← Updates

Deadlock Patch Analysis - 2026-02-13

This is a hero balance patch targeting six released heroes — Celeste, Venator, Silver, Graves, Rem, and Apollo — alongside a significant shrine/trooper system change. Celeste receives the heaviest nerfs with base weapon damage slashed 37% (28.75 → 18) and a new -6% Bullet Resist penalty, signaling Valve’s concern about her early-game dominance. Silver and Venator receive substantial buffs to improve competitive viability, while Graves sees a kit restructuring that trades zone control duration for sharper spirit scaling rewards.

Major Changes Analysis

Celeste — Comprehensive Nerfs

Celeste’s dominance is being addressed through simultaneous nerfs to her weapon stats, aerial mobility, ability uptime, and team utility.

Weapon Changes:

StatBeforeAfterChange
Bullet Damage28.7518-37.4%
Damage/Boon+0.4+0.6+50% scaling
DPS47.930.0-37.4%
Sustained DPS33.821.2-37.3%
Bullet Resist0-6%New penalty

This is a fundamental shift in Celeste’s power curve. Her early-game DPS drops from 47.9 (top-tier Marksman) to 30.0 (bottom of the roster). The +0.6/boon scaling (up from +0.4) recovers some ground over time, but the breakeven point where new Celeste matches old Celeste’s bullet damage is ~54 boons — she never catches up in a normal game. The new -6% Bullet Resist penalty makes her uniquely vulnerable to weapon damage, compounding her already below-average health scaling (750 base, +35/boon).

Strategic Implication: Celeste can no longer bully lanes with raw weapon damage. She must rely on Light Eater procs and Radiant Daggers stacking to win trades, pushing her entirely into a spirit-dependent playstyle. Heroes like Haze, Wraith, and Grey Talon punish her even harder with the -6% bullet resist.

Air Acceleration: 25% → 18% (-28% reduction). Celeste’s signature floaty aerial movement is weaker — she’ll drop faster and have less precise aerial control, making her trajectory more predictable for opponents to track.

Ability Changes:

AbilityChangeBeforeAfter
Radiant DaggersBase Damage65 (+0.49 spirit)55 (+0.42 spirit)
Radiant DaggersCooldown30s33s
Radiant DaggersT2 CD Reduction-12s-15s (buffed to compensate)
Shining WonderBounce Damage115 (+0.63 spirit)105 (+0.63 spirit)
Dazzling TrickExplode Radius15m14m
Light EaterT1-10s Cooldown+15% Spirit Lifesteal (swapped)
Light EaterT2+15% Spirit Lifesteal-10s Cooldown (swapped)
Light EaterAlly LifestealGrants lifesteal to alliesSelf-only (removed)

Radiant Daggers loses 15% base damage and the spirit scaling drops from 0.49 to 0.42. The base CD increases by 3s, but T2’s reduction was buffed from -12s to -15s, so fully upgraded the net CD is the same (18s). Without T2 investment, the ability is strictly worse.

The Light Eater T1/T2 swap delays the cooldown reduction to T2 (more ability points required), weakening early lane aggression. Previously Celeste could rush T1 CDR to spam Light Eater; now T1 gives lifesteal instead — useful for sustain but less impactful for pressure. The removal of ally lifesteal sharing eliminates a team-wide sustain mechanic that overperformed in coordinated play.

Meta Impact: Celeste drops from dominant lane bully to a scaling Marksman who needs stacks and time to come online. Her team fight power remains strong via Shining Wonder, but she’ll struggle to reach that point through a much weaker laning phase.


Venator — Comprehensive Buff Package

Venator receives the largest set of changes, touching every ability and his base stats. The clear direction: shift power from Ira Domini into his basic ability rotation.

Base Stats: Health 720 → 750 (+30 HP)

Gutshot Overhaul:

StatBeforeAfterChange
Cooldown26s23s-3s
Wall Stun Distance6.5m (hidden)7m (explicit field)+0.5m
Wall Bonus Damage Scaling0.4× weapon0.9× weapon+125%
T2-8s CD, +2.5m Range-10s CD, +0.4s Stun DurationReworked

The wall hit bonus damage scaling more than doubled (0.4× → 0.9× weapon). For a Venator with +50% weapon damage, the wall bonus goes from ~18 to ~43 extra damage. The T2 rework trades range for +0.4s stun duration (total 1.05s with T2), and the CD reduction improves from -8s to -10s. Total CD at T2: 13s (down from 18s). Wall stun distance now properly scales with ability range.

Hex-Lined Snap Trap Overhaul:

StatBeforeAfterChange
Cooldown30s25s-5s
Spirit Scaling1.62.2+37.5%
Reveal Duration5s6s+1s
T1 CD Reduction-12s-8s+4s (less impactful)
T3 Damage Amp20%25%+5%
Cast Delay0.1s0.2s+0.1s

Net cooldown at T1: 18s before → 17s after (net -1s improvement). The real gains are in damage: at 40 spirit, trap damage goes from 144 to 168 (+17%). T3 damage amplification from trapped targets increases from 20% to 25%. The trap now spawns aligned with the crosshair instead of Venator’s body orientation.

