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Deadlock Patch Analysis - 2026-05-22

Patch Date2026-05-22
Generated2026-05-23
Changes8
Commits4b9e6605d377d1

Patch Date2026-05-22
Commits4b9e660 -> 5d377d1
Data Fileshero-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.

HeroBase HealthHealth/BoonOther exact stat changes
Holliday790 -> 78046 -> 43Base regen 1 -> 2. Bullet damage 18.8 -> 19.7, DPS 39.788 -> 41.693, sustained DPS 25.15 -> 26.354.
Abrams810 -> 80055 -> 52None.
Bebop890 -> 88058 -> 55Bullet damage/boon 0.139 -> 0.115, DPS/boon 1.6548 -> 1.3691, sustained DPS/boon 1.1622 -> 0.9615.
Paige690 -> 68032 -> 29None.
Paradox740 -> 73051 -> 48None.
The Doorman765 -> 75547 -> 44None.
Drifter765 -> 75544 -> 41None.
Dynamo890 -> 88067 -> 64None.
Rem690 -> 68032 -> 29None.
Apollo780 -> 77050 -> 47Base regen 2 -> 1.
McGinnis790 -> 78058 -> 55Bullet damage/boon 0.17 -> 0.18, DPS/boon 2.0238 -> 2.1429, sustained DPS/boon 1.2701 -> 1.3448.
Victor810 -> 80039 -> 36Bullet damage 13 -> 12, DPS 76.023 -> 70.175, sustained DPS 47.97 -> 44.28. Bullet damage/boon 0.3135 -> 0.26.
Lady Geist890 -> 88057 -> 54None.
Seven740 -> 73046 -> 43Crit damage received 35% -> 55%. Bullet damage/boon 0.374 -> 0.337, DPS/boon 2.1808 -> 1.965.
Haze740 -> 73038 -> 35None.
Vindicta765 -> 75532 -> 29None.
Infernus840 -> 83044 -> 41None.
Kelvin890 -> 88066 -> 63None.
Mo & Krill940 -> 93071 -> 68None.
Lash790 -> 78056 -> 53Bullet damage/boon 0.341 -> 0.31, DPS/boon 1.9883 -> 1.8076, sustained DPS/boon 1.3503 -> 1.2276.
Sinclair740 -> 73043 -> 40None.
Mirage740 -> 73050 -> 47None.
Calico740 -> 73042 -> 39None.
Graves740 -> 73038 -> 35Sprint speed 1.6 -> 2.2. Bullet damage 4 -> 3.6, DPS 39.216 -> 35.294, sustained DPS 23.256 -> 20.93.
Grey Talon790 -> 78043 -> 40None.
Venator790 -> 82043 -> 45Net durability buff: +30 base health and +2 health/boon, or +70 HP by 20 boons.
Billy830 -> 82048 -> 56Bullet damage/boon 0.165 -> 0.142, DPS/boon 1.9412 -> 1.6706. Despite -10 base HP, he gains +150 HP by 20 boons.
Shiv840 -> 83051 -> 48None.
Pocket790 -> 78041 -> 38None.
Ivy765 -> 75550 -> 47None.
Celeste700 -> 69038 -> 35Stamina cooldown 4.5000045 -> 5.0, stamina regen/sec 0.222222 -> 0.2.
Mina670 -> 66031 -> 28New debuff resistance penalty: -8.
Vyper790 -> 78040 -> 37None.
Viscous790 -> 78050 -> 47None.
Warden815 -> 80566 -> 63Bullet damage/boon 0.38 -> 0.34, DPS/boon 1.4476 -> 1.2952, sustained DPS/boon 0.87575 -> 0.78357.
Silver840 -> 83032 -> 29Bullet 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.
Wraith740 -> 73040 -> 37None.
Yamato740 -> 73050 -> 47None.

