Skip to content

Instantly share code, notes, and snippets.

@paralin
Last active February 16, 2026 19:13
Show Gist options
  • Select an option

  • Save paralin/4811d4c3514f07437b0d5ce0f8baa371 to your computer and use it in GitHub Desktop.

Select an option

Save paralin/4811d4c3514f07437b0d5ce0f8baa371 to your computer and use it in GitHub Desktop.

Deadlock Patch Analysis - 2026-02-13

This is a hero balance patch targeting six released heroes — Celeste, Venator, Silver, Graves, Rem, and Apollo — alongside a significant shrine/trooper system change. Celeste receives the heaviest nerfs with base weapon damage slashed 37% (28.75 → 18) and a new -6% Bullet Resist penalty, signaling Valve's concern about her early-game dominance. Silver and Venator receive substantial buffs to improve competitive viability, while Graves sees a kit restructuring that trades zone control duration for sharper spirit scaling rewards.

Major Changes Analysis

Celeste — Comprehensive Nerfs

Celeste's dominance is being addressed through simultaneous nerfs to her weapon stats, aerial mobility, ability uptime, and team utility.

Weapon Changes:

Stat Before After Change
Bullet Damage 28.75 18 -37.4%
Damage/Boon +0.4 +0.6 +50% scaling
DPS 47.9 30.0 -37.4%
Sustained DPS 33.8 21.2 -37.3%
Bullet Resist 0 -6% New penalty

This is a fundamental shift in Celeste's power curve. Her early-game DPS drops from 47.9 (top-tier Marksman) to 30.0 (bottom of the roster). The +0.6/boon scaling (up from +0.4) recovers some ground over time, but the breakeven point where new Celeste matches old Celeste's bullet damage is ~54 boons — she never catches up in a normal game. The new -6% Bullet Resist penalty makes her uniquely vulnerable to weapon damage, compounding her already below-average health scaling (750 base, +35/boon).

Strategic Implication: Celeste can no longer bully lanes with raw weapon damage. She must rely on Light Eater procs and Radiant Daggers stacking to win trades, pushing her entirely into a spirit-dependent playstyle. Heroes like Haze, Wraith, and Grey Talon punish her even harder with the -6% bullet resist.

Air Acceleration: 25% → 18% (-28% reduction). Celeste's signature floaty aerial movement is weaker — she'll drop faster and have less precise aerial control, making her trajectory more predictable for opponents to track.

Ability Changes:

Ability Change Before After
Radiant Daggers Base Damage 65 (+0.49 spirit) 55 (+0.42 spirit)
Radiant Daggers Cooldown 30s 33s
Radiant Daggers T2 CD Reduction -12s -15s (buffed to compensate)
Shining Wonder Bounce Damage 115 (+0.63 spirit) 105 (+0.63 spirit)
Dazzling Trick Explode Radius 15m 14m
Light Eater T1 -10s Cooldown +15% Spirit Lifesteal (swapped)
Light Eater T2 +15% Spirit Lifesteal -10s Cooldown (swapped)
Light Eater Ally Lifesteal Grants lifesteal to allies Self-only (removed)

Radiant Daggers loses 15% base damage and the spirit scaling drops from 0.49 to 0.42. The base CD increases by 3s, but T2's reduction was buffed from -12s to -15s, so fully upgraded the net CD is the same (18s). Without T2 investment, the ability is strictly worse.

The Light Eater T1/T2 swap delays the cooldown reduction to T2 (more ability points required), weakening early lane aggression. Previously Celeste could rush T1 CDR to spam Light Eater; now T1 gives lifesteal instead — useful for sustain but less impactful for pressure. The removal of ally lifesteal sharing eliminates a team-wide sustain mechanic that overperformed in coordinated play.

Meta Impact: Celeste drops from dominant lane bully to a scaling Marksman who needs stacks and time to come online. Her team fight power remains strong via Shining Wonder, but she'll struggle to reach that point through a much weaker laning phase.


Venator — Comprehensive Buff Package

Venator receives the largest set of changes, touching every ability and his base stats. The clear direction: shift power from Ira Domini into his basic ability rotation.

