Deadlock Patch Analysis - 2026-03-10
| Patch Date | 2026-03-10 |
| Generated | 2026-03-21 |
| Changes | 26 |
| Commits | b2003ae → bc45214 |
| Patch Date | 2026-03-10 |
| Generated | 2026-03-20 |
| Commits | b2003ae → bc45214 |
This patch is a focused balance update that reins in several overperforming heroes — Wraith, Victor, Celeste, and Mo & Krill take significant hits — while buffing underperformers like Mirage, Silver, and Seven. A massive systemic health increase across every hero (roughly +40 base HP and +7-9 HP/boon) raises TTK across the board, and a dramatic Guardian HP reduction (5500 → 4000) accelerates lane progression. The theme is clear: Valve wants longer fights between heroes but faster objective takes.
Table of Contents
- Systemic Changes
- Objective and Economy Changes
- Item Changes
- Hero Changes — Major Adjustments
- Hero Changes — Moderate Adjustments
- Hero Changes — Minor Tweaks
- Bug Fixes
- Data Cleanup
- Theorycrafting and Meta Predictions
Systemic Changes
Global Health Increase
Every hero in the game received a base health increase of approximately +40 HP and a per-boon health scaling increase of roughly +7-9 HP per boon. This is a sweeping survivability buff that raises mid-game effective health by ~180-220 HP across the board.
| Hero (Example) | Old Base HP | New Base HP | Old HP/Boon | New HP/Boon | Est. HP Gain @20 Boons |
|---|---|---|---|---|---|
| Abrams | 770 | 810 | 49 | 57 | +200 |
| Haze | 700 | 740 | 33 | 40 | +180 |
| Bebop | 850 | 890 | 52 | 60 | +200 |
| Wraith | 700 | 740 | 35 | 42 | +180 |
| 750 | 790 | 36 | 43 | +180 | |
| Vindicta | 725 | 765 | 29 | 35 | +160 |
| Warden | 775 | 815 | 58 | 67 | +220 |
| Seven | 700 | 740 | 41 | 48 | +180 |
| Victor | 770 | 810 | 39 | 46 | +180 |
| Shiv | 800 | 840 | 45 | 53 | +200 |
| Ivy | (see below) | (see below) | 44 | 52 | +200 |
| McGinnis | 750 | 790 | 52 | 60 | +200 |
Implication: This is a blanket TTK increase. Every hero takes longer to kill, which favors sustained-damage heroes over burst assassins. Heroes like Haze and Shiv — who rely on quick picks — will find targets slightly harder to delete, while sustain-oriented heroes like Abrams, Mo & Krill, and Ivy benefit from the extra health pool for their regen and lifesteal to work with. The extra ~180-220 HP at 20 boons is roughly equivalent to a free Extra Health item for every hero.
Zipline Territory Changes
- Zipline can now be captured slightly further toward the enemy base
- The minimum always-captured zipline distance in your base is now reduced slightly inward
What this means: These changes create a slightly larger contested zone on the zipline, making zipline control more dynamic. Teams that are winning lane pressure can extend their zipline territory further, while the “safe zone” near your base shrinks slightly. This is a subtle but meaningful change that rewards aggressive map control.
Objective and Economy Changes
Guardian HP Reduced: 5500 → 4000
This is a massive 27% reduction in Guardian health. Guardians are the primary lane-phase objective, and this change makes them dramatically easier to take.
Strategic implications:
- Lane phase pushes that reach the Guardian will convert to kills much faster
- Heroes with strong lane-phase damage (McGinnis, Seven, Paradox) can threaten Guardians earlier
- Diving under a Guardian is riskier in a sense — if you die, your team may still take the Guardian since it dies so fast
- The window to defend a Guardian under siege is much shorter; rotations need to be faster
- Combined with the global health increase, this shifts the reward structure: hero kills are harder, but objective takes are easier, pushing the game toward a more objective-focused meta
Super Trooper Bounty Reduced by 15%
Super troopers (spawned when a lane shrine is destroyed) now give 15% less soul bounty.
