Duration Extender
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 52.7% ± 0.4 (n=71,481) | +0.1 pp |
| 10–20 min | 52.9% ± 0.2 (n=421,161) | +1.1 pp |
| 20 min or later | 52.6% ± 0.2 (n=388,087) | +1.6 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 59.4% ± 0.4 (n=56,231) | +4.3 pp | |
| 61.6% ± 0.6 (n=22,864) | +3.4 pp | |
| 53.1% ± 1.1 (n=7,387) | +2.3 pp | |
| 56.5% ± 0.6 (n=26,597) | +1.5 pp | |
| 47.3% ± 0.8 (n=15,639) | +1.5 pp | |
| 55.4% ± 4.3 (n=511) | +1.3 pp | |
| 54.3% ± 4.0 (n=595) | +1.2 pp | |
| 53.9% ± 0.5 (n=43,993) | +1.0 pp | |
| 50.8% ± 0.8 (n=15,143) | +0.9 pp | |
| 50.3% ± 0.9 (n=10,912) | +0.8 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 880,730 | 52.7% ± 0.1 (n=880,730) | 19.0% (n=4,643,618) |
| 1 Initiate | 55,680 | 52.6% ± 0.4 (n=55,680) | 19.4% (n=286,633) |
| 2 Seeker | 109,130 | 53.0% ± 0.3 (n=109,130) | 19.2% (n=567,145) |
| 3 Acolyte | 103,680 | 53.0% ± 0.3 (n=103,680) | 19.2% (n=538,601) |
| 4 Sentinel | 86,910 | 53.0% ± 0.3 (n=86,910) | 19.1% (n=454,663) |
| 5 Mystic | 79,353 | 53.1% ± 0.3 (n=79,353) | 19.2% (n=412,948) |
| 6 Ritualist | 80,698 | 52.7% ± 0.3 (n=80,698) | 19.3% (n=417,480) |
| 7 Emissary | 77,269 | 52.6% ± 0.4 (n=77,269) | 19.2% (n=403,465) |
| 8 Oracle | 103,228 | 52.7% ± 0.3 (n=103,228) | 18.9% (n=546,368) |
| 9 Phantom | 78,599 | 53.0% ± 0.3 (n=78,599) | 18.2% (n=432,077) |
| 10 Ascendant | 36,853 | 52.9% ± 0.5 (n=36,853) | 17.2% (n=213,670) |
| 11 Eternus | 12,115 | 53.6% ± 0.9 (n=12,115) | 15.5% (n=78,077) |
How we calculate this
In observed win rates, ± shows half the width of the likely range; n is the number of games or appearances counted. Percentage-point differences are labeled pp.
Win rate when bought is observed wins divided by games among buyers, with a 95% likely range. Small samples or wide ranges are withheld. Edge over same-tier items is how much better or worse the buyers did than a model of the game expected just before purchase, compared with the average for same-tier items. These cover all ranks, clean matches, and are computed daily. They are observational, do not establish cause and do not add up to a build win rate. Follow hero links for win rate impact comparisons among that hero's alternatives. Purchase rates use all player appearances in the selection.