Deadlock Patch Analysis - 2026-05-22
| Patch Date | 2026-05-22 |
| Generated | 2026-05-23 |
| Changes | 8 |
| Commits | 4b9e660 → 5d377d1 |
| Patch Date | 2026-05-22 |
| Commits | 4b9e660 -> 5d377d1 |
| Data Files | hero-data.json, ability-data.json, items |
Executive Summary
This patch is a broad durability and item-system pass, not a narrow item patch. Most released heroes lose 10 base health and 3 health per boon, which is a 70 HP mid-game cut at 20 boons, while Venator and Billy are clear exceptions that gain meaningful late-game health scaling.
The ability changes are targeted rather than universal: Paradox, Yamato, Grey Talon, Rem, Celeste, Haze, Abrams, and Venator gain important tools, while Kelvin, Shiv, Pocket, Dynamo, Bebop’s gun follow-up, and several spirit ratios are trimmed. Items move toward a more explicit defensive build tree with new Grit, component requirements on several shields, stronger bullet/spirit defensive stats, and several weapon and active items receiving small throughput buffs.
Gameplay Changes
Systemic Hero Stat Pass
Most released heroes received the same survivability compression: base health down by 10 and health per boon down by 3. At 20 boons, that is usually -70 max health before items. This makes early deaths easier to force and makes cheap defensive purchases matter more, especially for already-squishy heroes.
| Hero | Base Health | Health/Boon | Other exact stat changes |
|---|---|---|---|
| Holliday | 790 -> 780 | 46 -> 43 | Base regen 1 -> 2. Bullet damage 18.8 -> 19.7, DPS 39.788 -> 41.693, sustained DPS 25.15 -> 26.354. |
| Abrams | 810 -> 800 | 55 -> 52 | None. |
| Bebop | 890 -> 880 | 58 -> 55 | Bullet damage/boon 0.139 -> 0.115, DPS/boon 1.6548 -> 1.3691, sustained DPS/boon 1.1622 -> 0.9615. |
| Paige | 690 -> 680 | 32 -> 29 | None. |
| Paradox | 740 -> 730 | 51 -> 48 | None. |
| The Doorman | 765 -> 755 | 47 -> 44 | None. |
| Drifter | 765 -> 755 | 44 -> 41 | None. |
| Dynamo | 890 -> 880 | 67 -> 64 | None. |
| Rem | 690 -> 680 | 32 -> 29 | None. |
| Apollo | 780 -> 770 | 50 -> 47 | Base regen 2 -> 1. |
| McGinnis | 790 -> 780 | 58 -> 55 | Bullet damage/boon 0.17 -> 0.18, DPS/boon 2.0238 -> 2.1429, sustained DPS/boon 1.2701 -> 1.3448. |
| Victor | 810 -> 800 | 39 -> 36 | Bullet damage 13 -> 12, DPS 76.023 -> 70.175, sustained DPS 47.97 -> 44.28. Bullet damage/boon 0.3135 -> 0.26. |
| Lady Geist | 890 -> 880 | 57 -> 54 | None. |
| Seven | 740 -> 730 | 46 -> 43 | Crit damage received 35% -> 55%. Bullet damage/boon 0.374 -> 0.337, DPS/boon 2.1808 -> 1.965. |
| Haze | 740 -> 730 | 38 -> 35 | None. |
| Vindicta | 765 -> 755 | 32 -> 29 | None. |
| Infernus | 840 -> 830 | 44 -> 41 | None. |
| Kelvin | 890 -> 880 | 66 -> 63 | None. |
| Mo & Krill | 940 -> 930 | 71 -> 68 | None. |
| Lash | 790 -> 780 | 56 -> 53 | Bullet damage/boon 0.341 -> 0.31, DPS/boon 1.9883 -> 1.8076, sustained DPS/boon 1.3503 -> 1.2276. |
| Sinclair | 740 -> 730 | 43 -> 40 | None. |
| Mirage | 740 -> 730 | 50 -> 47 | None. |
| Calico | 740 -> 730 | 42 -> 39 | None. |
| Graves | 740 -> 730 | 38 -> 35 | Sprint speed 1.6 -> 2.2. Bullet damage 4 -> 3.6, DPS 39.216 -> 35.294, sustained DPS 23.256 -> 20.93. |
| Grey Talon | 790 -> 780 | 43 -> 40 | None. |
| Venator | 790 -> 820 | 43 -> 45 | Net durability buff: +30 base health and +2 health/boon, or +70 HP by 20 boons. |
| Billy | 830 -> 820 | 48 -> 56 | Bullet damage/boon 0.165 -> 0.142, DPS/boon 1.9412 -> 1.6706. Despite -10 base HP, he gains +150 HP by 20 boons. |
