Deadlock Patch Analysis - 2026-06-30
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| Patch Date | 2026-06-30 |
| Commits | f3531ce -> 6444a30 |
| Source Data | deadlock-data commit f3531ce45ceb478a |
| Target Data | deadlock-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.
| Hero | Health per boon | Approx HP delta at 20 boons | Commentary |
|---|
| Holliday | 43 -> 41 | -40 HP | Slightly easier to punish between Bounce Pad/Lasso windows. |
| Abrams | 52 -> 49 | -60 HP | Tank profile is still high, but late dives have less free EHP. |
| Bebop | 55 -> 52 | -60 HP | Less forgiving when channeling or exposing himself for Hyper Beam angles. |
| Paige | 29 -> 31 | +40 HP | One of the few durability buffs; helps her survive poke while setting up. |
| Paradox | 48 -> 46 | -40 HP | Swap plays carry more personal risk. |
| The Doorman | 44 -> 42 | -40 HP | Doorway/Hotel playmaking is slightly more punishable. |
| Drifter | 43 -> 41 | -40 HP | Lower durability offsets his stronger Bloodscent/Rend flow. |
| Dynamo | 64 -> 61 | -60 HP | Lower durability offsets his stronger Aurora healing. |
| Rem | 29 -> 28 | -20 HP | Minor durability loss on an already fragile support profile. |
| Apollo | 47 -> 45 | -40 HP | Slightly lower baseline durability, partially offset by ability buffs. |
| McGinnis | 55 -> 52 | -60 HP | Makes static setup positions easier to force. |
| Victor | 36 -> 34 | -40 HP | Lower survivability before self-revive can matter. |
| Lady Geist | 54 -> 51 | -60 HP | Soul Exchange cooldown is also longer, so risk windows widen. |
| Seven | 43 -> 41 | -40 HP | Lower durability compounds Storm Cloud nerfs. |
| Haze | 35 -> 33 | -40 HP | Squishy carry builds need defensive timing even more. |
| Vindicta | 29 -> 28 | -20 HP | Small durability loss, partly offset by stronger Assassinate scaling. |
| Infernus | 41 -> 39 | -40 HP | Concussive Combustion is also less frequent. |
| Kelvin | 63 -> 60 | -60 HP | Frozen Shelter uptime also falls, reducing fight control frequency. |
| Mo & Krill | 68 -> 65 | -60 HP | Still durable, but Combo has a longer cooldown. |
| Lash | 53 -> 50 | -60 HP | More fragile, but Ground Strike and Flog get reliability buffs. |
| Sinclair | 40 -> 38 | -40 HP | Less durable around clone/ultimate setup windows. |
| Mirage | 47 -> 45 | -40 HP | Traveler cooldown increase also slows global pressure. |
| Calico | 39 -> 37 | -40 HP | Return to Shadows cooldown increase makes escape timing stricter. |
| Graves | 35 -> 33 | -40 HP | Lower durability with longer Borrowed Decree downtime. |
| Grey Talon | 40 -> 38 | -40 HP | Lower durability alongside Guided Owl/Rain of Arrows cooldown nerfs. |
| Venator | 45 -> 43 | -40 HP | Ira Domini downtime is also longer. |
| Billy | 56 -> 53 | -60 HP | Durability and weapon scaling both fall; max-health scaling rises. |
| Shiv | 48 -> 46 | -40 HP | Durability loss stacks with heavy Slice and Dice/Killing Blow nerfs. |
| Pocket | 38 -> 36 | -40 HP | Loses durability and weapon scaling. |
| Ivy | 47 -> 45 | -40 HP | Lower durability offset by better healing/thorn scaling. |
| Celeste | 35 -> 33 | -40 HP | Durability down, but her ability numbers are broadly buffed. |
| Mina | 28 -> 27 | -20 HP | Minor durability loss; Rake/Nox Nostra damage improve. |
| Vyper | 37 -> 35 | -40 HP | Lower baseline durability; Slither barrier scaling improves. |
| Viscous | 47 -> 45 | -40 HP | Goo Ball uptime falls but duration at max upgrade rises. |
| Warden | 63 -> 60 | -60 HP | Lower durability and weapon scaling, offset by defensive scaling buffs. |
| Silver | 29 -> 28 | -20 HP | Minor durability loss; transformed-state cooldown data also lengthened. |
| Wraith | 37 -> 35 | -40 HP | Telekinesis cooldown increase makes pick attempts less frequent. |
| Yamato | 47 -> 45 | -40 HP | Shadow Transformation cooldown increase widens punish windows. |
Weapon Scaling Changes
Three released heroes also have direct weapon-growth reductions beyond the global health pass.
