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Deadlock Patch Analysis - 2026-06-30

Patch Date2026-06-30
Commitsf3531ce -> 6444a30
Source Datadeadlock-data commit f3531ce45ceb478a
Target Datadeadlock-data commit 6444a309422e

The exact numbers below come from the requested hero-data.json, ability-data.json, and item-data.json diffs. The high-level change feed named Holliday and Dynamo, but the raw commit diff contains a much broader balance pass across hero health scaling, ultimate cooldowns, and several live items.

Executive Summary

This patch broadly slows fight-winning buttons and lowers mid/late durability by reducing health gained per boon on nearly every released hero. Holliday, Dynamo, Haze, Shiv, Seven, Rem, Billy, Warden, and Celeste receive the most strategically visible changes, while several items shift toward either longer cooldown gates or better scaling with spirit/power progression.

The direction is slower objective fights and more punishable failed engages: many ultimates are up less often, late-game health totals are lower, and several mobility or reset tools have longer downtime. A smaller set of targeted buffs improves healing, spirit scaling, or reliability for Dynamo, Drifter, Apollo, Lash, Ivy, Celeste, Mina, Vyper, and some item builds.

Gameplay Changes

Global Hero Health Scaling

The largest systemic change is a broad reduction to LevelScaling.MaxHealth. Base health is unchanged, so lane starting HP is not hit directly. The practical effect appears after boon thresholds: at 20 boons, each -1 health-per-boon is -20 max HP before item multipliers.

HeroHealth per boonApprox HP delta at 20 boonsCommentary
Holliday43 -> 41-40 HPSlightly easier to punish between Bounce Pad/Lasso windows.
Abrams52 -> 49-60 HPTank profile is still high, but late dives have less free EHP.
Bebop55 -> 52-60 HPLess forgiving when channeling or exposing himself for Hyper Beam angles.
Paige29 -> 31+40 HPOne of the few durability buffs; helps her survive poke while setting up.
Paradox48 -> 46-40 HPSwap plays carry more personal risk.
The Doorman44 -> 42-40 HPDoorway/Hotel playmaking is slightly more punishable.
Drifter43 -> 41-40 HPLower durability offsets his stronger Bloodscent/Rend flow.
Dynamo64 -> 61-60 HPLower durability offsets his stronger Aurora healing.
Rem29 -> 28-20 HPMinor durability loss on an already fragile support profile.
Apollo47 -> 45-40 HPSlightly lower baseline durability, partially offset by ability buffs.
McGinnis55 -> 52-60 HPMakes static setup positions easier to force.
Victor36 -> 34-40 HPLower survivability before self-revive can matter.
Lady Geist54 -> 51-60 HPSoul Exchange cooldown is also longer, so risk windows widen.
Seven43 -> 41-40 HPLower durability compounds Storm Cloud nerfs.
Haze35 -> 33-40 HPSquishy carry builds need defensive timing even more.
Vindicta29 -> 28-20 HPSmall durability loss, partly offset by stronger Assassinate scaling.
Infernus41 -> 39-40 HPConcussive Combustion is also less frequent.
Kelvin63 -> 60-60 HPFrozen Shelter uptime also falls, reducing fight control frequency.
Mo & Krill68 -> 65-60 HPStill durable, but Combo has a longer cooldown.
Lash53 -> 50-60 HPMore fragile, but Ground Strike and Flog get reliability buffs.
Sinclair40 -> 38-40 HPLess durable around clone/ultimate setup windows.
Mirage47 -> 45-40 HPTraveler cooldown increase also slows global pressure.
Calico39 -> 37-40 HPReturn to Shadows cooldown increase makes escape timing stricter.
Graves35 -> 33-40 HPLower durability with longer Borrowed Decree downtime.
Grey Talon40 -> 38-40 HPLower durability alongside Guided Owl/Rain of Arrows cooldown nerfs.
Venator45 -> 43-40 HPIra Domini downtime is also longer.
Billy56 -> 53-60 HPDurability and weapon scaling both fall; max-health scaling rises.
Shiv48 -> 46-40 HPDurability loss stacks with heavy Slice and Dice/Killing Blow nerfs.
Pocket38 -> 36-40 HPLoses durability and weapon scaling.
Ivy47 -> 45-40 HPLower durability offset by better healing/thorn scaling.
Celeste35 -> 33-40 HPDurability down, but her ability numbers are broadly buffed.
Mina28 -> 27-20 HPMinor durability loss; Rake/Nox Nostra damage improve.
Vyper37 -> 35-40 HPLower baseline durability; Slither barrier scaling improves.
Viscous47 -> 45-40 HPGoo Ball uptime falls but duration at max upgrade rises.
Warden63 -> 60-60 HPLower durability and weapon scaling, offset by defensive scaling buffs.
Silver29 -> 28-20 HPMinor durability loss; transformed-state cooldown data also lengthened.
Wraith37 -> 35-40 HPTelekinesis cooldown increase makes pick attempts less frequent.
Yamato47 -> 45-40 HPShadow Transformation cooldown increase widens punish windows.