Consecrating Grenade: T2 now also increases debuff duration by +1s (total 4.5s burn/anti-heal). Internal rename from DebuffDuration to BurnDuration (same 3.5s value, clearer naming).

Ira Domini (Ultimate) — Significant Nerfs:

StatBeforeAfterChange
Weapon Damage Scaling1.7×1.5×-11.8%
T2 Bonus Damage15065-56.7%

The weapon scaling and T2 bonus damage are both meaningfully nerfed. At +50% weapon damage with T2, each stake loses ~30 damage from scaling plus 85 from T2. The ultimate goes from “delete button” to “strong finisher.”

Strategic Implications: Venator becomes an ability-rotation hero who excels at zone control and positional punishment. The Gutshot wall stun build path is now genuinely terrifying: Snap Trap immobilize (1.5s) → Gutshot wall slam (1.05s stun with T2) = 2.55s hard CC chain with 0.9× weapon bonus damage and 25% damage amp from T3 trap. Counter-play: avoid tight spaces.


Silver — Major Buffs

Silver receives across-the-board improvements that address her most significant weaknesses while opening new build paths.

Base Stats:

StatBeforeAfterChange
Max Health725800+75 HP (+10.3%)
Ammo67+1 shell (+17%)
Falloff Start Range16m~20m+4m effective range

The +75 HP is enormous — Silver now has the highest base HP of any Marksman at 800. The extra ammo shell directly addresses her biggest complaint, and the +4m falloff extension means full damage out to 20m instead of 16m.

Ability Spirit Scaling Buffs:

AbilitySpirit Scaling BeforeAfterChange
Boot Kick1.02.0+100%
Entangling Bola1.01.6+60%
Go For The ThroatRange 7m7.5m+0.5m

Doubling Boot Kick’s spirit scaling opens up spirit hybrid builds. At 40 spirit power, Boot Kick bonus damage goes from 65 to 105 (+62% total ability damage). Bola goes from 80 to 104 at the same spirit investment.

Lycan Curse Adjustments:

StatBeforeAfterChange
Bullet Resist20%14%-6%
Spirit Resist20%14%-6%
T1 Resist Bonus+15%/+15%+14%/+14%-1% each
Max Rage Scaling11.0/power9.4/power-14.5%

Total resists with T1: 35%/35% → 28%/28% (-7% each). The transformation is less tanky, but the base form improvements more than compensate. Valve is redistributing power from “transformation is everything” to “Silver is functional at all times.”

Transformed State: Wolf form clip size set to 0 (infinite ammo), sustained DPS updated to 50.0 (no reload penalty). Quick Silver Reload and Mercurial Magnum now proc on non-spirit ability sources, expanding item interactions.

Meta Impact: Silver rises significantly in viability. Better laning (800 HP, 7 ammo, 20m falloff) and new spirit hybrid builds create a more well-rounded hero that doesn’t depend entirely on Lycan Curse.


Graves — Kit Restructuring

Graves receives changes that trade raw area coverage and duration for higher burst damage and spirit scaling rewards.

Weapon: Bullet Damage 4.2 → 4.0 (-4.8%), Falloff End Range 16m → 17m (+1m). Small DPS nerf partially offset by extended range.

Key Ability Changes:

AbilityStatBeforeAfterChange
Grasping HandsWidth20m14m-30%
Grasping HandsDuration7s5s-29%
Grasping HandsSpirit Scaling1.31.9+46%
Jar of DeadSkull Lifetime15s10s-33%
Jar of DeadDamage1620+25%
Borrowed DecreeDuration20s (+0.05 spirit)16s (+0.04 spirit)-20%
Borrowed DecreeSpawn Interval5s4s-20% faster

Grasping Hands shifts from “massive zone denial wall” (20m × 7s) to “focused spirit burst trap” (14m × 5s with 1.9× spirit scaling). A spirit-invested Graves at 40 spirit power deals 166 damage (was 142) from the initial hit — the wall is smaller and shorter but hits harder.

Jar of Dead deals 25% more damage per tick but lasts 33% shorter. Net total damage over lifetime decreases (200 vs 240), but burst damage output increases.

Borrowed Decree produces the same 4 ghouls total but compressed into 16s instead of 20s with faster spawning. More concentrated burst of summoned pressure.

Meta Impact: Graves shifts from slow siege summoner to burst-oriented spirit caster. Spirit builds become more attractive due to the +46% Grasping Hands scaling, but reduced durations demand more precise timing.


Rem — Solo Push Viability + Pillow Toss Buff

Base Stats: Light Melee 50 → 58 (+16%). Heavy Melee scaling per boon 3.67 → 3.16 (-14%).

