Quicksilver Reload
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 50.7% ± 0.1 (n=559,896) | +0.4 pp |
| 10–20 min | 47.6% ± 0.2 (n=196,259) | -2.0 pp |
| 20 min or later | 50.4% ± 0.4 (n=73,139) | -0.7 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 47.5% ± 0.3 (n=135,697) | +1.4 pp | |
| 51.6% ± 0.3 (n=110,130) | +1.2 pp | |
| 52.1% ± 1.3 (n=5,855) | +1.1 pp | |
| 52.9% ± 0.3 (n=152,767) | +1.1 pp | |
| 48.9% ± 0.4 (n=74,999) | +0.9 pp | |
| 51.3% ± 0.3 (n=84,619) | +0.5 pp | |
| 54.7% ± 2.0 (n=2,339) | +0.4 pp | |
| 51.3% ± 0.5 (n=39,936) | +0.1 pp | |
| 47.6% ± 2.0 (n=2,387) | -0.0 pp | |
| 50.6% ± 1.6 (n=3,841) | -0.2 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 829,294 | 49.9% ± 0.1 (n=829,294) | 17.9% (n=4,643,618) |
| 1 Initiate | 54,739 | 49.0% ± 0.4 (n=54,739) | 19.1% (n=286,633) |
| 2 Seeker | 104,887 | 49.5% ± 0.3 (n=104,887) | 18.5% (n=567,145) |
| 3 Acolyte | 98,529 | 50.1% ± 0.3 (n=98,529) | 18.3% (n=538,601) |
| 4 Sentinel | 80,699 | 50.0% ± 0.3 (n=80,699) | 17.7% (n=454,663) |
| 5 Mystic | 72,896 | 50.6% ± 0.4 (n=72,896) | 17.7% (n=412,948) |
| 6 Ritualist | 74,751 | 50.1% ± 0.4 (n=74,751) | 17.9% (n=417,480) |
| 7 Emissary | 70,152 | 50.4% ± 0.4 (n=70,152) | 17.4% (n=403,465) |
| 8 Oracle | 95,215 | 50.2% ± 0.3 (n=95,215) | 17.4% (n=546,368) |
| 9 Phantom | 73,860 | 50.9% ± 0.4 (n=73,860) | 17.1% (n=432,077) |
| 10 Ascendant | 35,673 | 50.8% ± 0.5 (n=35,673) | 16.7% (n=213,670) |
| 11 Eternus | 12,645 | 51.5% ± 0.9 (n=12,645) | 16.2% (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.