| Shiv | 840 -> 830 | 51 -> 48 | None. |
| 790 -> 780 | 41 -> 38 | None. | |
| Ivy | 765 -> 755 | 50 -> 47 | None. |
| Celeste | 700 -> 690 | 38 -> 35 | Stamina cooldown 4.5000045 -> 5.0, stamina regen/sec 0.222222 -> 0.2. |
| Mina | 670 -> 660 | 31 -> 28 | New debuff resistance penalty: -8. |
| Vyper | 790 -> 780 | 40 -> 37 | None. |
| Viscous | 790 -> 780 | 50 -> 47 | None. |
| Warden | 815 -> 805 | 66 -> 63 | Bullet damage/boon 0.38 -> 0.34, DPS/boon 1.4476 -> 1.2952, sustained DPS/boon 0.87575 -> 0.78357. |
| Silver | 840 -> 830 | 32 -> 29 | Bullet damage 5.4 -> 5.1, fire rate 1.1111 -> 1.1765, sustained DPS 29.73 -> 29.229. Bullet damage alt/boon 0.819 -> 0.7735. |
| Wraith | 740 -> 730 | 40 -> 37 | None. |
| Yamato | 740 -> 730 | 50 -> 47 | None. |
Strategic implication: the default fight math is more lethal. The heroes who were already punished for mispositioning, especially Mina, Paige, Rem, Vindicta, Haze, Graves, and Wraith, have less room to skip early survivability. Venator is the standout durability winner, while Billy becomes more scaling-oriented: softer at level zero, much tankier once boons accumulate.
Released Hero Ability Changes
| Hero | Ability | Exact change |
|---|---|---|
| Paige | Bookwyrm | T2 cooldown reduction improved from -8s to -12s. |
| Paige | Rallying Charge | T3 damage 135 -> 160. |
| The Doorman | Call Bell | Accuracy debuff -100 -> -40, explosion spirit scaling 1.4 -> 1.3, radius 6m -> 5.5m. T3 radius 4m -> 4.5m. |
| The Doorman | Doorway | Added DoorwayCloseCooldown: 8s. |
| Rem | Naptime | Added 30% damage resist while channeling. |
| Rem | Pillow Toss | Charge cooldown 9s -> 8s. T3 damage 90 -> 100. |
| Rem | Tag Along | Healing/sec 28 + 0.44 spirit -> 42 + 0.66 spirit, duration 3s -> 2s, hop-out lockout 1s -> 0.3s. T2 barrier/item duration/item range bonuses 25% -> 35%. T3 adds missing-health burst scaling 0.02 spirit and healing/sec scaling 0.34 spirit. |
| Apollo | Flawless Advance | Slash collision radius 4.5m -> 4.05m. T3 damage scaling now has Multiply: true on base, pre-perfect, and perfect damage fields. |
| Apollo | Riposte | Added 1s dash grace window. Dash speed 60.96 -> 76.2. |
| Infernus | Concussive Combustion | T3 stun duration 0.75s -> 0.9s. |
| Victor | Jumpstart | T3 health regen spirit scaling 0.6 -> 0.9. |
| Kelvin | Frost Grenade | Damage spirit scaling 0.7 -> 0.6. |
| Kelvin | Arctic Beam | DPS spirit scaling 0.5 -> 0.38. |
| Calico | Gloom Bombs | T2 changed from +75 bonus damage versus barriers to -5 melee resist for 5s. |
| Graves | Jar of Dead | Damage spirit scaling 0.35 -> 0.31. |
| Graves | Grasping Hands | Added SummonCount: 1. This is data representation for the wall entity, not a new pet mechanic. |
| Grey Talon | Rain of Arrows | Cast delay 0.5s -> 0.2s, cooldown 30s -> 22s, duration 7s -> 4s, air move increase -9% -> +25%, air speed max 4.1 -> 6.64, fall speed max 0.381 -> 0.635, base weapon damage bonus 4 -> 3. T1 and T2 swapped: T1 now +3 weapon damage and 30% slow; T2 now -13s cooldown. |
| Venator | Hex-Lined Snap Trap | T3 incoming damage from caster 25% -> 30% and adds +1 charge. |
| Billy | Rising Ram | Cooldown 30s -> 32s. T2 duration 0.3s -> 0.4s. T3 cooldown reduction -10s -> -13s. |
| Billy | Bashdown | T3 melee damage data now has Multiply: true; no listed numeric value changed. |
| Haze | Fixation | T3 damage bonus per stack 0.12 -> 0.14. |
| Mo & Krill | Sand Blast | T3 duration 1s -> 1.5s. |