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

HeroAbilityExact change
PaigeBookwyrmT2 cooldown reduction improved from -8s to -12s.
PaigeRallying ChargeT3 damage 135 -> 160.
The DoormanCall BellAccuracy debuff -100 -> -40, explosion spirit scaling 1.4 -> 1.3, radius 6m -> 5.5m. T3 radius 4m -> 4.5m.
The DoormanDoorwayAdded DoorwayCloseCooldown: 8s.
RemNaptimeAdded 30% damage resist while channeling.
RemPillow TossCharge cooldown 9s -> 8s. T3 damage 90 -> 100.
RemTag AlongHealing/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.
ApolloFlawless AdvanceSlash collision radius 4.5m -> 4.05m. T3 damage scaling now has Multiply: true on base, pre-perfect, and perfect damage fields.
ApolloRiposteAdded 1s dash grace window. Dash speed 60.96 -> 76.2.
InfernusConcussive CombustionT3 stun duration 0.75s -> 0.9s.
VictorJumpstartT3 health regen spirit scaling 0.6 -> 0.9.
KelvinFrost GrenadeDamage spirit scaling 0.7 -> 0.6.
KelvinArctic BeamDPS spirit scaling 0.5 -> 0.38.
CalicoGloom BombsT2 changed from +75 bonus damage versus barriers to -5 melee resist for 5s.
GravesJar of DeadDamage spirit scaling 0.35 -> 0.31.
GravesGrasping HandsAdded SummonCount: 1. This is data representation for the wall entity, not a new pet mechanic.
Grey TalonRain of ArrowsCast 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.
VenatorHex-Lined Snap TrapT3 incoming damage from caster 25% -> 30% and adds +1 charge.
BillyRising RamCooldown 30s -> 32s. T2 duration 0.3s -> 0.4s. T3 cooldown reduction -10s -> -13s.
BillyBashdownT3 melee damage data now has Multiply: true; no listed numeric value changed.
HazeFixationT3 damage bonus per stack 0.12 -> 0.14.
Mo & KrillSand BlastT3 duration 1s -> 1.5s.
CelesteShining WonderT2 damage 50 -> 70.
CelesteRadiant DaggersT2 impact damage 70 -> 80 and cooldown reduction -18s -> -22s.
MinaNox NostraT3 current-health percent 1.0 -> 0.5.
MinaLove BitesDamage 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.
MinaRakeRemoved ExtraSweepOffsetBehindCaster -1.5 and ExtraSweepRange 2.
VyperScrewjab DaggerT2 bullet resist reduction per stack -5 -> -6. T3 adds MaxStacks: 2.
WardenBinding WordT2 no longer adds +12 cast range; immobilize duration remains 0.75s.
SilverEntangling BolaT2 and T3 upgrade payloads were reordered: T2 now -5s cooldown; T3 now ricochet count 2, ricochet range 15, debuff duration 0.75s.
AbramsSeismic ImpactT2 stun duration 0.7s -> 0.8s. T3 immunity duration 5s -> 6s.
AbramsInfernal ResilienceAdded 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.
WraithCard TrickT3 HeartHeal scale type changed from spirit to null; value remains 75 with scale value 0.5.
ParadoxKinetic CarbineT3 max bonus bullet damage weapon-power scaling 50 -> 55.
ParadoxParadoxical SwapSwap damage 125 -> 150.
ParadoxTime WallT1 duration 2.5s -> 3.5s. T3 charges 2 -> 3 and charge cooldown 4s -> 2s.
YamatoFlying SlashCast range 25m -> 30m. T2 no longer adds +20 cast range. T3 adds +15 cast range and charges 2 -> 3.
YamatoShadow TransformationT1 weapon damage bonus 5 -> 7. T2 fixed a null field into -25s cooldown.
YamatoPower SlashPost-cast duration 0.4s -> 0.2s. Full-charge spirit scaling 1.86 -> 2.1.
LashGrappleT3 adds +1 charge while keeping stamina restore and 60% air control.
LashGround StrikePrimary 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.
McGinnisMedicinal SpecterHeal radius 5.5m -> 6m.
ShivSlice and DiceT2 tech armor reduction -8 -> -6.
ShivBloodlettingBase defer clear 40% -> 35%. T3 defer clear 45% -> 50%.
ShivKilling BlowCooldown 105s -> 125s. Buff damage 14 -> 12. T2 buff damage 8 -> 10 and adds -30s cooldown.
BebopSticky BombT2 damage 75 -> 85.
BebopExploding UppercutT2 weapon damage buff 40% -> 30%.
DynamoKinetic PulseDamage spirit scaling 1.65 -> 1.55. T2 bullet resist reduction -18 -> -15.
DynamoQuantum EntanglementT3 changed from full debuff dispel to 50% debuff reduction, still replenishes 1 charge.
DrifterRendT3 now uses heavy melee scaling: 0.55 heavy_melee, with normal melee damage set to 0 and multiply flagged.
PocketAfflictionCooldown 140s -> 150s.
PocketFlying CloakT2 weapon damage bonus duration 8s -> 6s.
ViscousPuddle PunchT1 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