| Hero | Exact change | Gameplay impact |
|---|
| Billy | Bullet 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. |
| Pocket | Bullet 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. |
| Warden | Bullet 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. |
| Shiv | Alt-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
| Ability | Exact change | Impact |
|---|
| Siphon Life | T3 radius 3m -> 2m. | Smaller max-upgrade sustain zone; enemies have more room to disengage. |
| Shoulder Charge | T3 cooldown reduction -20s -> -18s. | Slightly less uptime after maxing. |
| Seismic Impact | Cooldown 185s -> 215s; T1 cooldown -35s -> -30s. | Major ultimate cadence nerf; even upgraded, fight-starting windows are less frequent. |
Bebop
| Ability | Exact change | Impact |
|---|
| Hyper Beam | Cooldown 105s -> 120s; T1 cooldown -25s -> -20s. | Beam is less available for repeated objective fights and pick attempts. |
Paige
| Ability | Exact change | Impact |
|---|
| Plot Armor | T1 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 Charge | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Paradoxical Swap | Cooldown 95s -> 110s; T2 cooldown -35s -> -30s. | Pick attempts are more committed and failed swaps are more punishable. |
The Doorman
| Ability | Exact change | Impact |
|---|
| Doorway | Cooldown 40s -> 45s. | Fewer frequent repositioning and escape windows. |
| Hotel Guest | Cooldown 120s -> 140s; T1 cooldown -25s -> -20s. | Longer downtime on one of his biggest fight-control tools. |
Drifter
| Ability | Exact change | Impact |
|---|
| Bloodscent | T1 move speed +2 -> +3; T2 heal on kill 18% -> 24%. | Stronger chase and reset payoff when Drifter secures kills. |
| Rend | Cast 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 Night | Cooldown 125s -> 145s; T2 cooldown -45s -> -40s. | Stronger basic flow is offset by less frequent ultimate pressure. |
Dynamo
| Ability | Exact change | Impact |
|---|
| Rejuvenating Aurora | Healing per second 25 -> 30. | Clear sustain buff in grouped fights and lane recovery. |
| Singularity | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Naptime | Cooldown 175s -> 200s; T3 cooldown -65s -> -55s. | Less frequent long-cooldown control. |
| Tag Along | Healing-per-second spirit scaling 0.66 -> 0.4; T3 missing-health burst scaling 0.02 -> 0.016. | Spirit-scaling sustain is sharply reduced. |
| Lil Helpers | Tech armor gain 15 -> 12; T3 helper count 2 -> 1. | Less defensive value and lower max-upgrade saturation. |
Apollo
| Ability | Exact change | Impact |
|---|
| Flawless Advance | T1 heal spirit scaling 1.0 -> 1.3. | Stronger spirit-scaling self-sustain on the early upgrade. |
| Riposte | Dash 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 Sahn | Cooldown 125s -> 145s; T2 cooldown reduction -40s -> -35s; T3 bonus damage 40% -> 50%. | Less frequent ultimate, but higher max-upgrade payoff. |
McGinnis
| Ability | Exact change | Impact |
|---|
| Heavy Barrage | Cooldown 175s -> 200s; T2 cooldown -55s -> -45s. | Rocket fight windows are less frequent, especially before deep upgrades. |
Victor
| Ability | Exact change | Impact |
|---|
| Shocking Reanimation | Cooldown 240s -> 275s; T3 cooldown -110s -> -95s. | Self-revive is much less available; killing Victor should create longer real advantage windows. |
Lady Geist
| Ability | Exact change | Impact |
|---|
| Soul Exchange | Cooldown 190s -> 220s; T1 cooldown -60s -> -50s. | Her panic-swap/swing-turnaround tool is more punishable on cooldown. |
Seven
| Ability | Exact change | Impact |
|---|
| Lightning Ball | Cooldown between charges 7s -> 6s. | Slightly smoother charge cadence. |
| Storm Cloud | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Sleep Dagger | T1 bullet resist reduction -8% -> -10%; T2 cooldown reduction -17s -> -18s. | Better pick setup and slightly better uptime after upgrades. |
| Smoke Bomb | T3 bullet lifesteal 40% -> 50%. | Stronger max-upgrade sustain for committed gun fights. |