Why this matters: When a team loses a shrine, the enemy gets super troopers pushing that lane. Previously, the losing team could partially compensate by farming those super troopers for extra souls. This nerf reduces that comeback avenue, making shrine losses more punishing. It incentivizes defending shrines more aggressively.
Item Changes
Torment Pulse
| Stat | Before | After | Change |
|---|---|---|---|
| Pulse Damage | 27 + 0.25 | 25 + 0.23 | Nerf |
A straightforward DPS nerf. At 20 spirit power, this goes from 32 → 29.6 damage per pulse. Torment Pulse has been a staple pick for its reliable AOE damage in teamfights, and this brings it in line. The 0.02 scaling reduction also means the item falls off slightly harder as spirit builds scale up.
Quicksilver Reload (Bug Fix)
Fixed dealing bonus damage multiple times with Drifter’s Rend. This was an unintended interaction where Quicksilver Reload’s bonus was applying per-tick on Rend’s bleed, rather than once.
Blood Tribute (Description Update)
The description was updated to remove mention of healing received being reduced during the sacrifice. This is a text-only change in this diff — the mechanical change may have been made in a prior patch.
Spiritual Overflow (Description Update)
The description was updated to reference “Ability Duration” instead of “Cooldown Reduction” as one of the bonuses. This reflects a mechanical shift in what the item provides when charged.
Hero Changes — Major Adjustments
Wraith — Comprehensive Nerf
Wraith receives the heaviest treatment in this patch, with 9 separate changes targeting her two most impactful abilities.
Card Trick
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 0.5s | 0.6s | +20% slower |
| Base spirit scaling | 1.25 | 1.0 | -20% |
| Joker bounce | Bounces to 1 target | No longer bounces | Removed |
| Auto-building charges | Automatic | Manual | Mechanic change |
| Alt-cast (inverse order) | N/A | Available | New QoL |
| T3 Spade bonus | +50% | +40% | -10% |
| T3 Heart healing scale | +0.75 | +0.5 | -33% |
Analysis: Card Trick was carrying Wraith’s entire kit. The cooldown increase from 0.5s to 0.6s is a 20% DPS reduction on raw card output. The removal of Joker bounces is enormous — it was free AOE damage in teamfights that didn’t require any aiming. Charges no longer auto-building means Wraith players must actively manage their card hand, adding mechanical complexity and preventing passive value generation.
The addition of alt-cast to fire cards in reverse order is a quality-of-life compensation that lets skilled players sequence their cards optimally (e.g., lead with a Spade for burst, then Heart for sustain). This is a classic Valve move: raise the skill floor while keeping the ceiling high.
Telekinesis
| Stat | Before | After | Change |
|---|---|---|---|
| Cast range | 14m | 13m | -1m |
| Throw range | 14m | 13m | -1m |
| Cast delay | 0.3s | 0.35s | +0.05s |
| Duration | 3s | 2.75s | -0.25s |
| Toss distance | 14m | 13m | -1m |
Additionally, the damage model changed from CurrentHealthDamage: 10% to a flat SwapDamage: 125 + 1.1 spirit scaling, and the T3 upgrade changed from current health damage to max health damage (10%). This is a significant mechanical shift — Telekinesis now deals predictable flat damage instead of percentage-based current HP, making it less oppressive against tanky targets in the early game but giving it clearer scaling with spirit investment.
Net impact: Wraith is being pulled back from her dominant position. The range and speed reductions on Telekinesis make it harder to land the pick from safety, while the Card Trick changes reduce her passive and AOE damage. She remains strong — the kit is fundamentally powerful — but she now requires more precise execution and positioning.
Victor — Targeted Nerfs Across the Kit
Victor gets hit on all four abilities, reflecting his dominance across multiple playstyles.
Aura of Suffering
| Stat | Before | After | Change |
|---|---|---|---|
| Base DPS | 54 + 0.67 | 48 + 0.6 | -11% base, -10% scaling |
| Radius | 10m | 9.5m | -5% |
| T2 Max DPS | 26 | 23 | -11.5% |
| Zipline activation | No | Yes | New QoL |
The DPS and radius nerfs reduce Aura of Suffering’s teamfight value. At 30 spirit power, total DPS drops from ~74 to ~66 — a meaningful reduction for an ability that hits everyone in range. However, the new zipline activation is a nice quality-of-life addition, letting Victor maintain his aura while traveling.
