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Created February 19, 2026 03:36
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This is an Apollo-focused balance patch delivering comprehensive nerfs to the fencer's damage output and hit reliability across all three damaging abilities. Flawless Advance loses 10-17% damage depending on hold timing plus ~10% hit radius, Riposte's debuff shifts entirely from Bullet Resist to Melee Resist (a fundamental identity change), and Itani Lo Sahn's delayed damage drops ~10%. An undocumented Celeste buff raises Light Eater's target limit from 1 to 100, potentially transforming her team fight marking.

Major Changes Analysis

Apollo — Flawless Advance Nerfs (All Tiers)

Apollo's primary damage ability receives nerfs at every damage tier, to its spirit scaling, and to its physical hit area.

Damage Reductions:

Stat Before After Change
Base Hold Damage 30 (+0.7 spirit) 25 (+0.55 spirit) -17% base, -21% scaling
Max Hold Damage 45 (+1.1 spirit) 40 (+0.9 spirit) -11% base, -18% scaling
Perfect Damage 75 (+1.65 spirit) 65 (+1.55 spirit) -13% base, -6% scaling
T3 Perfect Damage +75 (+1.15 spirit) +65 (+1.15 spirit) -13% base, scaling unchanged
T1 Heal on Hit 35 (+0.75 spirit) 30 (+0.75 spirit) -14% base, scaling unchanged

Damage at 40 Spirit Power (per lunge):

Timing Before After Change
Base Hold 58 47 -19.0%
Max Hold 89 76 -14.6%
Perfect 141 127 -9.9%
Perfect + T3 262 238 -9.2%

Full 3-Lunge Perfect Combo at 40 Spirit:

Build Before After Change
No T3 423 381 -9.9%
With T3 786 714 -9.2%

The nerf pattern is deliberate: early/imprecise releases are punished hardest (-19% on base hold), while perfect timing is preserved as closely as possible (-9.2% with T3). This widens the gap between good and great Apollo players — sloppy lunges lose significantly more damage than precisely timed ones.

Hit Radius Reductions:

Stat Before After Change
DashRadius 2.0m 1.85m -7.5%
SlashCollisionRadius 5.0m 4.5m -10.0%
SlashRadius 1.75m 1.6m -8.6%

The combined ~10% hit area reduction means Flawless Advance is less forgiving on aim. Players must be more precise with their lunge direction to connect, especially against dashing or air-dashing targets. Previously, the generous hitbox allowed slight misalignment to still connect — this margin is now tighter.

T1 Heal Reduction: The sustain heal drops from 35 to 30 base (unchanged 0.75 spirit scaling). At 40 spirit, the heal goes from 65 to 60 per perfect hit (-7.7%). Over a full 3-lunge combo, total healing drops from 195 to 180. The sustain nerf is relatively mild compared to the damage nerfs, suggesting Valve wants Apollo's survivability to remain competitive while reducing his burst output.

Strategic Implications: Apollo's identity as a timing-dependent burst duelist is preserved, but his damage ceiling drops meaningfully. At 40 spirit, a perfect 3-lunge combo with T3 deals 714 damage instead of 786 — still devastating, but no longer one-rotation lethal against heroes with ~750+ HP and any healing or barrier. This forces Apollo to commit Itani Lo Sahn more often to secure kills he previously could close with Flawless Advance alone.


Apollo — Riposte Rework: Bullet Resist → Melee Resist

This is the most conceptually significant change in the patch. Riposte's on-pummel debuff completely shifts from bullet damage amplification to melee damage amplification.

Stat Before After
Debuff Type -15% Bullet Resist -22% Melee Resist
Duration 3.0s 3.0s
T2 Bonus -15% Bullet Resist (total -30%) -22% Melee Resist (total -44%)

What This Means:

Previously, landing Riposte → pummel made the target take 15% more bullet damage (30% with T2) for 3 seconds. This synergized with Apollo's air-slash weapon and any weapon-focused teammates, making Riposte a "softening" ability for follow-up gunfire.