| Celeste | Shining Wonder | T2 damage 50 -> 70. |
| Celeste | Radiant Daggers | T2 impact damage 70 -> 80 and cooldown reduction -18s -> -22s. |
| Mina | Nox Nostra | T3 current-health percent 1.0 -> 0.5. |
| Mina | Love Bites | Damage field renamed to MagicDamagePerBullet with same base 4 + 0.09 spirit. T2 damage field renamed to MagicDamagePerBullet 3.0, same bonus damage 45. T3 per-target cooldown reduction -4s -> -5s. |
| Mina | Rake | Removed ExtraSweepOffsetBehindCaster -1.5 and ExtraSweepRange 2. |
| Vyper | Screwjab Dagger | T2 bullet resist reduction per stack -5 -> -6. T3 adds MaxStacks: 2. |
| Warden | Binding Word | T2 no longer adds +12 cast range; immobilize duration remains 0.75s. |
| Silver | Entangling Bola | T2 and T3 upgrade payloads were reordered: T2 now -5s cooldown; T3 now ricochet count 2, ricochet range 15, debuff duration 0.75s. |
| Abrams | Seismic Impact | T2 stun duration 0.7s -> 0.8s. T3 immunity duration 5s -> 6s. |
| Abrams | Infernal Resilience | Added 40% non-hero heal percent. T1 changed from +1.5 health regen to +200 max health. T2 changed from +200 max health to +18% melee lifesteal. |
| Wraith | Card Trick | T3 HeartHeal scale type changed from spirit to null; value remains 75 with scale value 0.5. |
| Paradox | Kinetic Carbine | T3 max bonus bullet damage weapon-power scaling 50 -> 55. |
| Paradox | Paradoxical Swap | Swap damage 125 -> 150. |
| Paradox | Time Wall | T1 duration 2.5s -> 3.5s. T3 charges 2 -> 3 and charge cooldown 4s -> 2s. |
| Yamato | Flying Slash | Cast range 25m -> 30m. T2 no longer adds +20 cast range. T3 adds +15 cast range and charges 2 -> 3. |
| Yamato | Shadow Transformation | T1 weapon damage bonus 5 -> 7. T2 fixed a null field into -25s cooldown. |
| Yamato | Power Slash | Post-cast duration 0.4s -> 0.2s. Full-charge spirit scaling 1.86 -> 2.1. |
| Lash | Grapple | T3 adds +1 charge while keeping stamina restore and 60% air control. |
| Lash | Ground Strike | Primary damage per meter spirit scaling 0.0372 -> 0.04. T3 gains base values of 113 on primary and secondary per-meter damage fields with multiply flags. |
| McGinnis | Medicinal Specter | Heal radius 5.5m -> 6m. |
| Shiv | Slice and Dice | T2 tech armor reduction -8 -> -6. |
| Shiv | Bloodletting | Base defer clear 40% -> 35%. T3 defer clear 45% -> 50%. |
| Shiv | Killing Blow | Cooldown 105s -> 125s. Buff damage 14 -> 12. T2 buff damage 8 -> 10 and adds -30s cooldown. |
| Bebop | Sticky Bomb | T2 damage 75 -> 85. |
| Bebop | Exploding Uppercut | T2 weapon damage buff 40% -> 30%. |
| Dynamo | Kinetic Pulse | Damage spirit scaling 1.65 -> 1.55. T2 bullet resist reduction -18 -> -15. |
| Dynamo | Quantum Entanglement | T3 changed from full debuff dispel to 50% debuff reduction, still replenishes 1 charge. |
| Drifter | Rend | T3 now uses heavy melee scaling: 0.55 heavy_melee, with normal melee damage set to 0 and multiply flagged. |
| Affliction | Cooldown 140s -> 150s. | |
| Flying Cloak | T2 weapon damage bonus duration 8s -> 6s. | |
| Viscous | Puddle Punch | T1 now adds +20 damage with +1 charge. T2 changed from +30 damage to 40% lifesteal on hit. T3 heavy melee damage 50 -> 45 and matching melee offset -50 -> -45. |
The most important hero winners are Venator, Paradox, Yamato, Rem, Celeste, Haze, Abrams, and Grey Talon. The clearest losers are Kelvin, Shiv’s ultimate uptime, Pocket, Dynamo’s defensive cleanse, Bebop’s Uppercut gun steroid, and Seven’s headshot vulnerability.