Other Abilities
| Ability | Stat | Before | After | Change |
|---|---|---|---|---|
| Pain Battery | T3 Missing Health Heal | 18% | 15% | -17% |
| Jumpstart | T3 Spirit Scaling | 0.8 | 0.6 | -25% |
| Shocking Reanimation | Base Cooldown | 190s | 210s | +20s |
| Shocking Reanimation | T3 Cooldown Reduction | -50s | -70s | -20s more |
The Shocking Reanimation changes are interesting: the base cooldown goes up significantly (190s → 210s), but the T3 upgrade now reduces it by 70s instead of 50s. Without T3, you wait 20 seconds longer between revives (210s vs 190s). With T3, the effective cooldown is 140s vs the old 140s — identical. This makes T3 feel mandatory rather than optional, which is a design choice to gate the ability’s power behind upgrade investment.
Mo & Krill — Combo Rework + Scorn Nerfs
Scorn
| Stat | Before | After | Change |
|---|---|---|---|
| Cooldown | 12.5s | 13s | +0.5s |
| Heal vs non-heroes | 0.5x | 0.35x | -30% |
The non-hero heal reduction from 0.5x to 0.35x is a significant jungling and lane sustain nerf. Mo & Krill could previously sustain heavily off trooper waves and jungle camps; this forces them to engage heroes more aggressively for healing, aligning with their intended playstyle as a brawler.
Combo (Ultimate) — Full Tier Rework
| Stat | Before | After |
|---|---|---|
| Base DPS | 60 | 45 |
| Base Cooldown | 150s | 140s |
| T2 | +60 DPS and +50% Bullet Resist | -35s Cooldown and +50% Bullet Resist |
| T3 | +0.7s Duration and -60s Cooldown | +0.7s Duration and +60 Damage |
This is a complete restructuring of Combo’s upgrade path:
- Base DPS dropped by 25% (60 → 45), making un-upgraded Combo significantly weaker
- Base cooldown reduced by 10s (150 → 140), letting Mo & Krill use it slightly more often
- T2 swaps DPS for cooldown reduction (-35s), giving a 105s effective cooldown at T2 — much more frequent usage
- T3 swaps cooldown for DPS (+60 damage), so the full damage payoff is now gated behind T3
The net effect is that Mo & Krill must invest more upgrade points to reach the old damage output, but gets Combo available more frequently. Old fully upgraded: 120 DPS with 90s cooldown. New fully upgraded: 105 DPS with 105s cooldown. The damage ceiling is lower, but the uptime is better. This makes Combo feel like a regular teamfight tool rather than a once-per-fight nuclear option.
Celeste — Multi-Faceted Nerf
| Stat | Before | After | Change |
|---|---|---|---|
| Gravity | 28% | 25% | Lighter gravity (more float) |
| Air Control | 38% | 44% | Better air control |
| Light Eater on-hit damage | 25 | 20 | -20% |
| Dazzling Trick barrier scaling | 1.1 | 0.8 | -27% |
| Shining Wonder cooldown refund | 50% on miss | None | Removed |
| Shining Wonder linger time | 3.25s | 3s | -0.25s |
Analysis: Celeste is being tuned down after her buffs in the previous patch. The gravity and air control adjustments are finding a middle ground — she was at 20% gravity/50% air control pre-March 6, got moved to 28%/38%, and now lands at 25%/44%. This gives her better air control than last patch while keeping her lighter than the original.
The big hits are the removal of Shining Wonder’s cooldown refund on miss and the Dazzling Trick barrier scaling reduction. Missing Shining Wonder previously only cost you half the cooldown; now it costs the full cooldown. This dramatically raises the punishment for missed abilities and rewards better aim. The barrier scaling reduction (1.1 → 0.8) means spirit-stacked Celeste builds generate ~27% less shielding from Dazzling Trick.
