Radiant Regeneration
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 53.6% ± 0.2 (n=277,313) | +0.8 pp |
| 10–20 min | 47.6% ± 0.2 (n=359,524) | -0.8 pp |
| 20 min or later | 46.6% ± 0.3 (n=103,765) | -1.7 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 53.5% ± 0.6 (n=29,030) | +2.9 pp | |
| 50.2% ± 0.9 (n=11,917) | +2.3 pp | |
| 53.3% ± 0.3 (n=119,148) | +2.3 pp | |
| 50.6% ± 0.4 (n=78,307) | +2.2 pp | |
| 47.6% ± 7.0 (n=189) | +2.1 pp | |
| 53.8% ± 0.5 (n=37,977) | +2.1 pp | |
| 48.9% ± 0.3 (n=82,461) | +2.0 pp | |
| 50.4% ± 3.1 (n=996) | +1.8 pp | |
| 50.6% ± 0.4 (n=61,926) | +1.7 pp | |
| 48.2% ± 0.3 (n=81,448) | +1.2 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 740,602 | 49.7% ± 0.1 (n=740,602) | 15.9% (n=4,643,618) |
| 1 Initiate | 49,627 | 50.0% ± 0.4 (n=49,627) | 17.3% (n=286,633) |
| 2 Seeker | 95,817 | 50.3% ± 0.3 (n=95,817) | 16.9% (n=567,145) |
| 3 Acolyte | 88,900 | 50.0% ± 0.3 (n=88,900) | 16.5% (n=538,601) |
| 4 Sentinel | 74,214 | 50.0% ± 0.4 (n=74,214) | 16.3% (n=454,663) |
| 5 Mystic | 65,328 | 49.6% ± 0.4 (n=65,328) | 15.8% (n=412,948) |
| 6 Ritualist | 64,895 | 49.5% ± 0.4 (n=64,895) | 15.5% (n=417,480) |
| 7 Emissary | 61,747 | 49.3% ± 0.4 (n=61,747) | 15.3% (n=403,465) |
| 8 Oracle | 81,982 | 49.2% ± 0.3 (n=81,982) | 15.0% (n=546,368) |
| 9 Phantom | 65,868 | 50.1% ± 0.4 (n=65,868) | 15.2% (n=432,077) |
| 10 Ascendant | 33,320 | 50.3% ± 0.5 (n=33,320) | 15.6% (n=213,670) |
| 11 Eternus | 14,013 | 51.9% ± 0.8 (n=14,013) | 17.9% (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.