Weapon Scaling Changes

Three released heroes also have direct weapon-growth reductions beyond the global health pass.

HeroExact changeGameplay impact
BillyBullet damage per boon 0.142 -> 0.127; DPS per boon 1.6706 -> 1.4942; sustained DPS per boon 0.78166 -> 0.69909.Weapon scaling is lower, pushing Billy toward ability/CC value unless Bashdown and Rising Ram compensate.
PocketBullet damage per boon 0.16 -> 0.14; DPS per boon 2.1334 -> 1.8667; sustained DPS per boon 1.4334 -> 1.2542.Late weapon pressure is weaker; Pocket leans harder on ability timing and Affliction windows.
WardenBullet damage per boon 0.34 -> 0.28; DPS per boon 1.2952 -> 1.0667; sustained DPS per boon 0.78357 -> 0.64529.A large late weapon-scaling hit; Warden needs Last Stand/Willpower value instead of pure gun growth.
ShivAlt-fire ammo consumed per shot 3 -> 5; alt-fire bullet damage scaling added absent -> 0.2 per boon.Alt-fire pressure costs substantially more magazine economy, but that attack path now has explicit scaling.

Released Hero Ability Changes

Abrams

AbilityExact changeImpact
Siphon LifeT3 radius 3m -> 2m.Smaller max-upgrade sustain zone; enemies have more room to disengage.
Shoulder ChargeT3 cooldown reduction -20s -> -18s.Slightly less uptime after maxing.
Seismic ImpactCooldown 185s -> 215s; T1 cooldown -35s -> -30s.Major ultimate cadence nerf; even upgraded, fight-starting windows are less frequent.

Bebop

AbilityExact changeImpact
Hyper BeamCooldown 105s -> 120s; T1 cooldown -25s -> -20s.Beam is less available for repeated objective fights and pick attempts.

Paige

AbilityExact changeImpact
Plot ArmorT1 fire-rate spirit scaling 0.13 -> 0.16; T3 extra-target barrier percentage 75% -> 100%.Better scaling and full-value shielding on extra targets; team save potential improves.
Rallying ChargeCooldown 190s -> 220s; T2 cooldown reduction -50s -> -45s; T3 max amp 50 -> 70.Less frequent, but higher max payoff when fully upgraded and executed well.

Paradox

AbilityExact changeImpact
Paradoxical SwapCooldown 95s -> 110s; T2 cooldown -35s -> -30s.Pick attempts are more committed and failed swaps are more punishable.

The Doorman

AbilityExact changeImpact
DoorwayCooldown 40s -> 45s.Fewer frequent repositioning and escape windows.
Hotel GuestCooldown 120s -> 140s; T1 cooldown -25s -> -20s.Longer downtime on one of his biggest fight-control tools.

Drifter

AbilityExact changeImpact
BloodscentT1 move speed +2 -> +3; T2 heal on kill 18% -> 24%.Stronger chase and reset payoff when Drifter secures kills.
RendCast delay 0.5s -> 0.4s; post-cast duration 0.5s -> 0.4s; T2 cooldown -7s -> -8s.Faster and smoother damage pattern; easier to weave into fights.
Eternal NightCooldown 125s -> 145s; T2 cooldown -45s -> -40s.Stronger basic flow is offset by less frequent ultimate pressure.