Hero Changes — Moderate Adjustments
Ivy — Spirit Build Nerf, Bullet Build Buff
| Stat | Before | After | Change |
|---|---|---|---|
| Bullet damage growth | 0.06 | 0.08 | +33% |
| Kudzu Connection solo bonus | Full | 50% | -50% when solo |
| Air Drop damage spirit scaling | 1.0 | 0.7 | -30% |
| Air Drop T1 barrier spirit scaling | 1.0 | 0.7 | -30% |
| Air Drop T2 slow | 50% | 40% | -10% |
Ivy is being pushed away from solo spirit-stacking and toward her intended role as a lane partner. The Kudzu Connection change is the key: it now only gives half the bonus when not connected to an ally, directly punishing solo play. Meanwhile, her bullet damage growth gets a 33% buff (0.06 → 0.08), encouraging weapon-oriented builds.
Air Drop’s spirit scaling nerf is substantial — at 30 spirit power, damage drops from ~30 bonus to ~21 bonus. Combined with the T2 slow reduction, spirit-bomb Ivy is meaningfully weaker. The message from Valve is clear: Ivy should be played as a support who enhances her lane partner, not as a solo spirit carry.
Lash — Death Slam Rework
| Stat | Before | After | Change |
|---|---|---|---|
| Throw range | 12m | 14m + 0.14 spirit | +2m base, now scales |
| T3 cast range | +10m | +6m | -4m |
| T3 stun duration | 1s | 1.2s | +0.2s |
Death Slam’s base throw range increases by 2m and now scales with spirit range at +0.14 per point. This makes spirit investment on Lash more rewarding for his signature ability. However, the T3 cast range bonus is cut from +10m to +6m, reducing the maximum long-range snipe potential.
The T3 stun buff (1s → 1.2s) partially compensates — when you do land Death Slam at T3, the extra 0.2s stun gives your team more follow-up time. This shifts Death Slam from a long-range pick tool to a more consistent mid-range initiation with better scaling.
Pocket — Affliction Restructured
| Stat | Before | After | Total Damage Change |
|---|---|---|---|
| Base DPS | 32 + 0.2 | 34 + 0.22 | +6.25% base |
| Base Duration | 12s | 11s | -8.3% |
| T2 Duration | +4s | +3s | -25% |
| T3 DPS | 16 + 0.1 | 18 + 0.11 | +12.5% base |
At 0 spirit power: Old base total = 32 × 12 = 384. New base total = 34 × 11 = 374. Slight nerf. With T2: Old total = 32 × 16 = 512. New total = 34 × 14 = 476. Moderate nerf. With T3 (stacking DPS): Old additional = 16 × 12 = 192. New additional = 18 × 11 = 198. Slight buff.
The restructuring makes Affliction hit harder per second but for less time. The overall damage is slightly reduced at base, but the higher DPS makes the ability feel more impactful in shorter fights. This is a “burst vs sustain” trade — fights that end quickly favor the new Affliction, while drawn-out chases slightly favor the old version.
McGinnis — Heavy Barrage Nerf
| Stat | Before | After | Change |
|---|---|---|---|
| Radius | 5m | 4.5m | -10% |
| T1 slow duration | 1.5s | 1s | -33% |
| T3 bonus damage | +25 | +22 | -12% |
| T3 spirit scaling | +0.25 | +0.2 | -20% |
Heavy Barrage was one of McGinnis’s strongest tools for zone control in teamfights. The radius reduction from 5m to 4.5m is a ~19% area reduction (π×5² vs π×4.5²), meaning enemies can more easily sidestep the barrage zone. The T1 slow duration cut makes it harder to chain slows, and the T3 damage reductions lower the ceiling on spirit-stacked McGinnis builds.
Shiv — Mixed Changes
| Stat | Before | After | Change |
|---|---|---|---|
| Alt fire knockback | Base | +10% | Buff |
| Serrated Knives cooldown | 16s | 18s | +2s |
| Killing Blow range | 13m | 18m | +38% |
| Killing Blow travel speed | Base | Increased | Buff |
An interesting split: Serrated Knives gets a meaningful cooldown nerf (16s → 18s), reducing Shiv’s poke and bleed uptime. But Killing Blow gets a massive range buff (13m → 18m) with faster travel speed, making his execute much harder to escape. The alt-fire knockback increase helps Shiv create space or reposition targets.
Net assessment: Shiv trades sustained pressure for better finishing power. He’ll have a harder time whittling targets down but a much easier time confirming kills once they’re low. This rewards patient play and good target tracking.
Warden — Last Stand Restructured
| Stat | Before | After | Change |
|---|---|---|---|
| Base Bullet Resist | 60% | 50% | -10% |
| Base Spirit Resist | 60% | 50% | -10% |
| T3 Bullet Resist bonus | N/A | +30% | New |
| T3 Spirit Resist bonus | N/A | +30% | New |
Last Stand’s base resistances drop from 60% to 50%, making un-upgraded Last Stand weaker. But T3 now adds +30% to both resists, bringing the total to 80% at full upgrade — higher than before. This gates Last Stand’s power behind T3 investment, similar to the Mo & Krill Combo approach. Early-game Warden is slightly more killable during Last Stand, but late-game Warden becomes even tankier.
Hero Changes — Minor Tweaks
Mirage — Buffs
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Scarabs cooldown | 45s | 35s | -22% |
| Traveler T1 Fire Rate | N/A | +20% | New |
Solid quality-of-life buffs. Fire Scarabs being available 10 seconds more often is a meaningful uptime increase for Mirage’s teamfight contribution. The Traveler T1 Fire Rate bonus makes Mirage’s mobility spell also function as a DPS steroid, encouraging more aggressive use.
Seven — Buffs
| Stat | Before | After | Change |
|---|---|---|---|
| Lightning Ball charge time | 8s | 7s | -12.5% |
| Storm Cloud T3 speed | +3m | +4m | +33% |
Lightning Ball charges faster, meaning Seven can throw it sooner or hold it for a bigger blast with less commitment. Storm Cloud’s T3 speed increase makes ultimate Seven harder to escape or kite, buffing his late-game teamfight presence.
Silver — Buffs
| Stat | Before | After | Change |
|---|---|---|---|
| Lycan Curse cooldown | 50s | 40s | -20% |
| Lycan Curse T1 Resists | 15% | 18% | +3% |
Silver’s Lycan Curse becomes available more frequently and provides better defensive stats. The cooldown reduction is substantial — 10 fewer seconds means Silver can transform more often in extended fights or have it back for the next engagement.
Apollo — Quality of Life
- Flawless Advance T3 now also increases Apollo’s attacking lunge speed (DashSpeed: 13.97 added)
This makes Apollo’s melee follow-up after Flawless Advance faster and more reliable, improving his ability to chase down targets after blocking with the ability.
Paradox — Objective Nerf
- Pulse Grenade now does half damage to objectives
The data shows the damage structure was also reworked: base damage reduced from 85 to 55, but spirit scaling increased from 1.4 to 1.7. The explosion damage tier was also restructured. Combined with the half-damage-to-objectives change, Paradox can no longer melt Guardians and Walkers with Pulse Grenade as effectively. Given the Guardian HP reduction, this is likely a preemptive balance to prevent Paradox from becoming a turret-shredding machine.
Calico — Nerfs
| Stat | Before | After | Change |
|---|---|---|---|
| Move speed | 7.2 | 6.8 | -5.6% |
| Leaping Slash scaling | 1.5 | 1.2 | -20% |
| Leaping Slash T2 soul cost | 300 | 225 | -25% |
The move speed reduction is notable — 7.2 to 6.8 m/s is a meaningful mobility nerf that makes Calico easier to catch and harder to roam with. Leaping Slash’s melee scaling drops by 20%, but the T2 soul bounty requirement also drops from 300 to 225, making it easier to activate. The Gloom Bombs T2 bug fix (removing an extra +15 flat bonus) is a stealth damage nerf.
Bug Fixes
| Hero/Item | Fix |
|---|---|
| Drifter | Fixed Quicksilver Reload dealing bonus multiple times with Rend |
| Viscous | Fixed Puddle Punch T3 giving an extra +60 melee damage |
| Vindicta | Fixed not gaining bonus damage if a proc bonus was the killing blow |
| Calico | Fixed Gloom Bombs T2 giving an extra +15 flat bonus |
The Viscous and Calico fixes are effectively nerfs — both heroes were doing more damage than intended. The Viscous fix is accompanied by a deliberate Puddle Punch scaling nerf (1.0 → 0.8 spirit scaling for melee, T3 melee damage 60 → 30), making the total Puddle Punch nerf quite significant.
Data Cleanup
Global Boon Scaling Adjustments
All heroes — including unreleased development heroes (Druid, Boho, Bomber, Cadence, Fortuna, Generic Person, Graf, Gunslinger, Kali, Raven, Rutger, Shield Guy, Skyrunner, Fathom, Swan, Thumper, Tokamak, Trapper, Vandal, Wrecker, The Boss) — received the same base health and boon scaling increases. Changes to unreleased heroes have no gameplay impact and are simply keeping development data consistent with the systemic health increase.
Theorycrafting and Meta Predictions
Winners
-
Mirage — Fire Scarabs cooldown reduction and Traveler T1 Fire Rate make him significantly more dangerous in skirmishes. Expect Mirage to climb in pick priority.
-
Silver — Lycan Curse on a 40s cooldown with 18% resists at T1 makes Silver a much more consistent threat. The transformation uptime increase could push Silver into a viable carry role.
-
Seven — Faster Lightning Ball charge and better Storm Cloud speed. Small buffs, but Seven was already borderline strong; these could tip him over.
-
Tanky heroes generally — The global health increase disproportionately benefits heroes who scale with sustain (Abrams, Mo & Krill, Kelvin, Dynamo). More health means more value from percentage-based heals and lifesteal.
Losers
-
Wraith — The most nerfed hero by far. Card Trick loses bounce, auto-build, and scaling; Telekinesis loses range and gains delay. Wraith will need to work harder for her kills and provides less teamfight AOE.
-
Victor — Nerfs across all four abilities. Aura of Suffering does less damage in a smaller area, Pain Battery heals less, Jumpstart scales worse, and Shocking Reanimation requires T3 investment to match old cooldown.
-
Celeste — Losing the Shining Wonder cooldown refund on miss is punishing. Combined with barrier scaling and Light Eater damage nerfs, Celeste must play cleaner to match her old output.
-
Burst assassins generally — The global health increase means targets survive with more HP. Heroes like Haze, who rely on bursting targets from specific HP thresholds, may need to adjust their timing.
Meta Shifts to Watch
-
Objective-focused gameplay: Guardian HP dropping 27% combined with Paradox’s objective damage nerf creates a meta where objective-taking heroes (McGinnis turrets, Bebop bombs) are valued, but Paradox loses her edge at it.
-
Ivy as duo-only: The Kudzu Connection solo penalty is a strong signal. Ivy players who roam alone will feel significantly weaker; expect Ivy to stick closer to her lane partner and team.
-
Warden T3 Last Stand: At 80% resists (50% base + 30% T3), fully-upgraded Warden becomes extraordinarily tanky during Last Stand. Late-game Warden could become a premier frontliner.
-
Mo & Krill Combo uptime: With T2 providing -35s cooldown, Mo & Krill can Combo every ~105s at T2 (compared to the old ~150s base). Expect more frequent Combo usage as an engagement tool rather than a once-per-fight ultimate.
-
Shiv execution range: 18m Killing Blow range is enormous — nearly 40% more than before. Low-health enemies must respect Shiv’s presence from much further away, and the increased travel speed makes it harder to dodge. This could make Shiv a premier cleanup hero even with the Serrated Knives cooldown nerf.
Developer Priorities
This patch continues the trend from March 6 of making abilities more predictable and less degenerate:
- Percentage health damage on Wraith’s Telekinesis replaced with flat + scaling
- Combo tier upgrades restructured to gate power behind investment
- Warden Last Stand resists gated behind T3
- Spirit scaling reduced on multiple abilities (Ivy, McGinnis, Celeste, Viscous)
The Guardian HP reduction and super trooper bounty nerf suggest Valve wants games to progress faster through the objective chain while making comebacks slightly harder. Combined with the global health increase, the message is: fight over objectives, not over kills.