Deadlock Patch Analysis - 2026-05-31
Superseded Urn mechanics: This analysis describes the May 28 iteration. The June 4 update restored the cross-map route to the opposite side-lane bridge and replaced heavy-melee ownership flipping with a king-of-the-hill capture point.
| Patch Date | 2026-05-31 |
| Analyzed | 2026-06-19 |
| Snapshot | Client 6589, Jun 16 |
| Changes | 13 |
| Commits | 5d377d1 → f3531ce |
| Patch Date | 2026-05-31 |
| Commits | 5d377d1 -> f3531ce4 |
| Source Data | Client 6514, May 22 2026 |
| Target Data | Client 6589, Jun 16 2026 |
The analyzed date is workflow metadata, not evidence that the source snapshot matched the live game on that date.
Executive Summary
This update turns the Soul Urn into a longer and more deliberate fight objective while also removing a parry cooldown exploit against troopers. The released-hero endpoint data is mostly nerf-oriented: Graves, McGinnis, Pocket, Silver, Seven, Grey Talon, and Warden all lose important damage, range, uptime, or scaling, while Apollo, Calico, Viscous, and parts of Warden receive targeted compensating buffs.
Important scope note: the supplied targetCommit is a June 16 data snapshot, not a pure May 31 snapshot. The exact numbers below use the requested sourceCommit..targetCommit diff, so some values supersede the May 31 prose notes.
Gameplay Changes
Soul Urn and Parry
The Urn changes are the most important macro changes in the patch-note scope.
| System | Exact change | Gameplay impact |
|---|---|---|
| Urn spawn cadence | Spawn/interval changed from 10/15/20/25/etc to 12/18/24/30/etc. | The first Urn is delayed by 2 minutes and later Urns are spaced 6 minutes apart instead of 5, reducing forced objective frequency. |
| Deposit timers | Favored/neutral/unfavored timers increased from 3/5/10s to 5/10/15s. | Deposits are much easier to contest and require real bridge control instead of a quick tap. |
| Frozen Shelter | Urn timer now freezes with Kelvin’s Frozen Shelter. | Shelter can stall the deposit clock instead of letting a protected delivery finish through the dome. |
| Comeback aura | Behind-team +35% Bullet/Spirit Resist aura no longer applies while carried or dropped; it only applies during deposit. | Comeback Urn runs are less safe during transit and more focused around the deposit fight. |
| Behind runner | Behind-team runner now gets +35% Bullet/Spirit Resist for themselves only. | The carrier remains durable, but nearby teammates do not get a moving resist aura. |
| Runner mobility | Runner gains +2m Sprint, +1 Stamina, +10% Dash Distance, and +15% Stamina Regen. | Carrying is less restrictive and more movement-oriented, but contesting the deposit still takes longer. |
| Held timer damage | Urn damage starts after 30s held, down from 50s; this timer freezes while enemies are within 40m of the runner. | Teams cannot stall uncontested forever, but active fights around the runner stop the punish timer. |
| Return-home logic | The Urn stays on the ground while enemies are within 40m of the last drop/fumble owner; otherwise it waits up to 13s if a friendly player is within 40m. If the held timer is over 45s, the next drop immediately returns home when no enemies are nearby. | Fumbled Urns should create more localized fights instead of immediately resetting. |
| Parry vs troopers | Parrying a trooper no longer resets parry cooldown; parried troopers are stunned. | Players can no longer farm free parry resets from waves, but the defensive timing still has lane utility. |
Strategically, Urn control shifts from “get a fast carrier through” toward “prepare waves, arrive first, and win the deposit zone.” Heroes with strong enclosed-area control, displacement, or melee denial gain value around the deposit point because enemies now have 5 to 15 seconds to contest with heavy melee.
Headline Released Hero Changes
These are the major released-hero changes from the source-to-target data, including the heroes named in the May 31 notes.