Base Stats: Health 720 → 750 (+30 HP)

Gutshot Overhaul:

Stat Before After Change
Cooldown 26s 23s -3s
Wall Stun Distance 6.5m (hidden) 7m (explicit field) +0.5m
Wall Bonus Damage Scaling 0.4× weapon 0.9× weapon +125%
T2 -8s CD, +2.5m Range -10s CD, +0.4s Stun Duration Reworked

The wall hit bonus damage scaling more than doubled (0.4× → 0.9× weapon). For a Venator with +50% weapon damage, the wall bonus goes from ~18 to ~43 extra damage. The T2 rework trades range for +0.4s stun duration (total 1.05s with T2), and the CD reduction improves from -8s to -10s. Total CD at T2: 13s (down from 18s). Wall stun distance now properly scales with ability range.

Hex-Lined Snap Trap Overhaul:

Stat Before After Change
Cooldown 30s 25s -5s
Spirit Scaling 1.6 2.2 +37.5%
Reveal Duration 5s 6s +1s
T1 CD Reduction -12s -8s +4s (less impactful)
T3 Damage Amp 20% 25% +5%
Cast Delay 0.1s 0.2s +0.1s

Net cooldown at T1: 18s before → 17s after (net -1s improvement). The real gains are in damage: at 40 spirit, trap damage goes from 144 to 168 (+17%). T3 damage amplification from trapped targets increases from 20% to 25%. The trap now spawns aligned with the crosshair instead of Venator's body orientation.

Consecrating Grenade: T2 now also increases debuff duration by +1s (total 4.5s burn/anti-heal). Internal rename from DebuffDuration to BurnDuration (same 3.5s value, clearer naming).

Ira Domini (Ultimate) — Significant Nerfs:

Stat Before After Change
Weapon Damage Scaling 1.7× 1.5× -11.8%
T2 Bonus Damage 150 65 -56.7%

The weapon scaling and T2 bonus damage are both meaningfully nerfed. At +50% weapon damage with T2, each stake loses ~30 damage from scaling plus 85 from T2. The ultimate goes from "delete button" to "strong finisher."

Strategic Implications: Venator becomes an ability-rotation hero who excels at zone control and positional punishment. The Gutshot wall stun build path is now genuinely terrifying: Snap Trap immobilize (1.5s) → Gutshot wall slam (1.05s stun with T2) = 2.55s hard CC chain with 0.9× weapon bonus damage and 25% damage amp from T3 trap. Counter-play: avoid tight spaces.


Silver — Major Buffs

Silver receives across-the-board improvements that address her most significant weaknesses while opening new build paths.

Base Stats:

Stat Before After Change
Max Health 725 800 +75 HP (+10.3%)
Ammo 6 7 +1 shell (+17%)
Falloff Start Range 16m ~20m +4m effective range

The +75 HP is enormous — Silver now has the highest base HP of any Marksman at 800. The extra ammo shell directly addresses her biggest complaint, and the +4m falloff extension means full damage out to 20m instead of 16m.

Ability Spirit Scaling Buffs:

Ability Spirit Scaling Before After Change
Boot Kick 1.0 2.0 +100%
Entangling Bola 1.0 1.6 +60%
Go For The Throat Range 7m 7.5m +0.5m

Doubling Boot Kick's spirit scaling opens up spirit hybrid builds. At 40 spirit power, Boot Kick bonus damage goes from 65 to 105 (+62% total ability damage). Bola goes from 80 to 104 at the same spirit investment.

Lycan Curse Adjustments:

Stat Before After Change
Bullet Resist 20% 14% -6%
Spirit Resist 20% 14% -6%
T1 Resist Bonus +15%/+15% +14%/+14% -1% each
Max Rage Scaling 11.0/power 9.4/power -14.5%

Total resists with T1: 35%/35% → 28%/28% (-7% each). The transformation is less tanky, but the base form improvements more than compensate. Valve is redistributing power from "transformation is everything" to "Silver is functional at all times."