| Bullet Dance | Cooldown 145s -> 165s; T3 cooldown reduction -75s -> -65s. | Ultimate windows are much less frequent even after maxing; defensive item timing matters more. |
Vindicta
| Ability | Exact change | Impact |
|---|
| Stake | T2 cooldown reduction -20s -> -22s. | Slightly better upgraded control uptime. |
| Crow Familiar | T2 cooldown reduction -12s -> -16s. | Better upgraded harassment/control cadence. |
| Assassinate | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Concussive Combustion | Cooldown 165s -> 190s; T2 cooldown -75s -> -65s. | Fewer big fight detonations and longer punishment windows. |
Kelvin
| Ability | Exact change | Impact |
|---|
| Frozen Shelter | Cooldown 170s -> 195s; T1 cooldown -25s -> -20s. | Dome is much less frequent, reducing objective-stall and save cadence. |
Mo & Krill
| Ability | Exact change | Impact |
|---|
| Sand Blast | T2 ground-dash reduction -25% -> -30%; T2 slow 25% -> 30%; T3 cooldown -20s -> -25s. | Stronger upgraded catch and better max-upgrade uptime. |
| Combo | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Flog | Targeting cone angle 30 -> 38. | Easier to connect in close/mid fights. |
| Ground Strike | Cooldown 21s -> 18s. | More frequent core damage/mobility pattern. |
| Death Slam | Cooldown 150s -> 170s; T2 cooldown -40s -> -35s. | Big teamfight displacement is available less often. |
Sinclair
| Ability | Exact change | Impact |
|---|
| The Great Homonculus! | Cooldown 127s -> 145s. | Less frequent high-impact clone ultimate windows. |
Mirage
| Ability | Exact change | Impact |
|---|
| Traveler | Cooldown 120s -> 140s; T3 cooldown -80s -> -70s. | Slower cross-map tempo and less frequent late-game repositioning. |
Calico
| Ability | Exact change | Impact |
|---|
| Return to Shadows | Cooldown 100s -> 115s; T1 cooldown -25s -> -20s. | Escape/re-engage tool is less available. |
Graves
| Ability | Exact change | Impact |
|---|
| Borrowed Decree | Cooldown 120s -> 140s; T1 cooldown -20s -> -15s. | Longer downtime on a major pressure and utility tool. |
Grey Talon
| Ability | Exact change | Impact |
|---|
| Rain of Arrows | Cooldown 23s -> 25s. | Slightly less frequent aerial pressure. |
| Guided Owl | Cooldown 110s -> 125s; spirit power per kill 10 -> 8; T2 cooldown -45s -> -40s. | Ultimate is less frequent and snowballs less hard from kills. |
Venator
| Ability | Exact change | Impact |
|---|
| Ira Domini | Cooldown 140s -> 160s. | Longer downtime on his major weapon-mode power window. |
Billy
| Ability | Exact change | Impact |
|---|
| Rising Ram | T3 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 Gang | Cooldown 150s -> 175s; T2 cooldown -50s -> -40s. | Less frequent team lockdown. |
| Bashdown | Melee 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
| Ability | Exact change | Impact |
|---|
| Serrated Knives | Cooldown 18s -> 16s. | Better poke/bleed cadence. |
| Slice and Dice | Impact damage 60 + 1.4415 spirit -> 25 + 1.0 spirit. | Large damage nerf to dash burst. |
| Killing Blow | Cast 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
| Ability | Exact change | Impact |
|---|
| Flying Cloak | T3 cooldown reduction -12s -> -11s. | Slightly less max-upgrade uptime. |
| Affliction | Cooldown 150s -> 170s; T1 cooldown -40s -> -35s. | Less frequent teamfight pressure. |
Ivy
| Ability | Exact change | Impact |
|---|
| Kudzu Connection | Shared-heal spirit scaling 0.5 -> 0.85. | Stronger healing payoff from spirit investment. |
| Entangling Thorns | DPS spirit scaling 0.45 -> 0.55. | Better spirit scaling on area control damage. |
| Air Drop | Cooldown 85s -> 100s; cooldown reduction when used on others 25% -> 30%. | Self-use is less frequent; ally-focused use is relatively more rewarded. |
Celeste
| Ability | Exact change | Impact |
|---|
| Shining Wonder | Cooldown 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 Daggers | Buff duration 25s -> 30s; impact damage spirit scaling 0.56 -> 0.63. | Better sustained buff window and scaling. |