| Hero | Exact source -> target changes | Commentary |
|---|---|---|
| Apollo | Flawless Advance T1 heal 30 + 0.75 spirit -> 35 + 1.0 spirit; T2 cooldown reduction -10s -> -12s. Itani Lo Sahn delayed damage 190 + 2.3 spirit -> 200 + 2.6 spirit. Disengaging Sigil endpoint data was also reshuffled: T1 changed from +30 Damage to +25% Fire Rate, +25% Bullet Speed, 8s; T2 changed from the old weapon buff to +1 Stamina and air-limit reset; T3 now has 4s recast time. | Apollo’s spirit burst and sustain are stronger, especially when maxing Flawless Advance. The Sigil upgrade reshuffle makes the ability less about simple early damage and more about tempo and movement recovery. |
| Graves | Jar of Dead damage 20 + 0.31 spirit -> 16 + 0.25 spirit; resource cost 100 -> 120; Deadhead kill bounty 5 + 0.25/boon -> 7 + 0.5/boon. Grasping Hands T3 immobilize bonus 1.0s -> 0.75s. Borrowed Decree ghoul explosion 135 + 1.5 spirit -> 115 + 1.27 spirit; T3 current-health damage 6% -> 5%. | This is a broad summon-pressure nerf. Graves gets fewer efficient Jar casts, enemies get more souls for clearing skulls, and both skull and ghoul damage scale worse. |
| McGinnis | Mini Turret DPS 30 + 0.39 spirit -> 24 + 0.42 spirit; T3 turret fire rate 30% -> 25%. Heavy Barrage range 50m -> 36m; rocket damage 22.5 -> 21; T1 dash slow 30% -> 18%; T3 bonus damage per rocket +18 -> +15. | Heavy Barrage is much less oppressive at range, and turret builds lose early/mid damage. The higher turret spirit scaling does not offset the base loss until extremely high spirit values. |
Bullet damage per boon 0.2 -> 0.16; derived DPS per boon 2.6667 -> 2.1334. Flying Cloak T3 cooldown reduction -14s -> -12s. Affliction T3 bonus DPS +18 -> +14. | Pocket loses late weapon scaling, Cloak uptime, and Affliction pressure. Affliction remains non-lethal setup, but T3 contributes less teamfight damage. | |
| Silver | Slam Fire current-health damage 3% -> 2.5%; T3 current-health bonus 8% -> 7%. Entangling Bola cooldown 20s -> 23s; T2 cooldown reduction -5s -> -8s. Lycan Curse cooldown 40s -> 70s; fire rate 65% -> 60%. | Silver’s burst and transformation cadence are both hit. T2 Bola still restores a 15s effective cooldown, but pre-T2 misses are punished harder. |
| Victor | Aura of Suffering radius 9m -> 8m, with T3 adding +1m. Shocking Reanimation cooldown 230s -> 240s; T3 cooldown reduction -130s -> -110s; T3 damage 150 -> 175. | Victor’s revive is more punishing when down: effective T3 cooldown moves from 100s to 130s. The T3 damage buff helps the revive impact, but uptime is clearly lower. |
| Yamato | Power Slash full-charge spirit scaling 2.1 -> 1.85. Flying Slash cast range 30m -> 28m. | Spirit burst Yamato is toned down, and pre-upgrade catch range is slightly shorter. Her sustain and ultimate loop are not numerically changed in this endpoint diff. |
Additional Released Hero Data Changes
The raw endpoint diff includes further released-hero changes beyond the May 31 prose list.
| Hero | Exact source -> target changes | Commentary |
|---|---|---|
| Holliday | Powder Keg charges 1 -> 2, cooldown between charges 3.5s -> 7s, arm time 0.5s -> 0.1s, barrel damage scaling 1.6 -> 1.4; Bounce Pad radius 12m -> 9m, T3 adds 0.7s stomp stun. | More frequent Keg availability but lower spirit scaling; Bounce Pad is smaller but gains a stronger max-upgrade payoff. |
| Bebop | Exploding Uppercut T3 missing-health heal 17 -> 18; Sticky Bomb T3 loses +20% fire rate, movement-speed bonus duration 5s -> 6s, gains 25% status resistance. | Bebop gets slightly more survivability but less direct weapon tempo from Sticky Bomb T3. |
| Paige | Plot Armor barrier scaling 1.3 -> 1.5; T3 barrier scaling 0.3 -> 0.5. Rallying Charge max amp distance 350 -> 250; cooldown upgrade -30s -> -50s. | Stronger defensive scaling and more frequent upgraded Rallying Charge, but the distance-based amp reaches its cap over a shorter range. |
| The Doorman | Call Bell explosion scaling 1.3 -> 1.2; T3 impact and explosion scaling 0.4 -> 0.35. | A straightforward spirit-scaling nerf to Call Bell burst. |
| Seven | Bullet damage per boon 0.337 -> 0.24; Power Surge T3 duration 12s -> 10s. | Seven’s late weapon growth and max-upgrade surge window are weaker. |
| Vindicta | Assassinate low-health damage bonus scaling 1.7 -> 2.0. | Stronger execute scaling for spirit-invested snipes. |
| Calico | Gloom Bombs T2 melee resist reduction 5 -> -6 and duration 5s -> 6s; Return to Shadows damage 140 -> 150, T2 damage 65 -> 75, T3 heal 350 -> 450. | Calico gains clearer melee-shred data and stronger Return to Shadows damage/sustain. |
