Stamina Mastery
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | 57.0% ± 1.2 (n=6,512) | -1.1 pp |
| 10–20 min | 51.5% ± 0.1 (n=434,105) | -0.9 pp |
| 20 min or later | 48.6% ± 0.2 (n=403,047) | -0.5 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 51.8% ± 0.9 (n=11,138) | +1.3 pp | |
| 52.5% ± 0.3 (n=141,685) | +1.0 pp | |
| 50.0% ± 2.5 (n=1,582) | +0.9 pp | |
| 47.4% ± 0.5 (n=41,969) | +0.9 pp | |
| 48.0% ± 0.4 (n=53,881) | +0.7 pp | |
| 48.0% ± 0.3 (n=131,853) | +0.7 pp | |
| 56.8% ± 0.4 (n=66,527) | +0.6 pp | |
| 54.1% ± 0.6 (n=31,412) | +0.6 pp | |
| 45.6% ± 0.4 (n=74,563) | +0.6 pp | |
| 48.8% ± 2.1 (n=2,198) | +0.5 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 843,665 | 50.1% ± 0.1 (n=843,665) | 18.2% (n=4,643,618) |
| 1 Initiate | 54,137 | 50.1% ± 0.4 (n=54,137) | 18.9% (n=286,633) |
| 2 Seeker | 105,369 | 50.2% ± 0.3 (n=105,369) | 18.6% (n=567,145) |
| 3 Acolyte | 99,384 | 50.5% ± 0.3 (n=99,384) | 18.5% (n=538,601) |
| 4 Sentinel | 83,479 | 50.3% ± 0.3 (n=83,479) | 18.4% (n=454,663) |
| 5 Mystic | 75,419 | 50.3% ± 0.4 (n=75,419) | 18.3% (n=412,948) |
| 6 Ritualist | 77,304 | 50.2% ± 0.4 (n=77,304) | 18.5% (n=417,480) |
| 7 Emissary | 72,342 | 50.0% ± 0.4 (n=72,342) | 17.9% (n=403,465) |
| 8 Oracle | 98,823 | 50.0% ± 0.3 (n=98,823) | 18.1% (n=546,368) |
| 9 Phantom | 73,000 | 50.3% ± 0.4 (n=73,000) | 16.9% (n=432,077) |
| 10 Ascendant | 34,727 | 50.6% ± 0.5 (n=34,727) | 16.3% (n=213,670) |
| 11 Eternus | 11,938 | 50.5% ± 0.9 (n=11,938) | 15.3% (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.