Dynamo

AbilityExact changeImpact
Rejuvenating AuroraHealing per second 25 -> 30.Clear sustain buff in grouped fights and lane recovery.
SingularityCooldown 230s -> 265s.Major ultimate uptime nerf; teams get fewer forced-wombo windows from Dynamo.

Dynamo is more reliable in extended healing situations, but his headline engage/counter-engage button is available far less often. The patch pushes him toward sustained team support instead of repeated Singularity-centered fights.

Rem

AbilityExact changeImpact
NaptimeCooldown 175s -> 200s; T3 cooldown -65s -> -55s.Less frequent long-cooldown control.
Tag AlongHealing-per-second spirit scaling 0.66 -> 0.4; T3 missing-health burst scaling 0.02 -> 0.016.Spirit-scaling sustain is sharply reduced.
Lil HelpersTech armor gain 15 -> 12; T3 helper count 2 -> 1.Less defensive value and lower max-upgrade saturation.

Apollo

AbilityExact changeImpact
Flawless AdvanceT1 heal spirit scaling 1.0 -> 1.3.Stronger spirit-scaling self-sustain on the early upgrade.
RiposteDash grace window 1.0s -> 1.3s; T1 cooldown reduction -7s -> -8s; internal target-select range 25m -> 35m.More forgiving and more reliable counterattack flow.
Itani Lo SahnCooldown 125s -> 145s; T2 cooldown reduction -40s -> -35s; T3 bonus damage 40% -> 50%.Less frequent ultimate, but higher max-upgrade payoff.

McGinnis

AbilityExact changeImpact
Heavy BarrageCooldown 175s -> 200s; T2 cooldown -55s -> -45s.Rocket fight windows are less frequent, especially before deep upgrades.

Victor

AbilityExact changeImpact
Shocking ReanimationCooldown 240s -> 275s; T3 cooldown -110s -> -95s.Self-revive is much less available; killing Victor should create longer real advantage windows.

Lady Geist

AbilityExact changeImpact
Soul ExchangeCooldown 190s -> 220s; T1 cooldown -60s -> -50s.Her panic-swap/swing-turnaround tool is more punishable on cooldown.

Seven

AbilityExact changeImpact
Lightning BallCooldown between charges 7s -> 6s.Slightly smoother charge cadence.
Storm CloudCooldown 180s -> 205s; damage interval 0.25s -> 0.3s; expand time 1.5s -> 3.5s.Major ultimate nerf: less uptime, slower expansion, and less frequent damage ticks.

Haze

AbilityExact changeImpact
Sleep DaggerT1 bullet resist reduction -8% -> -10%; T2 cooldown reduction -17s -> -18s.Better pick setup and slightly better uptime after upgrades.
Smoke BombT3 bullet lifesteal 40% -> 50%.Stronger max-upgrade sustain for committed gun fights.
Bullet DanceCooldown 145s -> 165s; T3 cooldown reduction -75s -> -65s.Ultimate windows are much less frequent even after maxing; defensive item timing matters more.

Vindicta

AbilityExact changeImpact
StakeT2 cooldown reduction -20s -> -22s.Slightly better upgraded control uptime.
Crow FamiliarT2 cooldown reduction -12s -> -16s.Better upgraded harassment/control cadence.
AssassinateCooldown 50s -> 55s; low-health damage bonus spirit scaling 2.0 -> 2.3; T1 cooldown -20s -> -15s.Less frequent snipes, but spirit-invested execute damage scales harder.

Infernus

AbilityExact changeImpact
Concussive CombustionCooldown 165s -> 190s; T2 cooldown -75s -> -65s.Fewer big fight detonations and longer punishment windows.

Kelvin

AbilityExact changeImpact
Frozen ShelterCooldown 170s -> 195s; T1 cooldown -25s -> -20s.Dome is much less frequent, reducing objective-stall and save cadence.