| Grey Talon | Bullet damage per boon 1.001 -> 0.85; weapon fire rate 1.7316/s -> 1.6667/s; weapon DPS 40.71 -> 39.184; Rain of Arrows cooldown 22s -> 23s, upgrade cooldown reduction -13s -> -12s. | Grey Talon loses weapon scaling and a little Rain of Arrows cadence. |
| Shiv | Killing Blow now has a 30s failed-execute cooldown penalty. | Failed executes are much more punishable. |
| Viscous | Puddle Punch T2 lifesteal 40% -> 60%; T3 heavy-melee damage 45 -> 40; Goo Ball T2 adds 10% Bullet Resist and 10% Spirit Resist. | Viscous gets better Puddle Punch sustain and a tougher mid-upgrade Goo Ball, partly offset by lower max-upgrade punch damage. |
| Warden | Weapon falloff 19.99m-57.51m -> 18m-47m. Alchemical Flask scaling 0.731203 -> 0.63, T2 damage 40 -> 35, T2 weapon-power debuff -20% -> -25%. Willpower barrier scaling 0.5 -> 0.8. Binding Word T3 cooldown reduction -18s -> -14s. Last Stand hero lifesteal 65% -> 75%, T2 cooldown -30s -> -35s, T3 duration 3s -> 4s. | Warden loses range and Flask damage, but gains stronger defensive and all-in ultimate scaling. |
| Wraith | Card Trick T3 HeartHeal scale type changed from null to spirit. | This looks like a scaling-data correction or buff to the T3 heal field. |
| Ivy | GravityChange: -10 added. | Movement tuning/data exposure; no further numeric ability change in the endpoint diff. |
| Celeste | AirControlAccelPercent: 10, AirControlPercent: 44, and GravityChange: -25 added. | Movement tuning/data exposure; treat as a live feel change if reflected in game. |
Item Changes
No May 31 item balance notes were supplied, but item-data.json does contain live enabled-item endpoint changes. These should be treated as current data changes; several look like scaling fields being restored or corrected.
| Item | Exact source -> target changes | Impact |
|---|---|---|
| Lifestrike | Flat heal 100 became 100 + 1.5 per power increase; lifesteal heal percent 30% became 30% + 0.5 per power increase. | Better scaling for melee sustain builds. |
| Headhunter | Headshot heal 4% became 4% + 0.06 per power increase. | Slightly better scaling sustain for accurate weapon users. |
| Healing Nova | Total regen 325 became 325 + 6 per power increase. | Team sustain scales better later. |
| Healing Rite | Total regen 300 became 300 + 1.1 spirit. | Spirit investment improves the lane/sustain active again. |
| Opening Rounds | Spirit Power 4 -> 7; high-health weapon damage bonus 30% -> 25%. | More baseline spirit, less above-threshold weapon burst. |
| Radiant Regeneration | Healing per cast 70 became 70 + 2 per power increase; regeneration 4 became 4 + 0.04 spirit. | Better scaling defensive sustain. |
| Restorative Locket | Heal per stack 16 became 16 + 0.32 per power increase. | More late scaling on stored heal value. |
| Alchemical Fire | DPS increase spirit scaling 0.4 -> 0.04. | Major reduction or correction to spirit scaling on the ramp field. Verify practical tooltip behavior before over-indexing on spirit builds around it. |
| Veil Walker | Heal on veil 85 became 85 + 8 per power increase. | Stronger late sustain for veil pathing and rotation-heavy play. |
Data Cleanup
Several raw-data changes are not gameplay changes.
- Disabled item entries were removed:
upgrade_ablative_coat,upgrade_armor_reduction_debuff,upgrade_bullet_armor_2,upgrade_combo_breaker,upgrade_height_advantage, andupgrade_tech_defender. - Disabled or non-shop item data changed for
Soul Explosionandupgrade_proc_tech_damage; these are not live shop item changes. - Unreleased ability entries such as
ability_digger_mudshieldandability_digger_mudshield_triggerwere removed. This is unreleased hero data cleanup, not a player-facing nerf. - Many abilities gained
Modifier,Class,Subclass, or state-mask metadata. Those fields help describe implementation behavior, but by themselves they are not balance changes. hero_werewolf_transformedis selectable in raw data, but it already existed in the source commit and represents Silver’s transformed state. It is not a new hero key and does not trigger a HERO_ADDED workflow TODO.
Conclusion
The macro direction is clear: Urn fights are slower, more contestable, and more centered on holding a deposit area. On the hero side, the endpoint data reins in sustained pressure from summons, long-range barrages, transformation uptime, and late weapon scaling, while handing selective durability or sustain compensation to Apollo, Calico, Viscous, Warden, and several healing items.
Expect teams to contest fewer but higher-stakes Urns, prioritize deposit-area control, and punish heroes whose best fight windows now have longer cooldown gaps. Graves, McGinnis, Pocket, and Silver should feel the largest practical nerfs; Apollo and Warden specialists have the most interesting new numbers to test.