Fortitude
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 59.0% ± 0.4 (n=47,462) | +1.7 pp |
| 10–20 min | 52.6% ± 0.1 (n=665,675) | +0.6 pp |
| 20 min or later | 48.0% ± 0.2 (n=187,758) | +0.2 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 49.0% ± 3.8 (n=667) | +1.9 pp | |
| 54.5% ± 2.9 (n=1,168) | +1.9 pp | |
| 51.9% ± 0.4 (n=69,458) | +1.8 pp | |
| 45.8% ± 1.1 (n=8,533) | +1.8 pp | |
| 50.1% ± 1.1 (n=7,689) | +1.6 pp | |
| 51.4% ± 0.7 (n=18,659) | +1.5 pp | |
| 55.4% ± 0.3 (n=118,779) | +1.5 pp | |
| 50.3% ± 0.6 (n=25,009) | +1.4 pp | |
| 47.3% ± 0.7 (n=21,615) | +1.1 pp | |
| 53.1% ± 1.5 (n=4,383) | +0.9 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 900,896 | 52.0% ± 0.1 (n=900,896) | 19.4% (n=4,643,618) |
| 1 Initiate | 51,613 | 51.6% ± 0.4 (n=51,613) | 18.0% (n=286,633) |
| 2 Seeker | 103,587 | 52.1% ± 0.3 (n=103,587) | 18.3% (n=567,145) |
| 3 Acolyte | 102,912 | 52.3% ± 0.3 (n=102,912) | 19.1% (n=538,601) |
| 4 Sentinel | 87,525 | 52.5% ± 0.3 (n=87,525) | 19.3% (n=454,663) |
| 5 Mystic | 81,739 | 52.5% ± 0.3 (n=81,739) | 19.8% (n=412,948) |
| 6 Ritualist | 82,829 | 52.2% ± 0.3 (n=82,829) | 19.8% (n=417,480) |
| 7 Emissary | 81,178 | 52.4% ± 0.3 (n=81,178) | 20.1% (n=403,465) |
| 8 Oracle | 110,820 | 51.9% ± 0.3 (n=110,820) | 20.3% (n=546,368) |
| 9 Phantom | 87,152 | 51.8% ± 0.3 (n=87,152) | 20.2% (n=432,077) |
| 10 Ascendant | 45,109 | 51.5% ± 0.5 (n=45,109) | 21.1% (n=213,670) |
| 11 Eternus | 16,830 | 50.9% ± 0.8 (n=16,830) | 21.6% (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.