Mo & Krill

AbilityExact changeImpact
Sand BlastT2 ground-dash reduction -25% -> -30%; T2 slow 25% -> 30%; T3 cooldown -20s -> -25s.Stronger upgraded catch and better max-upgrade uptime.
ComboCooldown 130s -> 150s; bonus health on kill 30 + 1.0 spirit -> 40 + 2.0 spirit; T2 cooldown -35s -> -30s.Less frequent lockdown, but kill rewards scale much harder.

Lash

AbilityExact changeImpact
FlogTargeting cone angle 30 -> 38.Easier to connect in close/mid fights.
Ground StrikeCooldown 21s -> 18s.More frequent core damage/mobility pattern.
Death SlamCooldown 150s -> 170s; T2 cooldown -40s -> -35s.Big teamfight displacement is available less often.

Sinclair

AbilityExact changeImpact
The Great Homonculus!Cooldown 127s -> 145s.Less frequent high-impact clone ultimate windows.

Mirage

AbilityExact changeImpact
TravelerCooldown 120s -> 140s; T3 cooldown -80s -> -70s.Slower cross-map tempo and less frequent late-game repositioning.

Calico

AbilityExact changeImpact
Return to ShadowsCooldown 100s -> 115s; T1 cooldown -25s -> -20s.Escape/re-engage tool is less available.

Graves

AbilityExact changeImpact
Borrowed DecreeCooldown 120s -> 140s; T1 cooldown -20s -> -15s.Longer downtime on a major pressure and utility tool.

Grey Talon

AbilityExact changeImpact
Rain of ArrowsCooldown 23s -> 25s.Slightly less frequent aerial pressure.
Guided OwlCooldown 110s -> 125s; spirit power per kill 10 -> 8; T2 cooldown -45s -> -40s.Ultimate is less frequent and snowballs less hard from kills.

Venator

AbilityExact changeImpact
Ira DominiCooldown 140s -> 160s.Longer downtime on his major weapon-mode power window.

Billy

AbilityExact changeImpact
Rising RamT3 max-health damage base 10% -> 8%; T3 max-health damage spirit scaling 0.017 -> 0.035.Lower baseline max-health damage, but much better spirit scaling.
Chain GangCooldown 150s -> 175s; T2 cooldown -50s -> -40s.Less frequent team lockdown.
BashdownMelee damage spirit scaling 1.1 -> 0.9; T3 heavy-melee damage spirit scaling 0.6 -> 0.5.Spirit-scaling burst from the ultimate is lower.

Shiv

AbilityExact changeImpact
Serrated KnivesCooldown 18s -> 16s.Better poke/bleed cadence.
Slice and DiceImpact damage 60 + 1.4415 spirit -> 25 + 1.0 spirit.Large damage nerf to dash burst.
Killing BlowCast range 18m -> 12m; cooldown 125s -> 145s; buff damage 12 -> 8; T2 cooldown -30s -> -25s; T2 buff damage 10 -> 16; T3 enemy health percent 5 -> 10.Much shorter execute reach and longer downtime, with more payoff shifted into upgrades.

Pocket

AbilityExact changeImpact
Flying CloakT3 cooldown reduction -12s -> -11s.Slightly less max-upgrade uptime.
AfflictionCooldown 150s -> 170s; T1 cooldown -40s -> -35s.Less frequent teamfight pressure.

Ivy

AbilityExact changeImpact
Kudzu ConnectionShared-heal spirit scaling 0.5 -> 0.85.Stronger healing payoff from spirit investment.
Entangling ThornsDPS spirit scaling 0.45 -> 0.55.Better spirit scaling on area control damage.
Air DropCooldown 85s -> 100s; cooldown reduction when used on others 25% -> 30%.Self-use is less frequent; ally-focused use is relatively more rewarded.

Celeste

AbilityExact changeImpact
Shining WonderCooldown 140s -> 160s; bounce radius 15.5m -> 16.5m; priority bounce radius 11.5m -> 12.5m; damage 135 + 0.73 spirit -> 150 + 0.8 spirit; T2 damage 70 -> 80; T3 cooldown -35s -> -30s.Bigger, harder-hitting bounces, but less frequent ultimate cadence.
Radiant DaggersBuff duration 25s -> 30s; impact damage spirit scaling 0.56 -> 0.63.Better sustained buff window and scaling.
Dazzling TrickCooldown 35s -> 32s.More frequent defensive/deception tool.