Now, the debuff makes the target take 22% more melee damage (44% with T2). Apollo's own melee attacks are pommel strikes (63 light / 116 heavy), so the self-synergy is moderate — 63 × 1.22 = 77 damage light melee (+14), 116 × 1.22 = 142 heavy melee (+26). But the real value is in teammate melee synergy and melee item procs.

Melee Item Synergy: Items like Spirit Strike, Lifestrike, and Crushing Fists all proc on melee hits. A Riposte → pummel that applies -22% (or -44%) melee resist makes every subsequent melee attack from any source significantly stronger during the 3s window. This rewards Apollo players who coordinate with melee-heavy teammates.

Team Composition Implications: Riposte becomes dramatically more valuable when paired with melee-oriented heroes:

  • Mo & Krill (Burrow → melee combo benefits from -44% melee resist)
  • Abrams (Seismic Impact → melee follow-up)
  • Shiv (melee-centric playstyle)
  • Lash (Ground Strike is melee-scaled)

Conversely, this is a nerf when Apollo's team is weapon-focused — the old -30% Bullet Resist benefited ranged teammates universally.

Self-Synergy Shift: Apollo's primary damage comes from abilities (spirit damage), not melee or bullets. Neither the old Bullet Resist debuff nor the new Melee Resist debuff directly amplifies Flawless Advance or Itani Lo Sahn damage. The change is more about what Apollo enables for his team than what he gains personally. The higher value (-22% vs -15% base, -44% vs -30% with T2) partially compensates for the narrower application.


Apollo — Itani Lo Sahn Nerfs

Apollo's ultimate receives damage reductions and a significant cooldown behavior change.

Damage Changes:

Stat Before After Change
Delayed Damage 250 (+1.75 spirit) 225 (+1.6 spirit) -10% base, -8.6% scaling
Impact Damage 70 (+0.77 spirit) 70 (+0.77 spirit) Unchanged

Total Ult Damage at 40 Spirit:

Component Before After Change
Impact 100.8 100.8
Delayed 320.0 289.0 -9.7%
Total 420.8 389.8 -7.4%
vs ≤50% HP (base) 592.8 543.2 -8.4%
vs ≤50% HP (T3 +100%) 712.8 649.8 -8.8%

The execute damage at T3 drops from 712.8 to 649.8 at 40 spirit — still lethal against squishy targets (~630-700 HP range) but now requires slightly more setup damage or spirit investment to guarantee kills.

Behavioral Changes:

  1. Goes on cooldown when interrupted: Previously, if Apollo was interrupted during the 1.5s cast delay, the ability did not go on cooldown — a failed cast was free. Now interrupting Apollo's ult puts it on its full 125s cooldown (85s with T2). This is a massive reliability nerf. Heroes with quick interrupts (Bebop hook, Dynamo stomp, Kelvin frost grenade) now hard-counter Itani Lo Sahn attempts because a failed cast wastes the entire cooldown.

  2. Fixed hitting targets behind him: This was a bug fix — the ult's dash should only hit targets in front of Apollo, not behind. Some Apollo players may have been relying on this unintended behavior for safety hits.

Undocumented Change — Healing Penalty Removed:

The data diff shows two fields were removed from Itani Lo Sahn:

  • HealAmpReceivePenaltyPercent: 100 (removed)
  • HealAmpRegenPenaltyPercent: 100 (removed)

These fields would have applied 100% healing reduction and 100% regen reduction to cursed targets during the slow motion phase. Their removal means enemies caught in Itani Lo Sahn can now heal and regenerate during the 1.8s debuff duration. This is potentially significant — previously, targets couldn't mitigate the incoming delayed damage with healing; now they can pop healing items or receive ally heals during the slow motion window.

Combined with the 70% damage reduction during slow motion (unchanged), this makes Itani Lo Sahn more survivable for targets: they take 70% reduced damage from other sources AND can now heal. The delayed damage itself is unaffected by the heal penalty removal (it applies when the debuff expires), but any damage taken during the slow motion phase can now be healed back.


Bug Fix — Slowing Hex vs Disengaging Sigil

Fixed: Slowing Hex now correctly prevents Apollo's Disengaging Sigil. Previously, Apollo could cast Disengaging Sigil (his backward leap escape) even while under Slowing Hex's effect. Slowing Hex is supposed to prevent movement abilities, so this was a bug that gave Apollo unintended escape potential against the item. This is a meaningful counter-play fix — teams that invested in Slowing Hex specifically to lock down Apollo's mobility now get the full intended value.


Undocumented Data Changes

Celeste — Light Eater Target Limit (1 → 100)

Stat Before After
AbilityUnitTargetLimit 1 100

Light Eater's target limit increased from 1 to effectively unlimited (100). Previously, the cone blast could only mark a single enemy — now it can mark every enemy in the 70-degree cone. This is either a significant buff to Celeste's team fight marking potential, or a bug fix restoring intended behavior (the wiki already describes Light Eater as hitting "enemies" plural).

If this is intentional: Celeste can now mark an entire enemy frontline with Light Eater in one cast, applying 25 (+0.23 spirit) bonus damage on each of her attacks against ALL marked targets for 12 seconds. With her bouncing weapon projectile hitting multiple heroes, this dramatically increases her team fight sustained damage output. The 20% spirit lifesteal also now potentially applies from multiple marked targets simultaneously.

Impact Assessment: This change was not listed in the official patch notes. If it ships as-is, it could significantly boost Celeste's team fight performance — something the previous Feb 13 patch heavily nerfed. Watch for follow-up adjustments.

Recommended Hero Rotation

Change Heroes
Added Graves
Removed Abrams
Unchanged Seven, Haze, Infernus, Venator, Mina

Graves joins the recommended roster (likely reflecting his kit restructuring from the Feb 13 patch settling into a healthier state), while Abrams is removed.

Item Text Corrections

Three items received description-only changes with no gameplay impact:

  • Mystic Vulnerability (T2 Spirit): "the target" → "an enemy" (clarity improvement)
  • Omnicharge Signet (T5, unreleased): Typo fix "recieve" → "receive"
  • Unstable Concoction (T5, unreleased): Typo fix "concotion" → "concoction"

Theorycrafting

Apollo's New Damage Thresholds

With the nerfs, Apollo needs more spirit investment to reach the same kill thresholds. Key breakpoints:

Spirit needed for 700+ damage from 3 perfect lunges with T3:

  • Before: ~33 spirit (3 × 233 = 699)
  • After: ~39 spirit (3 × 235 = 705)

This pushes Apollo's power spike later by approximately one spirit item (roughly 1,250-1,600 souls of additional investment). In the early-to-mid game transition where Apollo traditionally spikes, this delay is meaningful.

Riposte Build Paths Diverge

The Bullet Resist → Melee Resist shift creates two distinct Riposte build strategies:

Melee-Focused (New Meta): Pair Riposte with Lifestrike (+melee heal on slow) and Spirit Strike (+spirit burst on melee). After Riposte pummel applies -22% melee resist, follow up with empowered melee attacks that deal amplified damage. With T2 (-44% melee resist), even Apollo's light melee (63 base) hits for ~91 effective damage — competitive with many heroes' heavy melee.

Skip T2 (Ability-Focused): If your team lacks melee synergy, the T2 upgrade (-22% additional melee resist) becomes less valuable than before. Apollo players in ranged-heavy compositions may opt to skip Riposte T2 entirely in favor of maxing Flawless Advance and Itani Lo Sahn upgrades faster.