Pillow Toss:

Getting radius earlier at T2 and an extra charge at T3 is a significant upgrade path buff. Two pillows in rapid succession provides devastating team fight disruption.

Lil Helpers Rebalance:

StatBeforeAfterChange
Solo Trooper Soul Share50%100%Doubled
Trooper Bonus Bounty to Killer0%+20%New mechanic
Following Trooper Heal14/s10/s-29%
Trooper Heal Spirit Scaling0.10.125+25%
Trooper Resistance35%30%-5%
T3 Resistance Bonus+15%+20%+5%

The headline: Lil Helpers now grant 100% of trooper souls when no allies are nearby (up from 50%). This directly enables Rem’s solo push game — when roaming between lanes mid-to-late game, helpers become full-value income generators rather than half-efficiency placeholders. Troopers themselves are weaker pre-T3 but identical at T3 (50% total resistance).

Sinner’s Sacrifice Interaction: Enemies attacking a sacrifice while helpers are on it scares them back to Rem — a defensive QoL change.

Naptime T3: -55s → -65s cooldown reduction (Naptime CD goes from 65s to 55s fully upgraded).

Meta Impact: Rem becomes a strong solo pusher with doubled helper soul income — after the laning phase, Rem can split-push lanes alone while helpers generate full soul value. The extra Pillow Toss charge at T3 transforms team fight utility.


Apollo — Continued Tuning

Building on the Feb 12 full ability data population, Apollo receives incremental buffs.

StatBeforeAfterChange
Bullet Damage/Boon0.60.75+25% scaling
Max Health700740+40 HP
HP per Boon4144+3/boon

At 20 boons, Apollo’s bullet damage reaches 32 (was 29), adding ~8 DPS.

Flawless Advance T2 now also grants 60% Bullet Resist during the hold/lunge phase (1.5s duration). This is a massive survivability upgrade — Apollo can lunge into enemies with 60% bullet damage reduction, transforming the engage from “risky dive” into “protected assassination attempt.” Spirit damage and CC remain the primary counters.


System Changes

Shrine and Trooper Dynamics

This is a fundamental macro change. Previously, losing one shrine had no trooper impact — only losing both did. Now each shrine death immediately creates a trooper power spike in that lane, making individual shrine defense more critical. The 10% HP reduction accelerates shrine contests.

Implications:

  1. Split-push strategies become more punishing — losing a single shrine creates immediate lane disadvantage
  2. Defensive rotations to protect shrines become higher priority
  3. The 10% HP reduction makes shrines easier to take, accelerating mid-game transitions

Zipline Improvements

Improved blue zipline attach speed and fixed various bugs. Minor QoL improvement for cross-map rotations.


Data & Infrastructure

PropertyUpgrades Continuation

The PropertyUpgrades item system rollout continues from the Feb 12 patch. No new item stat changes were detected beyond the existing infrastructure.

Ablative Coat (T4 Vitality): Confirmed deprecated — Name and Description set to null, IsDisabled: true.


Theorycrafting

Venator Wall Stun Build

With Gutshot’s wall bonus at 0.9× weapon and T2 providing -10s CD + 0.4s stun, a weapon-focused Venator centered on wall stuns becomes terrifying:

Best corridors for wall stuns: Side-lane alleys, underground passages, shrine approach hallways.

Silver Spirit Hybrid

Boot Kick at 2.0× spirit scaling and Bola at 1.6× create a new build path:

At 60 spirit power: Boot Kick deals 145 bonus damage (was 85), Bola deals 136 (was 100).

Celeste Survival Builds

Despite massive nerfs, Celeste’s 0.6/boon scaling and Radiant Daggers spirit amp stacking keep her mid-late game intact. Early game demands:


Predictions

  1. Celeste pick rate drops in competitive play. 30.0 base DPS with -6% bullet resist is too weak to bully lanes. She becomes a scaling pick that needs protection.
  2. Silver rises significantly in pick priority. 800 HP, 7 ammo, 20m falloff addresses every common complaint.
  3. Venator excels in tight areas where his ability rotation is devastating — Snap Trap into Gutshot wall stun chains are near-guaranteed kills in corridors and alleys.
  4. Graves players shift to spirit builds to maximize the improved Grasping Hands scaling (1.9×).
  5. Rem solo split-push becomes viable with 100% trooper souls from helpers.
  6. Shrine contests become higher priority — teams will fight for shrines earlier knowing each one immediately buffs that lane’s troopers.

Conclusion

This patch demonstrates clear balance philosophy: redistribute power from dominant early-game picks (Celeste) toward underperforming heroes (Silver, Venator), restructure kit identities (Graves from siege to burst, Venator from ult-reliant to ability-rotation), and accelerate game pacing through the shrine rework. Combined with Apollo’s continued tuning and Rem’s solo-push viability, the patch diversifies viable strategies across the roster.