Mina

AbilityExact changeImpact
RakeMissing-health damage percentage 5% -> 6%.Better execute pressure.
Nox NostraCooldown 130s -> 150s; damage 4.45 -> 4.6; T1 damage 1.74 -> 1.9; T2 cooldown -55s -> -45s.More damage per tick, but the ultimate is up less often.

Vyper

AbilityExact changeImpact
SlitherT3 combat barrier spirit scaling 0.6 -> 0.8.Better max-upgrade defensive scaling.
PetrifyCooldown 60s -> 70s.Petrify windows are less frequent, so failed setup attempts are more punishable.

Viscous

AbilityExact changeImpact
SplatterT3 damage spirit scaling 1.1 -> 1.0.Slightly less max-upgrade spirit burst.
Puddle PunchT3 cooldown reduction -12s -> -14s.Better max-upgrade punch uptime.
Goo BallCooldown 130s -> 150s; T1 cooldown -30s -> -25s; T3 duration 6s -> 7s.Less frequent, but max-upgrade form lasts longer.

Warden

AbilityExact changeImpact
WillpowerT2 cooldown reduction -22s -> -24s; T3 combat barrier spirit scaling 2.5 -> 2.7.Better defensive scaling and slightly better upgraded uptime.
Last StandCooldown 155s -> 180s; T2 cooldown -35s -> -30s.Major ultimate uptime nerf.

Silver

AbilityExact changeImpact
Lycan CurseCooldown 70s -> 80s.Transformed-state data indicates a longer cooldown on Silver’s transformation loop.

Wraith

AbilityExact changeImpact
TelekinesisCooldown 130s -> 150s; T2 cooldown -50s -> -45s.Less frequent pick lockdown; failed casts are more punishable.

Yamato

AbilityExact changeImpact
Shadow TransformationCooldown 130s -> 150s; T2 cooldown -25s -> -20s.Less frequent transformation safety/commit windows.

Item Changes

ItemExact changeGameplay impact
Mystic ShotCooldown 8s -> 9s.Lower poke cadence for hybrid gun/spirit builds.
ScourgeMax-health DPS changed from flat 3.5% to 2.6% + 0.0055 spirit scaling.Lower baseline aura damage, but spirit investment can recover or exceed the old value later.
Cursed RelicOutgoing damage penalty -10% -> -14%.Stronger damage suppression during the curse window, alongside its interrupt/silence/disarm/item lockout.
SharpshooterComponent/property bonuses added: +45% bullet speed and +15% base attack damage in PropertyUpgrades.Long-range weapon users get more inherited projectile speed and weapon damage value.
Spiritual OverflowComponent/property bonuses added: +80 health and +9 tech power in PropertyUpgrades.Better stat package for spirit-gun hybrid builds.
Toxic BulletsBleed max-health damage 1.7% -> 1.9% with existing 0.005 spirit scaling unchanged.Stronger anti-tank and anti-sustain pressure from bullet builds.

Data Cleanup

Several changes are not player-facing balance changes.

Conclusion

The patch is a broad tempo and survivability correction. Most heroes lose boon-based health, many ultimates move 15-35 seconds longer on base cooldown, and several upgraded cooldown reductions are reduced by 5-15 seconds, which makes failed engages and defensive ult trades more punishable.

The buffs are more targeted: Dynamo gets stronger healing, Drifter gets better basic-flow rewards, Apollo gets a more forgiving Riposte package, Lash gets better Flog/Ground Strike reliability, Ivy and Celeste gain stronger spirit-scaling utility, Mina gains more execute damage, Vyper gains better Slither shielding, and Toxic Bullets/Cursed Relic/Sharpshooter/Spiritual Overflow gain meaningful item value. Expect fights to hinge more on cooldown tracking and less on repeated ultimate cycling; teams that force a missed Singularity, Bullet Dance, Storm Cloud, Frozen Shelter, or Last Stand should have a larger window to convert objectives across the three lanes.