Transformed State: Wolf form clip size set to 0 (infinite ammo), sustained DPS updated to 50.0 (no reload penalty). Quick Silver Reload and Mercurial Magnum now proc on non-spirit ability sources, expanding item interactions.

Meta Impact: Silver rises significantly in viability. Better laning (800 HP, 7 ammo, 20m falloff) and new spirit hybrid builds create a more well-rounded hero that doesn't depend entirely on Lycan Curse.


Graves — Kit Restructuring

Graves receives changes that trade raw area coverage and duration for higher burst damage and spirit scaling rewards.

Weapon: Bullet Damage 4.2 → 4.0 (-4.8%), Falloff End Range 16m → 17m (+1m). Small DPS nerf partially offset by extended range.

Key Ability Changes:

Ability Stat Before After Change
Grasping Hands Width 20m 14m -30%
Grasping Hands Duration 7s 5s -29%
Grasping Hands Spirit Scaling 1.3 1.9 +46%
Jar of Dead Skull Lifetime 15s 10s -33%
Jar of Dead Damage 16 20 +25%
Borrowed Decree Duration 20s (+0.05 spirit) 16s (+0.04 spirit) -20%
Borrowed Decree Spawn Interval 5s 4s -20% faster

Grasping Hands shifts from "massive zone denial wall" (20m × 7s) to "focused spirit burst trap" (14m × 5s with 1.9× spirit scaling). A spirit-invested Graves at 40 spirit power deals 166 damage (was 142) from the initial hit — the wall is smaller and shorter but hits harder.

Jar of Dead deals 25% more damage per tick but lasts 33% shorter. Net total damage over lifetime decreases (200 vs 240), but burst damage output increases.

Borrowed Decree produces the same 4 ghouls total but compressed into 16s instead of 20s with faster spawning. More concentrated burst of summoned pressure.

Meta Impact: Graves shifts from slow siege summoner to burst-oriented spirit caster. Spirit builds become more attractive due to the +46% Grasping Hands scaling, but reduced durations demand more precise timing.


Rem — Solo Lane Viability + Pillow Toss Buff

Base Stats: Light Melee 50 → 58 (+16%). Heavy Melee scaling per boon 3.67 → 3.16 (-14%).

Pillow Toss:

  • Time between charges: 12s → 10s (-2s)
  • T2 now also grants +2m Radius (moved from T3)
  • T3 now grants +1 Charge instead of +2m Radius

Getting radius earlier at T2 and an extra charge at T3 is a significant upgrade path buff. Two pillows in rapid succession provides devastating team fight disruption.

Lil Helpers Rebalance:

Stat Before After Change
Solo Trooper Soul Share 50% 100% Doubled
Trooper Bonus Bounty to Killer 0% +20% New mechanic
Following Trooper Heal 14/s 10/s -29%
Trooper Heal Spirit Scaling 0.1 0.125 +25%
Trooper Resistance 35% 30% -5%
T3 Resistance Bonus +15% +20% +5%

The headline: Lil Helpers now grant 100% of trooper souls when no allies are nearby (up from 50%). This directly enables solo-laning Rem, making helpers full-value income generators rather than half-efficiency placeholders. Troopers themselves are weaker pre-T3 but identical at T3 (50% total resistance).

Sinner's Sacrifice Interaction: Enemies attacking a sacrifice while helpers are on it scares them back to Rem — a defensive QoL change.

Naptime T3: -55s → -65s cooldown reduction (Naptime CD goes from 65s to 55s fully upgraded).

Meta Impact: Rem becomes viable as a solo laner with doubled helper soul income and improved Pillow Toss flexibility. The extra Pillow Toss charge at T3 transforms team fight utility.


Apollo — Continued Tuning

Building on the Feb 12 full ability data population, Apollo receives incremental buffs.

Stat Before After Change
Bullet Damage/Boon 0.6 0.75 +25% scaling
Max Health 700 740 +40 HP
HP per Boon 41 44 +3/boon

At 20 boons, Apollo's bullet damage reaches 32 (was 29), adding ~8 DPS.

