Melee Lifesteal
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 49.6% ± 0.1 (n=556,635) | -0.5 pp |
| 10–20 min | 48.5% ± 0.5 (n=32,122) | +0.0 pp |
| 20 min or later | 48.1% ± 1.0 (n=10,589) | -1.4 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 46.9% ± 1.6 (n=3,634) | +2.4 pp | |
| 49.5% ± 0.6 (n=25,180) | +2.0 pp | |
| 55.7% ± 2.6 (n=1,376) | +1.9 pp | |
| 48.6% ± 0.7 (n=19,357) | +1.6 pp | |
| 47.7% ± 2.9 (n=1,118) | +0.5 pp | |
| 55.8% ± 3.9 (n=615) | +0.5 pp | |
| 51.5% ± 0.3 (n=81,401) | +0.4 pp | |
| 47.8% ± 1.2 (n=6,235) | +0.4 pp | |
| 52.2% ± 0.7 (n=19,514) | +0.3 pp | |
| 47.6% ± 0.4 (n=65,464) | +0.2 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 599,346 | 49.6% ± 0.1 (n=599,346) | 12.9% (n=4,643,618) |
| 1 Initiate | 33,600 | 49.3% ± 0.5 (n=33,600) | 11.7% (n=286,633) |
| 2 Seeker | 67,747 | 49.6% ± 0.4 (n=67,747) | 11.9% (n=567,145) |
| 3 Acolyte | 64,709 | 50.0% ± 0.4 (n=64,709) | 12.0% (n=538,601) |
| 4 Sentinel | 56,324 | 49.8% ± 0.4 (n=56,324) | 12.4% (n=454,663) |
| 5 Mystic | 50,770 | 49.8% ± 0.4 (n=50,770) | 12.3% (n=412,948) |
| 6 Ritualist | 52,331 | 49.8% ± 0.4 (n=52,331) | 12.5% (n=417,480) |
| 7 Emissary | 53,415 | 49.7% ± 0.4 (n=53,415) | 13.2% (n=403,465) |
| 8 Oracle | 74,852 | 49.4% ± 0.4 (n=74,852) | 13.7% (n=546,368) |
| 9 Phantom | 62,482 | 50.1% ± 0.4 (n=62,482) | 14.5% (n=432,077) |
| 10 Ascendant | 31,999 | 49.8% ± 0.5 (n=31,999) | 15.0% (n=213,670) |
| 11 Eternus | 11,425 | 50.9% ± 0.9 (n=11,425) | 14.6% (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.