| Dazzling Trick | Cooldown 35s -> 32s. | More frequent defensive/deception tool. |
Mina
| Ability | Exact change | Impact |
|---|
| Rake | Missing-health damage percentage 5% -> 6%. | Better execute pressure. |
| Nox Nostra | Cooldown 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
| Ability | Exact change | Impact |
|---|
| Slither | T3 combat barrier spirit scaling 0.6 -> 0.8. | Better max-upgrade defensive scaling. |
| Petrify | Cooldown 60s -> 70s. | Petrify windows are less frequent, so failed setup attempts are more punishable. |
Viscous
| Ability | Exact change | Impact |
|---|
| Splatter | T3 damage spirit scaling 1.1 -> 1.0. | Slightly less max-upgrade spirit burst. |
| Puddle Punch | T3 cooldown reduction -12s -> -14s. | Better max-upgrade punch uptime. |
| Goo Ball | Cooldown 130s -> 150s; T1 cooldown -30s -> -25s; T3 duration 6s -> 7s. | Less frequent, but max-upgrade form lasts longer. |
Warden
| Ability | Exact change | Impact |
|---|
| Willpower | T2 cooldown reduction -22s -> -24s; T3 combat barrier spirit scaling 2.5 -> 2.7. | Better defensive scaling and slightly better upgraded uptime. |
| Last Stand | Cooldown 155s -> 180s; T2 cooldown -35s -> -30s. | Major ultimate uptime nerf. |
Silver
| Ability | Exact change | Impact |
|---|
| Lycan Curse | Cooldown 70s -> 80s. | Transformed-state data indicates a longer cooldown on Silver’s transformation loop. |
Wraith
| Ability | Exact change | Impact |
|---|
| Telekinesis | Cooldown 130s -> 150s; T2 cooldown -50s -> -45s. | Less frequent pick lockdown; failed casts are more punishable. |
Yamato
| Ability | Exact change | Impact |
|---|
| Shadow Transformation | Cooldown 130s -> 150s; T2 cooldown -25s -> -20s. | Less frequent transformation safety/commit windows. |
Item Changes
| Item | Exact change | Gameplay impact |
|---|
| Mystic Shot | Cooldown 8s -> 9s. | Lower poke cadence for hybrid gun/spirit builds. |
| Scourge | Max-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 Relic | Outgoing damage penalty -10% -> -14%. | Stronger damage suppression during the curse window, alongside its interrupt/silence/disarm/item lockout. |
| Sharpshooter | Component/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 Overflow | Component/property bonuses added: +80 health and +9 tech power in PropertyUpgrades. | Better stat package for spirit-gun hybrid builds. |
| Toxic Bullets | Bleed 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.
hero_airheart, hero_druid, hero_opera, and hero_testhero were removed from hero-data.json. These keys are not in the released hero list, so this is unreleased hero data cleanup, not nerfs.
- The supplied change feed also flags localization or descriptive cleanup for unreleased/internal entries:
hero_airheart_lore, hero_airheart_playstyle, hero_airheart_role, hero_druid_lore, hero_druid_playstyle, hero_druid_role, hero_opera_lore, hero_opera_playstyle, hero_opera_role, hero_operative, hero_testhero_lore, hero_testhero_playstyle, hero_testhero_role, hero_thumper, plus lore-only cleanup for released hero keys such as hero_punkgoat_lore, hero_synth_lore, and hero_warden_lore.
- Many abilities gained
BehaviourBits metadata such as target/cast/channel/UI flags. Those fields are implementation metadata in this diff; the gameplay tables above only count exact numerical changes.
- Unreleased or unmapped development ability entries also changed numerically, including placeholder/internal abilities under keys such as
ability_boho_*, ability_bomber_*, ability_fortuna_*, ability_graf_*, and raw transformed/internal target-select helpers. Those are not listed as player-facing hero balance unless tied to a released hero ability above.
- No new non-released selectable hero key was added in
hero-data.json, so this patch does not trigger a new-hero workflow TODO.
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.