SystemExact changeGameplay impact
Soul UrnRemoved 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.
JumpAdded 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

ItemExact valuesGameplay impact
GritNew 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

ItemExact changeGameplay impact
Guardian WardNow 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 BarrierNow builds from Grit. Adds +1 out-of-combat regen.Small sustain buff and a clearer component path.
Spirit ShieldingNow 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 ShieldingNow 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.
IndomitableBullet resist 8 -> 10, spirit resist 8 -> 10, barrier scaling 1.8 -> 2.0, adds +2 out-of-combat regen.Stronger broad defensive buy.
Debuff ReducerAdds +90 bonus health.Better baseline defensive value.
SpellbreakerAdds +90 bonus health.Better anti-burst slot value.
WitchmailSpirit resist 20 -> 22.Small buff against spirit-heavy teams.
Dispel MagicCooldown 40s -> 45s.Less frequent cleanse window.
UnstoppableCooldown 65s -> 60s.Stronger late-game answer to hard CC and delayed stuns.

Weapon and Damage Item Changes

ItemExact changeGameplay impact
Active ReloadBullet lifesteal 14% -> 16%.Better sustained fight value for gun heroes.
Weakening HeadshotDescription changed from “Headshot on Heroes” to “Headshot” reducing bullet resist; no numeric field changed.Likely tooltip clarification unless target filtering changed elsewhere.
Hunter’s AuraFire-rate slow 14% -> 15%.Small aura buff.
Bullet Resist ShredderReplaced +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 EnchantmentNow builds from Mystic Reach. Range multiplier 20% -> 22%, radius multiplier 20% -> 22%.Better reach/radius scaling, but now has a component requirement.
Burst FireUpgrade fire-rate bonus 10% -> 14%.Stronger upgraded burst window.
CapacitorProc cooldown 0.25s -> 0.2s.More frequent procs.
Tesla BulletsProc cooldown 0.25s -> 0.2s.Better high-fire-rate wave clear and mixed damage.
Mystic ShotSpirit damage scaling 1.0 -> 1.2.Meaningful buff for hybrid poke.
Crushing FistsCooldown 7s -> 5s, melee damage bonus 20% -> 22%.Stronger melee item tempo.
Melee ChargeCooldown 7s -> 5s.More frequent heavy melee burst.
Mercurial MagnumBullet bonus spirit damage scaling 0.465 -> 0.49.Small hybrid damage buff.
FrenzyStatus resistance while active 30% -> 40%.Better anti-control carry item.
Glass CannonMax health penalty -15% -> -13%.Slightly less punishing.
Disarming HexDuration 4s -> 4.25s.Stronger disarm window.
Rusted BarrelBonus health 50 -> 60.Small durability buff.
SilencerSpirit resist 15 -> 12.Less defensive value on an offensive silence item.
Weighted ShotsStatus resistance 20% -> 22%, ground dash reduction penalty -25% -> -22%.Slightly easier to carry and slightly better into CC.
Slowing BulletsGround dash reduction penalty -25% -> -22%.Slight buff to the slow profile.
SharpshooterNow 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 RoundsSpirit power 7 -> 4, upgraded values add +15% base attack damage and +45% bullet speed.Less spirit stat, stronger upgraded weapon identity.
Battle VestBase attack damage 15% -> 18%.Better early gun scaling.
Escalating ResilienceBase attack damage 15% -> 18%, clip size 30% -> 35%.Stronger sustained weapon scaling.
Bullet LifestealAdds +6% base attack damage.No longer just sustain; better tempo item for gun carries.
Vampiric BurstActive duration 4.5s -> 5s, adds +6% base attack damage.Stronger all-in window and better passive damage.
HeadhunterHeal changed from power-scaling object to flat 4% per headshot.Removes scaling behavior from the heal field.
Restorative ShotNPC heal 15 -> 20.Better lane sustain off non-hero targets.