General Objective and Mechanic Changes
| System | Exact change | Gameplay impact |
|---|---|---|
| Soul Urn | Removed BulletResist: 30 and TechResist: 30 from the Soul Urn carrier ability data. | Urn runs are more punishable. The carrier still has +3.5 m/s move speed and 100% slow resistance, but the raw data no longer grants damage resists. |
| Jump | Added StaminaRegenReduction: -25 and StaminaRegenReductionDuration: 5 to generic jump. | This appears to be a movement-system data addition. Treat as a mechanics/data flag unless in-game testing confirms a new visible stamina penalty. |
Item Changes
The item pass is large. The most strategically important theme is that defensive barriers now have a cleaner early tree around Grit, while several late-game items gain small durability or uptime buffs.
New Item
| Item | Exact values | Gameplay impact |
|---|---|---|
| Grit | New Tier 1 Vitality item, 800 souls. Active, 60s cooldown. Grants 200 combat barrier for 4s and +1 out-of-combat health regen. Upgrade values: +250 barrier, +10 out-of-combat health regen, -25s cooldown. | This is now the early component for several Tier 2 shield items. It gives every hero a cheap barrier button before committing to Guardian Ward, Reactive Barrier, Spirit Shielding, or Weapon Shielding. |
Major Defensive Item Tree Changes
| Item | Exact change | Gameplay impact |
|---|---|---|
| Guardian Ward | Now builds from Grit. Cooldown 45s -> 60s. Barrier 200 -> 250. Adds +1.5 out-of-combat regen. Upgrade barrier 125 -> 250. | Larger shield, longer cooldown, more defined build path. Better save when available, less spammable. |
| Reactive Barrier | Now builds from Grit. Adds +1 out-of-combat regen. | Small sustain buff and a clearer component path. |
| Spirit Shielding | Now builds from Grit. Loses +1.75 m/s move speed and +1m upgraded move speed. Gains 18 spirit resist, upgraded +20 spirit resist. | Becomes a real spirit defense item rather than a barrier plus escape-speed item. |
| Weapon Shielding | Now builds from Grit. Loses +1.75 m/s move speed and +3m upgraded move speed. Gains 18 bullet resist, upgraded +15 bullet resist. | Same structural change as Spirit Shielding, but against weapon damage. |
| Indomitable | Bullet resist 8 -> 10, spirit resist 8 -> 10, barrier scaling 1.8 -> 2.0, adds +2 out-of-combat regen. | Stronger broad defensive buy. |
| Debuff Reducer | Adds +90 bonus health. | Better baseline defensive value. |
| Spellbreaker | Adds +90 bonus health. | Better anti-burst slot value. |
| Witchmail | Spirit resist 20 -> 22. | Small buff against spirit-heavy teams. |
| Dispel Magic | Cooldown 40s -> 45s. | Less frequent cleanse window. |
| Unstoppable | Cooldown 65s -> 60s. | Stronger late-game answer to hard CC and delayed stuns. |
Weapon and Damage Item Changes
| Item | Exact change | Gameplay impact |
|---|---|---|
| Active Reload | Bullet lifesteal 14% -> 16%. | Better sustained fight value for gun heroes. |
| Weakening Headshot | Description changed from “Headshot on Heroes” to “Headshot” reducing bullet resist; no numeric field changed. | Likely tooltip clarification unless target filtering changed elsewhere. |
| Hunter’s Aura | Fire-rate slow 14% -> 15%. | Small aura buff. |
| Bullet Resist Shredder | Replaced +65 health with +9% base attack damage and bullet resist 8 -> 9. Upgrade replaces +90 health with +15% base attack damage. | More offensive, less flat durability. |
| Ballistic Enchantment | Now builds from Mystic Reach. Range multiplier 20% -> 22%, radius multiplier 20% -> 22%. | Better reach/radius scaling, but now has a component requirement. |
| Burst Fire | Upgrade fire-rate bonus 10% -> 14%. | Stronger upgraded burst window. |
