Transcendent Cooldown
Patch 2026-09-29.
Win rate by purchase phase
| Phase | Win rate when bought | Edge over same-tier items |
|---|---|---|
| Bought before 10 min | insufficient data (n=18) | — |
| 10–20 min | 56.1% ± 0.9 (n=12,950) | -5.2 pp |
| 20 min or later | 55.6% ± 0.1 (n=806,233) | -2.7 pp |
Edge over same-tier items, by hero
| Hero | Win rate when bought | Edge over same-tier items |
|---|---|---|
| 59.8% ± 0.6 (n=22,615) | -1.3 pp | |
| 60.3% ± 0.7 (n=16,668) | -1.5 pp | |
| 52.8% ± 0.9 (n=11,173) | -1.6 pp | |
| 64.2% ± 0.5 (n=32,150) | -1.6 pp | |
| 59.8% ± 0.4 (n=69,285) | -1.7 pp | |
| 51.2% ± 0.5 (n=38,468) | -2.1 pp | |
| 56.4% ± 0.5 (n=40,488) | -2.3 pp | |
| 54.0% ± 0.6 (n=24,362) | -2.3 pp | |
| 59.3% ± 0.4 (n=49,414) | -2.3 pp | |
| 53.1% ± 0.5 (n=33,290) | -2.4 pp |
By rank tier
| Tier | Games | Win rate when bought | Purchase rate |
|---|---|---|---|
| All tiers | 819,206 | 55.6% ± 0.1 (n=819,206) | 17.6% (n=4,643,618) |
| 1 Initiate | 70,711 | 54.0% ± 0.4 (n=70,711) | 24.7% (n=286,633) |
| 2 Seeker | 131,235 | 55.0% ± 0.3 (n=131,235) | 23.1% (n=567,145) |
| 3 Acolyte | 111,400 | 55.5% ± 0.3 (n=111,400) | 20.7% (n=538,601) |
| 4 Sentinel | 85,418 | 55.6% ± 0.3 (n=85,418) | 18.8% (n=454,663) |
| 5 Mystic | 73,457 | 55.8% ± 0.4 (n=73,457) | 17.8% (n=412,948) |
| 6 Ritualist | 68,823 | 56.1% ± 0.4 (n=68,823) | 16.5% (n=417,480) |
| 7 Emissary | 62,139 | 56.8% ± 0.4 (n=62,139) | 15.4% (n=403,465) |
| 8 Oracle | 74,455 | 56.8% ± 0.4 (n=74,455) | 13.6% (n=546,368) |
| 9 Phantom | 49,174 | 57.9% ± 0.4 (n=49,174) | 11.4% (n=432,077) |
| 10 Ascendant | 20,913 | 58.9% ± 0.7 (n=20,913) | 9.8% (n=213,670) |
| 11 Eternus | 5,744 | 60.3% ± 1.3 (n=5,744) | 7.4% (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.