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 Historical changes can be superseded; use current definitions for a match today.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: Heroes, Items, Gameplay, Fixes, Interface. Dates refer to the update named in the notes; a mirrored post can be published later.
Check lane assignments and first-kill bounty
What changed: Lane setup is now always 1-2-2-1, and side lanes are a little farther apart from the middle lanes. Each player’s first kill grants a 150-soul bonus bounty. Trooper share radius was reduced from 50m to 40m between allied heroes and from 40m to 35m from orb to allied hero.
How to adapt: In early matches, confirm the lane arrangement and check whether nearby allies remain within the reduced sharing radius; treat the first-kill bounty as an added reward, not a guaranteed lead.
Retest Guardian pressure and midgame timing
What changed: Trooper damage reduction from Guardians fell from 35% to 28%, Guardians deal 10% more damage to players, and the midgame respawn time reaches 50 seconds at 20 minutes rather than 40 seconds. Teleporter delay fell from 5 seconds to 4 seconds.
How to adapt: Reassess Guardian contests and midgame risks using the changed damage and respawn values; test your own timings rather than assuming an old push or recovery window still applies.
Account for changed Rejuvenator and fire-rate rules
What changed: Rejuvenator bonus creep HP increased from 50% to 70%, and its bonus is no longer consumed for dead players, who have it on their next life. Fire-rate slows now stack diminishingly.
How to adapt: When planning around a Rejuvenator or multiple fire-rate slows, test the changed effects in a match; the notes do not specify the exact value of diminishing returns or prescribe a particular fight strategy.
Retest affected hero abilities
What changed: Mirage was added as a new hero. Haze's Bullet Dance evasion fell from 50% to 25% and its fire rate from 25% to 15%; her Sleep Dagger hitbox shrank by 10%. Kelvin's headshot bonus damage fell by 20%, bullet-damage growth from 1.2 to 0.9, and Arctic Beam movement slow from 70% to 50%. Seven's Static Charge stun duration fell from 1.1 to 0.9 seconds and radius from 6m to 5m; it now respects line of sight and can be alternate-cast on himself without stunning him.
How to adapt: Recheck the affected abilities in the situations where you relied on them, especially Seven's line-of-sight behavior; these changes do not establish a hero's overall strength or matchup results.
Check item requirements and cast timing
What changed: Headhunter now requires Headshot Booster, no longer grants +50% Bullet Velocity, and grants +5% Fire Rate. Pristine Emblem now requires High-Velocity Mag and grants +35% Bullet Velocity. Siphon Bullets moved from T4 Weapon to T4 Vitality, no longer grants +28% Weapon Damage, and now grants +18% Bullet Resistance. Echo Shard now has a 0.3-second cast delay, like Refresher.
How to adapt: Review item requirements and current descriptions before following an old build, and test whether Echo Shard's delay affects your intended sequence before relying on that timing.
Follow the affected decisions
- Haze build and counter guide
- Kelvin build and counter guide
- Mirage build and counter guide
- Seven build and counter guide
- Siphon Bullets item reference
- Headhunter item reference
- Echo Shard 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.