Apollo Got Paid, Graves Got Taxed In Deadlock’s May 31 Patch
The May 31 minor update is more useful as a pressure map than a wiki page: Apollo got a real buff package, while Graves, McGinnis, Silver, Pocket, Victor, and Yamato all lost some of the tools that make crowded fights feel miserable.
Apollo up, Graves down, and the objective-fight roster got a little less comfortable.
Deadlock’s May 31, 2026 minor update is not long, but it has a clean shape. Apollo got paid. Graves got taxed. McGinnis lost reach. Silver, Pocket, Victor, and Yamato all gave back pieces of their pressure. After a week dominated by Soul Urn arguments, this patch reads like Valve looking at the heroes most likely to turn crowded objective fights into a paperwork problem and shaving the sharpest edges.
That last part is analysis, not a Valve statement. The official notes do not say “we are nerfing the Urn fight roster.” What they do show is a very specific set of pressure points being touched three days after the May 28 Urn rules pass and while the community was still arguing about whether Deadlock had become too centered around objective brawls.
Apollo is the clear winner. Disengaging Sigil’s T2 fire-rate bonus rises from 20 percent to 30 percent. Flawless Advance gets a stronger T1 heal, moving from 30+0.75 to 35+1.0, and its T2 cooldown reduction improves from 10 seconds to 12 seconds. Itani Lo Sahn moves from 190 to 200 damage, with spirit scaling up from 2.3 to 2.6. That is not a sympathy crumb. That is Valve handing Apollo better sustain, tempo, and payoff in one pass.
Graves is the headline loser because the patch hits both output and incentive. Jar of Dead drops from 20 + 0.31 per spirit to 17 + 0.27 per spirit. Ghouls deal 15 percent less damage. Their bounty also rises from 25+1 per minute to 35+2 per minute. That last line is the design tell. Valve did not only reduce the summon damage. It made clearing the summons more rewarding, which means Graves has to care more about leaving value on the map for opponents to collect.
McGinnis gets a more obvious “please stop covering the whole room” pass. Heavy Barrage range falls from 50 meters to 36 meters, the T1 dash slow falls from 30 percent to 18 percent while the regular slow stays at 30 percent, and the T3 damage-per-rocket bonus drops from +18 to +15. That keeps the ability recognizable while making it less oppressive as a long-range objective-fight tax.
Silver gets trimmed without being erased. Slam Fire’s current-health damage moves from 3 percent to 2.5 percent, and its T3 current-health damage falls from 8 percent to 7 percent. Entangling Bola’s base cooldown rises from 20 seconds to 23 seconds, but its T2 cooldown upgrade improves from 5 seconds to 8 seconds. In plain English: the early or unupgraded rhythm gets worse, while the upgraded rhythm keeps a clearer investment path.
Pocket and Yamato each lose some familiar pressure. Pocket’s Flying Cloak T3 cooldown reduction drops from 14 seconds to 13, and Affliction T3 falls from +18 DPS to +14. Yamato’s Power Slash spirit scaling drops from 2.1 to 1.85, while Flying Slash cast range moves from 30 meters to 28 meters. Victor’s Shocking Reanimation T3 cooldown reduction is also reduced from 130 seconds to 120 seconds.
The practical read is simple enough for the front page: Apollo up, Graves down, McGinnis less suffocating, Silver less explosive, Yamato slightly less far-reaching. The better editorial read is that Valve is still shaping the fight around Deadlock’s current objective problem. If Urn fights are going to matter this much, then the heroes who control space, punish clumps, or generate unattended value become more important than their isolated ladder reputation.
That does not mean every one of these changes is about the Urn. It does mean the Urn makes these changes easier to feel. A Graves Ghoul bounty line matters more when everyone is repeatedly dragging bodies toward the same part of the map. A McGinnis range cut matters more when the match keeps asking teams to walk into defined fight zones. A Silver current-health trim matters more when objective fights are where the lobby decides whether a lead turns into a lockout.
The May 31 patch should therefore be covered as a balance signal, not just a bullet list. Valve buffed the fencer who needed help and taxed several tools that make Deadlock’s brawl-heavy week feel even more crowded. The wiki can preserve the numbers. The story is what those numbers say about the game Valve is trying to keep from becoming one long fight in the same hallway.