Flawless Advance T2 now also grants 60% Bullet Resist during the hold/lunge phase (1.5s duration). This is a massive survivability upgrade — Apollo can lunge into enemies with 60% bullet damage reduction, transforming the engage from "risky dive" into "protected assassination attempt." Spirit damage and CC remain the primary counters.


System Changes

Shrine and Trooper Dynamics

  • Troopers now get stronger for the specific lane where a shrine died, rather than requiring both shrines to fall
  • When both shrines die, middle lane troopers also get improved
  • Shrine HP reduced by 10%

This is a fundamental macro change. Previously, losing one shrine had no trooper impact — only losing both did. Now each shrine death immediately creates a trooper power spike in that lane, making individual shrine defense more critical. The 10% HP reduction accelerates shrine contests.

Implications:

  1. Split-push strategies become more punishing — losing a single shrine creates immediate lane disadvantage
  2. Defensive rotations to protect shrines become higher priority
  3. The 10% HP reduction makes shrines easier to take, accelerating mid-game transitions

Zipline Improvements

Improved blue zipline attach speed and fixed various bugs. Minor QoL improvement for cross-map rotations.


Data & Infrastructure

PropertyUpgrades Continuation

The PropertyUpgrades item system rollout continues from the Feb 12 patch. No new item stat changes were detected beyond the existing infrastructure.

Ablative Coat (T4 Vitality): Confirmed deprecated — Name and Description set to null, IsDisabled: true.

Recommended Hero Rotation

  • Now Recommended: Venator, Silver
  • No Longer Recommended: Wraith
  • Previously de-recommended in Feb 12: Drifter, Vindicta, Mirage, Pocket, McGinnis, Victor

Theorycrafting

Venator Wall Stun Build

With Gutshot's wall bonus at 0.9× weapon and T2 providing -10s CD + 0.4s stun, a weapon-focused Venator centered on wall stuns becomes terrifying:

  • 23s base - 10s T2 = 13s Gutshot cooldown
  • 0.65s + 0.4s = 1.05s wall stun
  • Snap Trap immobilize (1.5s) → Gutshot wall slam (1.05s) = 2.55s hard CC chain
  • T3 Snap Trap: +25% damage from all sources on trapped target
  • Wall bonus: 0.9× weapon damage on stun

Best corridors for wall stuns: Side-lane alleys, underground passages, shrine approach hallways.

Silver Spirit Hybrid

Boot Kick at 2.0× spirit scaling and Bola at 1.6× create a new build path:

  • Early: Weapon items for laning (leverage 800 HP and 7 ammo)
  • Mid: Spirit Strike, Extra Spirit for Boot Kick burst combos
  • Late: Escalating spirit items to maximize Boot Kick + Bola damage

At 60 spirit power: Boot Kick deals 145 bonus damage (was 85), Bola deals 136 (was 100).

Celeste Survival Builds

Despite massive nerfs, Celeste's 0.6/boon scaling and Radiant Daggers spirit amp stacking keep her mid-late game intact. Early game demands:

  • Rush Extra Health and healing to compensate for -6% Bullet Resist
  • Play passively, focus on denying rather than trading
  • Scale toward Radiant Daggers stacking and Shining Wonder team fight power

Predictions

  1. Celeste pick rate drops in competitive play. 30.0 base DPS with -6% bullet resist is too weak to bully lanes. She becomes a scaling pick that needs protection.
  2. Silver rises significantly in pick priority. 800 HP, 7 ammo, 20m falloff addresses every common complaint.
  3. Graves players shift to spirit builds to maximize the improved Grasping Hands scaling (1.9×).
  4. Rem solo lane split-push becomes viable with 100% trooper souls.
  5. Shrine contests become higher priority — teams will fight for shrines earlier knowing each one immediately buffs that lane's troopers.

Conclusion

This patch demonstrates clear balance philosophy: redistribute power from dominant early-game picks (Celeste) toward underperforming heroes (Silver, Venator), restructure kit identities (Graves from siege to burst, Venator from ult-reliant to ability-rotation), and accelerate game pacing through the shrine rework. Combined with Apollo's continued tuning and Rem's solo-lane viability, the patch diversifies viable strategies across the roster.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment