Patch date: . Guide reviewed 2026-11-03. Historical changes can be superseded; use current definitions for a match today.
How this guide was prepared: AI-assisted analysis with a separate source-check pass against archived official notes. Practical decisions are reasoned suggestions, not player-tested results or measured win-rate evidence. A small hotfix receives a short guide rather than a reconstructed full build.
Original update sources
Recorded topics: Items, Gameplay, Heroes, Fixes. Dates refer to the update named in the notes; a mirrored post can be published later.
Reassess boon timing and investment tiers
What changed: Base health per boon fell by 7. Vitality Investment rose at every listed tier. Weapon Investments rose in the first four tiers and fell in the remaining six. Boon costs changed from 13.2k/15k/17k/+2k per boon to 13.2k/14.5k/+1.5k per boon, ending at 40k instead of 49k.
How to adapt: Compare investment choices tier by tier, especially for Weapon Investments, rather than assuming the rescale is uniformly beneficial. If your plan depends on reaching later boons, test the revised soul thresholds against your own match pace; the notes do not establish when a particular team will reach them.
Retest objective damage and Medic Troopers
What changed: Guardians, Base Guardians and Shrines now have 10% Bullet Resistance; Walkers’ Bullet Resistance rose from 15% to 25%. Medic Trooper healing of missing health fell from 14% to 12%, and fixed regeneration growth per minute fell from 3 to 2.
How to adapt: Test objective-taking pace if your team relies on bullet damage, and account for both listed Medic Trooper recovery reductions when assessing nearby fights. These changes alone do not establish how a push or fight will turn out.
Recheck weapon and stealth-item purchases
What changed: Opening Rounds lost weapon damage and Spirit Power and now upgrades from High-Velocity Rounds, including its stats. Shadow Weave moved from T4 to T3, while its duration, Ambush duration and listed Ambush bonuses fell, its cooldown rose, and its out-of-combat regeneration fell. Trophy Collector moved from T3 to T2 and lost health per stack, with reductions to souls per stack, regeneration and ability range per stack.
How to adapt: If considering Opening Rounds, compare its new upgrade path with delaying the purchase rather than assuming the change favors every build. Treat Shadow Weave’s lower tier as an access change, not proof of greater strength; test whether its shorter duration and reduced Ambush bonuses fit your intended use. Re-evaluate Trophy Collector without counting its former health per stack.
Compare defensive triggers and Frenzy’s new window
What changed: Reactive Barrier now triggers on Silence, no longer restores stamina or grants Spirit Resistance, has a 55-second cooldown instead of 40 seconds, and has reduced barrier Spirit scaling. New T4 Indomitable upgrades from Reactive Barrier: it automatically removes the next Stun, Chain, Immobilize, Sleep or Silence from players, granting a barrier and reducing all ability cooldowns by 20%. It has a 55-second cooldown and innate +8% Bullet Resistance and +8% Spirit Resistance. Frenzy now grants +160 Health; its low-health bonus applies below the 50% threshold, lasts 10 seconds and has a 16-second cooldown. It also gains low-health Debuff Resistance and changed Fire Rate and Move Speed bonuses, while losing its listed base and low-health resistances and base movement speed.
How to adapt: Consider Reactive Barrier or Indomitable according to the listed player-applied control effects you need to answer; Indomitable’s removal is not general immunity. If you rely on Frenzy’s low-health effects, test the 10-second window and 16-second cooldown rather than treating its bonuses as continuously available.
Test the affected hero actions in context
What changed: Bullet damage growth fell by 10% for Bebop, Pocket and Vyper, and by 5% for Victor; it rose by 10% for Mo & Krill and Apollo. Haze regained sliding during Bullet Dance, gained range and 30% base evasion on that ability, and had its tier bonuses changed. Infernus’s Flame Dash DPS scaling fell, and it now does half damage to objectives.
How to adapt: If playing one of these heroes, test the specific changed action rather than inferring an overall strength ranking. Haze players can check sliding and the revised Bullet Dance tiers in practice; Infernus players should not plan objective damage around the former Flame Dash value. The notes do not establish an optimal build or matchup outcome.
Follow the affected decisions
- Apollo build and counter guide
- Bebop build and counter guide
- Haze build and counter guide
- Infernus build and counter guide
- Mo & Krill build and counter guide
- Pocket build and counter guide
- Victor build and counter guide
- Vyper build and counter guide
- Opening Rounds item reference
- High-Velocity Rounds item reference
- Frenzy item reference
- Trophy Collector item reference
- Shadow Weave item reference
- Reactive Barrier item reference
- Indomitable item reference
Verify your match build · How current recommendations are checked
Earlier and later records
Archive coverage currently ends 2026-10-30; sources last successfully checked 2026-11-01. A source check does not establish a post-patch win rate.