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:
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Damage | 28.75 | 18 | -37.4% |
| Damage/Boon | +0.4 | +0.6 | +50% scaling |
| DPS | 47.9 | 30.0 | -37.4% |
| Sustained DPS | 33.8 | 21.2 | -37.3% |
| Bullet Resist | 0 | -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:
| Ability | Change | Before | After |
|---|---|---|---|
| Radiant Daggers | Base Damage | 65 (+0.49 spirit) | 55 (+0.42 spirit) |
| Radiant Daggers | Cooldown | 30s | 33s |
| Radiant Daggers | T2 CD Reduction | -12s | -15s (buffed to compensate) |
| Shining Wonder | Bounce Damage | 115 (+0.63 spirit) | 105 (+0.63 spirit) |
| Dazzling Trick | Explode Radius | 15m | 14m |
| Light Eater | T1 | -10s Cooldown | +15% Spirit Lifesteal (swapped) |
| Light Eater | T2 | +15% Spirit Lifesteal | -10s Cooldown (swapped) |
| Light Eater | Ally Lifesteal | Grants lifesteal to allies | Self-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:
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 26s | 23s | -3s |
| Wall Stun Distance | 6.5m (hidden) | 7m (explicit field) | +0.5m |
| Wall Bonus Damage Scaling | 0.4× weapon | 0.9× weapon | +125% |
| T2 | -8s CD, +2.5m Range | -10s CD, +0.4s Stun Duration | Reworked |
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:
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 30s | 25s | -5s |
| Spirit Scaling | 1.6 | 2.2 | +37.5% |
| Reveal Duration | 5s | 6s | +1s |
| T1 CD Reduction | -12s | -8s | +4s (less impactful) |
| T3 Damage Amp | 20% | 25% | +5% |
| Cast Delay | 0.1s | 0.2s | +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:
| Stat | Before | After | Change |
|---|---|---|---|
| Weapon Damage Scaling | 1.7× | 1.5× | -11.8% |
| T2 Bonus Damage | 150 | 65 | -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:
| Stat | Before | After | Change |
|---|---|---|---|
| Max Health | 725 | 800 | +75 HP (+10.3%) |
| Ammo | 6 | 7 | +1 shell (+17%) |
| Falloff Start Range | 16m | ~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:
| Ability | Spirit Scaling Before | After | Change |
|---|---|---|---|
| Boot Kick | 1.0 | 2.0 | +100% |
| Entangling Bola | 1.0 | 1.6 | +60% |
| Go For The Throat | Range 7m | 7.5m | +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:
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Resist | 20% | 14% | -6% |
| Spirit Resist | 20% | 14% | -6% |
| T1 Resist Bonus | +15%/+15% | +14%/+14% | -1% each |
| Max Rage Scaling | 11.0/power | 9.4/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:
| Ability | Stat | Before | After | Change |
|---|---|---|---|---|
| Grasping Hands | Width | 20m | 14m | -30% |
| Grasping Hands | Duration | 7s | 5s | -29% |
| Grasping Hands | Spirit Scaling | 1.3 | 1.9 | +46% |
| Jar of Dead | Skull Lifetime | 15s | 10s | -33% |
| Jar of Dead | Damage | 16 | 20 | +25% |
| Borrowed Decree | Duration | 20s (+0.05 spirit) | 16s (+0.04 spirit) | -20% |
| Borrowed Decree | Spawn Interval | 5s | 4s | -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:
- Time between charges: 12s → 10s (-2s)
- T2 now also grants +2m Radius (moved from T3)
- T3 now grants +1 Charge instead of +2m Radius
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:
| Stat | Before | After | Change |
|---|---|---|---|
| Solo Trooper Soul Share | 50% | 100% | Doubled |
| Trooper Bonus Bounty to Killer | 0% | +20% | New mechanic |
| Following Trooper Heal | 14/s | 10/s | -29% |
| Trooper Heal Spirit Scaling | 0.1 | 0.125 | +25% |
| Trooper Resistance | 35% | 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.
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet Damage/Boon | 0.6 | 0.75 | +25% scaling |
| Max Health | 700 | 740 | +40 HP |
| HP per Boon | 41 | 44 | +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
- Troopers now get stronger for the specific lane where a shrine died, rather than requiring both shrines to fall
- When both shrines die, middle lane troopers also get improved
- Shrine HP reduced by 10%
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:
- Split-push strategies become more punishing — losing a single shrine creates immediate lane disadvantage
- Defensive rotations to protect shrines become higher priority
- 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.
Recommended Hero Rotation
- Now Recommended: Venator, Silver
- No Longer Recommended: Wraith
- Previously de-recommended in Feb 12: Drifter, Vindicta, Mirage, Pocket, McGinnis, Victor
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:
- 23s base - 10s T2 = 13s Gutshot cooldown
- 0.65s + 0.4s = 1.05s wall stun
- Snap Trap immobilize (1.5s) → Gutshot wall slam (1.05s) = 2.55s hard CC chain
- T3 Snap Trap: +25% damage from all sources on trapped target
- Wall bonus: 0.9× weapon damage on stun
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:
- Early: Weapon items for laning (leverage 800 HP and 7 ammo)
- Mid: Spirit Strike, Extra Spirit for Boot Kick burst combos
- Late: Escalating spirit items to maximize Boot Kick + Bola damage
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:
- Rush Extra Health and healing to compensate for -6% Bullet Resist
- Play passively, focus on denying rather than trading
- Scale toward Radiant Daggers stacking and Shining Wonder team fight power
Predictions
- 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.
- Silver rises significantly in pick priority. 800 HP, 7 ammo, 20m falloff addresses every common complaint.
- 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.
- Graves players shift to spirit builds to maximize the improved Grasping Hands scaling (1.9×).
- Rem solo split-push becomes viable with 100% trooper souls from helpers.
- 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.