Spirit, Utility, and Sustain Item Changes

ItemExact changeGameplay impact
Arcane SurgeDescription clarified. Adds StaminaCooldownReduction: 14 to upgrades.Dash-jump caster item now has explicit stamina cooldown support.
Arctic BlastRadius 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 FrontRadius 12m -> 10m, height 5m -> 7m.Smaller ground footprint, taller hit volume.
FortitudeMove speed 1.25m/s -> 1.5m/s.Better rotation and disengage value.
CounterspellInnate spirit power 8 -> 5.Slightly less offensive stat value.
LeechBonus health 160 -> 180, upgrade bonus health 100 -> 200.Stronger late-game durability.
ScourgeStatus resistance 15% -> 17%.Small defensive buff.
Divine BarrierAdds +1.5 out-of-combat regen.Small sustain buff.
Heroic AuraActive radius 30m -> 35m, passive radius 30m -> 35m.Easier team coverage.
SpellslingerCooldown reduction 6% -> 5%.Small nerf.
Extra RegenHealth regen 3 -> 2.5, out-of-combat regen 1 -> 1.5.Weaker in-combat lane sustain, better between trades.
FleetfootAdds +6% base attack damage, slow resistance 35% -> 40%.Better combat mobility item.
Focus LensDuration 4s -> 4.5s.Slightly easier uptime.
Fury TranceDuration 6s -> 6.5s, active fire rate 30% -> 32%, adds +6% base attack damage, upgrade adds +110 health.Stronger carry/brawler steroid.
Golden Goose EggBonus buffs per gold 100 -> 80.Faster buff scaling per gold threshold.
Spirit LifestealBonus health 70 -> 90.Better survivability on spirit sustain builds.
Healing RiteHealing changed from 300 + 0.93 spirit to flat 300.Removes spirit scaling from the heal field.
InfuserDuration 6s -> 7s, adds +6 spirit power.Stronger early spirit active.
JuggernautMove speed 2.0m/s -> 2.5m/s, fire-rate slow 36% -> 40%.Better anti-carry frontline active.
Kinetic DashUpgrade adds StaminaCooldownReduction: 14.More movement economy on the upgraded item.
Magic CarpetAdds 25% air control and -15 gravity scale, loses upgraded +200 health.More mobility identity, less durability.
TankbusterUpgrade adds +60 damage.Better upgraded anti-tank burst.
Mystic SlowBonus health 30 -> 50.Small durability buff.
Surge of PowerImbued spirit power 24 -> 28.Stronger imbue.
RebuttalParry cooldown reduction 2s -> 1.75s.Small nerf.
Mystic RegenerationRegen duration 6s -> 7s.Better sustain uptime.
Cultist SacrificeBonus souls 170% -> 180%, attack damage buff 8% + 0.7 scaling -> 10% + 0.8 scaling.Stronger farming objective and stronger long buff.
Rapid RechargeBonus spirit for charged abilities 10 -> 14.Better charge-based ability scaling.
Recharging RushCooldown 24s -> 25s.Small nerf.
Healing NovaHeal changed from 325 + 6 per power increase to flat 325.Removes scaling from the heal field.
Radiant RegenerationHealing 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 LocketHeal 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 FireDuration 6s -> 6.5s.Slightly stronger uptime.
Majestic LeapBarrier scaling 8 -> 12, adds 50% air-control barrier field.Better defensive launch.
DecayCooldown 32s -> 30s.More frequent anti-sustain pressure.
Spirit SnatchSpirit damage scaling 0.744 -> 0.84, spirit power steal/gain 20 -> 25.Stronger melee-spirit payoff.
Spiritual OverflowNow 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 FireDPS 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 WalkerInvisibility 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 PulseMelee resist 15% -> 18%.Better frontline durability.
LifestrikeHeal 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.