snacks heal increased from 10% Max HP to 14%
How it plays
Camps and extended off-lane routes are more survivable, reinforcing sustain bruisers and tanks who already clear Haunts; it slightly lowers the cost of contesting hubs and Buff Containers.
From the notes
- Latest 6 heroes are no longer categorized as "new" anymore. This means they have normal hero unlocking requirements for ranked and can now be banned.
How it plays
Ranked draft can now suppress the strongest of the recent six, so their pick/win rates should compress toward the field; it also raises the barrier to entry on those kits in ranked.