Itani Lo Sahn Risk/Reward Shift

The cooldown-on-interrupt change fundamentally alters when Apollo should use his ultimate:

Before: Apollo could attempt Itani Lo Sahn speculatively — if interrupted, he'd just try again in a few seconds. This allowed aggressive ult attempts with low downside.

After: Every ult attempt carries 85-125s of risk. Apollo must now:

  1. Wait for enemy interrupts to be on cooldown before casting
  2. Use Riposte defensively to block interrupts during the 1.5s cast delay
  3. Position behind cover or out of interrupt range before initiating
  4. Coordinate with teammates to bait out enemy CC before ulting

This mirrors how other high-impact ultimates (Dynamo's Compression, Seven's Storm Cloud) already function — one failed cast and you're without your ult for over a minute.

Celeste Light Eater Multi-Target Scenarios

If the target limit change is intentional, Celeste's damage in team fights scales dramatically:

Old (1 target): Light Eater marks 1 enemy. Each bouncing weapon hit on that target deals +25 bonus spirit damage. Over 12 seconds at 1.67 fire rate ≈ 20 shots × 25 = ~500 bonus damage to one target.

New (unlimited targets): Light Eater marks 3+ enemies. Celeste's bouncing weapon can hit multiple marked targets per shot. Each hit on any marked target procs +25 bonus spirit damage plus 20% spirit lifesteal. With Shining Wonder's 8-18 bounces hitting multiple marked targets, the total bonus damage and lifesteal output could be 3-5× the single-target value.


Predictions

  1. Apollo's pick rate remains stable but win rate drops 2-3%. The damage nerfs are significant (-9 to -19% depending on timing precision) but Apollo's core kit identity is intact. High-skill players who consistently hit perfect timing will feel it less than average players who relied on generous hitboxes and max-hold damage.

  2. Riposte T2 becomes situational. The shift to melee resist makes T2 a team-composition-dependent upgrade rather than a universal power spike. Expect Apollo players to vary their skill priority based on team composition — maxing T2 with Mo & Krill or Abrams on the team, skipping it with ranged-heavy compositions.

  3. Interrupt heroes rise in priority against Apollo. Bebop (Hook), Dynamo (Quantum Entanglement), Kelvin (Frost Grenade), and Warden (Binding Word) all become stronger counters now that interrupting Itani Lo Sahn wastes the entire cooldown. Expect these heroes to be valued more highly in drafts against Apollo.

  4. Celeste quietly returns to viability if the Light Eater multi-target change ships as-is. The Feb 13 nerfs devastated her laning, but multi-target Light Eater marking could make her team fight output competitive enough to justify the weak early game.

  5. Apollo players shift to more defensive ult usage patterns. Rather than the aggressive "dash in and ult immediately" playstyle, expect Apollo to use Flawless Advance to chunk targets below 50% HP first, then cast Itani Lo Sahn from a safe position as a finisher — minimizing interrupt risk.

  6. Spirit item build timings shift later for Apollo. The ~6 additional spirit needed to hit previous damage thresholds pushes his power spike back by roughly one item. Expect Apollo to feel weaker in the 10-15 minute window where he previously dominated.


Conclusion

This patch firmly establishes Valve's approach to Apollo balancing: preserve his identity as a timing-dependent skill-expression hero while reducing his raw output ceiling. The Flawless Advance nerfs reward precision (perfect timing loses only ~9%) while punishing inconsistency (sloppy releases lose ~19%). The Riposte rework from Bullet Resist to Melee Resist narrows his debuff's universal value but opens new team synergies with melee-heavy compositions. And the Itani Lo Sahn interrupt penalty transforms his ultimate from a low-risk spam attempt into a high-commitment finisher that demands thoughtful positioning.

The undocumented Celeste Light Eater change is the wildcard — if intentional, it represents a meaningful buff that could offset some of the Feb 13 nerfs. Combined with the recommended hero rotation adding Graves and removing Abrams, the patch continues the trend of Valve actively tuning the roster for diversity while keeping individual hero identities sharp.

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