| Capacitor | Proc cooldown 0.25s -> 0.2s. | More frequent procs. |
| Tesla Bullets | Proc cooldown 0.25s -> 0.2s. | Better high-fire-rate wave clear and mixed damage. |
| Mystic Shot | Spirit damage scaling 1.0 -> 1.2. | Meaningful buff for hybrid poke. |
| Crushing Fists | Cooldown 7s -> 5s, melee damage bonus 20% -> 22%. | Stronger melee item tempo. |
| Melee Charge | Cooldown 7s -> 5s. | More frequent heavy melee burst. |
| Mercurial Magnum | Bullet bonus spirit damage scaling 0.465 -> 0.49. | Small hybrid damage buff. |
| Frenzy | Status resistance while active 30% -> 40%. | Better anti-control carry item. |
| Glass Cannon | Max health penalty -15% -> -13%. | Slightly less punishing. |
| Disarming Hex | Duration 4s -> 4.25s. | Stronger disarm window. |
| Rusted Barrel | Bonus health 50 -> 60. | Small durability buff. |
| Silencer | Spirit resist 15 -> 12. | Less defensive value on an offensive silence item. |
| Weighted Shots | Status resistance 20% -> 22%, ground dash reduction penalty -25% -> -22%. | Slightly easier to carry and slightly better into CC. |
| Slowing Bullets | Ground dash reduction penalty -25% -> -22%. | Slight buff to the slow profile. |
| Sharpshooter | Now also builds from High-Velocity Rounds. Adds +10% base attack damage and +60% bullet speed, long-range weapon power 70 -> 60. | More rounded long-range item, less pure range bonus. |
| Opening Rounds | Spirit power 7 -> 4, upgraded values add +15% base attack damage and +45% bullet speed. | Less spirit stat, stronger upgraded weapon identity. |
| Battle Vest | Base attack damage 15% -> 18%. | Better early gun scaling. |
| Escalating Resilience | Base attack damage 15% -> 18%, clip size 30% -> 35%. | Stronger sustained weapon scaling. |
| Bullet Lifesteal | Adds +6% base attack damage. | No longer just sustain; better tempo item for gun carries. |
| Vampiric Burst | Active duration 4.5s -> 5s, adds +6% base attack damage. | Stronger all-in window and better passive damage. |
| Headhunter | Heal changed from power-scaling object to flat 4% per headshot. | Removes scaling behavior from the heal field. |
| Restorative Shot | NPC heal 15 -> 20. | Better lane sustain off non-hero targets. |
Spirit, Utility, and Sustain Item Changes
| Item | Exact change | Gameplay impact |
|---|---|---|
| Arcane Surge | Description clarified. Adds StaminaCooldownReduction: 14 to upgrades. | Dash-jump caster item now has explicit stamina cooldown support. |
| Arctic Blast | Radius 12m -> 16m, height 5m -> 7m, freeze duration 0.75s -> 1s, removed 15% percent-damage field, slowed targets now have stamina regen frozen. | Much larger control item, less about percent damage and more about stamina lockdown. |
| Cold Front | Radius 12m -> 10m, height 5m -> 7m. | Smaller ground footprint, taller hit volume. |
| Fortitude | Move speed 1.25m/s -> 1.5m/s. | Better rotation and disengage value. |
| Counterspell | Innate spirit power 8 -> 5. | Slightly less offensive stat value. |
| Leech | Bonus health 160 -> 180, upgrade bonus health 100 -> 200. | Stronger late-game durability. |
| Scourge | Status resistance 15% -> 17%. | Small defensive buff. |
| Divine Barrier | Adds +1.5 out-of-combat regen. | Small sustain buff. |
| Heroic Aura | Active radius 30m -> 35m, passive radius 30m -> 35m. | Easier team coverage. |
| Spellslinger | Cooldown reduction 6% -> 5%. | Small nerf. |
| Extra Regen | Health regen 3 -> 2.5, out-of-combat regen 1 -> 1.5. | Weaker in-combat lane sustain, better between trades. |
| Fleetfoot | Adds +6% base attack damage, slow resistance 35% -> 40%. | Better combat mobility item. |
| Focus Lens | Duration 4s -> 4.5s. | Slightly easier uptime. |
| Fury Trance | Duration 6s -> 6.5s, active fire rate 30% -> 32%, adds +6% base attack damage, upgrade adds +110 health. | Stronger carry/brawler steroid. |
| Golden Goose Egg | Bonus buffs per gold 100 -> 80. | Faster buff scaling per gold threshold. |
| Spirit Lifesteal | Bonus health 70 -> 90. | Better survivability on spirit sustain builds. |
| Healing Rite | Healing changed from 300 + 0.93 spirit to flat 300. | Removes spirit scaling from the heal field. |
| Infuser | Duration 6s -> 7s, adds +6 spirit power. | Stronger early spirit active. |
| Juggernaut | Move speed 2.0m/s -> 2.5m/s, fire-rate slow 36% -> 40%. | Better anti-carry frontline active. |
| Kinetic Dash | Upgrade adds StaminaCooldownReduction: 14. | More movement economy on the upgraded item. |
| Magic Carpet | Adds 25% air control and -15 gravity scale, loses upgraded +200 health. | More mobility identity, less durability. |
| Tankbuster | Upgrade adds +60 damage. | Better upgraded anti-tank burst. |
| Mystic Slow | Bonus health 30 -> 50. | Small durability buff. |
| Surge of Power | Imbued spirit power 24 -> 28. | Stronger imbue. |
| Rebuttal | Parry cooldown reduction 2s -> 1.75s. | Small nerf. |
| Mystic Regeneration | Regen duration 6s -> 7s. | Better sustain uptime. |
| Cultist Sacrifice | Bonus souls 170% -> 180%, attack damage buff 8% + 0.7 scaling -> 10% + 0.8 scaling. | Stronger farming objective and stronger long buff. |
| Rapid Recharge | Bonus spirit for charged abilities 10 -> 14. | Better charge-based ability scaling. |
| Recharging Rush | Cooldown 24s -> 25s. | Small nerf. |
| Healing Nova | Heal changed from 325 + 6 per power increase to flat 325. | Removes scaling from the heal field. |
| Radiant Regeneration | Healing per cast changed from scaling object to flat 70; regen changed to flat 4; duration 6s -> 7s; upgrade adds +110 health. | Less scaling complexity, longer duration and more upgrade durability. |
| Restorative Locket | Heal per stack changed to flat 16, max stamina restore 4 -> 3, removed min stamina restore 1. | Less stamina restoration and no visible scaling field. |
| Return Fire | Duration 6s -> 6.5s. | Slightly stronger uptime. |
| Majestic Leap | Barrier scaling 8 -> 12, adds 50% air-control barrier field. | Better defensive launch. |
| Decay | Cooldown 32s -> 30s. | More frequent anti-sustain pressure. |
| Spirit Snatch | Spirit damage scaling 0.744 -> 0.84, spirit power steal/gain 20 -> 25. | Stronger melee-spirit payoff. |
| Spiritual Overflow | Now builds from Spirit Lifesteal. Hero ability lifesteal 16% -> 13%, adds +6 spirit, +90 health, and non-hero ability lifesteal tooltip value 3. | More defensive and component-gated, but lower hero lifesteal. |
| Alchemical Fire | DPS spirit scaling 0.152334 -> 0.2, ramp scaling 0.030467 -> 0.4, max DPS scaling 0.304668 -> 0.4. | Major spirit-scaling buff to the fire zone. |
| Veil Walker | Invisibility 7s -> 8s. Heal changed from scaling object to flat 85. Upgrade adds +8 out-of-combat regen and +12m sprint speed. | Longer stealth and much stronger upgraded rotation stats. |
| Torment Pulse | Melee resist 15% -> 18%. | Better frontline durability. |
| Lifestrike | Heal changed from scaling objects to flat 100 and 30%. | Removes power-increase scaling from heal fields. |
Theorycrafting and Meta Implications
The durability compression should increase the value of early defensive buys. A -70 HP mid-game shift is roughly the difference between escaping a trade and dying to one more bullet or one small ability tick. This is most important for heroes below 1,400 HP at 20 boons, especially Mina, Paige, Rem, Vindicta, Silver, Haze, and Graves.
The new Grit tree changes how players should think about defensive itemization. Instead of jumping straight to a 1,600 soul reactive defense, heroes can buy an 800 soul barrier active first, then decide whether the game demands Guardian Ward, Spirit Shielding, Weapon Shielding, or Reactive Barrier. Because Spirit Shielding and Weapon Shielding lost their movement-speed bursts and gained actual resistances, they are now more clearly “survive the damage type” items rather than escape tools.
Paradox and Yamato look like the biggest high-skill winners. Paradoxical Swap damage 125 -> 150, Time Wall T3 moving to 3 charges with 2s charge cooldown, and Kinetic Carbine’s T3 scaling buff all reinforce pick play. Yamato gains more Flying Slash reach and charges, stronger Power Slash scaling, and a real Shadow Transformation T2 cooldown field.
Venator is the biggest stat winner. He gets +30 base health, +2 health per boon, and Hex-Lined Snap Trap T3 now adds another charge while increasing his own follow-up damage amp from 25% to 30%. That is both more durability and more pick conversion.
Kelvin is the clearest spirit-scaling loser among established utility heroes. Frost Grenade scaling 0.7 -> 0.6 and Arctic Beam DPS scaling 0.5 -> 0.38 reduce both poke and beam pressure. Dynamo also loses some edge: Kinetic Pulse scales worse and Quantum Entanglement T3 now reduces debuffs by 50% instead of dispelling them.
Gun carries get mixed signals. Base hero health is down, Active Reload, Bullet Lifesteal, Vampiric Burst, Battle Vest, Escalating Resilience, Burst Fire upgrades, and Fury Trance all improve, but several heroes lose weapon scaling or direct weapon damage. This should reward carries who buy survivability and uptime instead of pure glass-cannon damage.
Data Cleanup
Item Schema Cleanup
IsImbue was added across item entries. That is schema cleanup by itself, not a gameplay buff or nerf. It matters only where an item is explicitly marked as an imbue item, such as Arcane Surge style behavior and other imbue-category entries.
Several item fields were also converted from scaling objects to flat numbers without other value changes. These include Lifestrike, Headhunter, Healing Nova, Healing Rite, Radiant Regeneration, Restorative Locket, and Veil Walker. Where the old field had a scaling component and the new field is flat, the likely gameplay effect is removal of that scaling unless another system supplies it elsewhere.
Unreleased Hero Data Cleanup
The raw hero-data diff also touched unreleased or development heroes. These are not in the released hero list and should not be described as gameplay changes:
hero_airheart, hero_boho, hero_bomber, hero_cadence, hero_druid, hero_fortuna, hero_genericperson, hero_graf, hero_gunslinger, hero_kali, hero_opera, hero_operative, hero_rutger, hero_shieldguy, hero_skyrunner, hero_slork, hero_swan, hero_targetdummy, hero_testhero, hero_thumper, hero_tokamak, hero_trapper, hero_vandal, hero_werewolf_transformed, hero_wrecker, and hero_yakuza.
No new hero key was added in hero-data.json, so there is no HERO_ADDED workflow TODO from this patch range.
Conclusion
This patch should make fights sharper and item choices more defensive. The broad HP reduction lowers the forgiveness floor, while the new Grit tree gives players a cheaper way to respond before committing to larger defensive purchases. Expect early skirmishes to produce more kills, Venator and Paradox to gain priority, Yamato and Haze specialists to test new damage ceilings, and Kelvin/Dynamo/Pocket players to feel the loss of some utility throughput.