TI 2026 Dota 2 Results: Spirit Win, Winio Hits 96%
Team Spirit won a third Aegis at TI 2026 despite a 52% map win rate. See the standings and how Winio got 22 of 23 predictions right.


Valve released Dota 2 patch 7.41f on September 15, 2026. The first balance update after The International 2026 changed 35 heroes, 16 standard items, one neutral enchantment and fixed 11 gameplay bugs.
Patch 7.41f is not a complete meta reset. It targets the strongest strategies from the previous version: Bounty Hunter’s team economy, Invoker’s invisible farming, Lina’s tempo, Treant Protector’s lane control and several popular late-game items.
This guide covers every change from the official patch notes, the best heroes to pick, the biggest losers, recommended purchases and the strongest early combinations.
The patch is still new, so these recommendations are based on the size of the changes and existing hero interactions. Reliable win-rate trends will require a larger sample of ranked and professional matches.
European Pro League 40
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Inner CircleuralanUUrsa received the most significant direct carry buff. Maul’s max-health-based damage increased from 1.25% to 1.75%, a 40% relative improvement.
The buff gives Ursa more damage without requiring additional items. It improves early fights, Roshan attempts and matchups against high-health frontliners.
Ursa should be especially effective when opponents lack reliable slows, saves or displacement. The hero can still struggle against heavy kiting, so it is better to pick Ursa after seeing at least part of the enemy draft.
Mars gained one point of base armor. The change looks small, but additional armor directly improves his ability to trade hits, pressure the enemy carry and remain on the lane without consuming as much regeneration.
He remains a reliable offlaner because Arena of Blood provides initiation and team-fight control regardless of farm.
Batrider’s Intelligence gain increased from 2.9 to 3.2, while his damage growth per level rose from 3.5 to 3.6.
The immediate effect is limited, but the hero now scales better throughout the match. Batrider remains valuable as a midlaner, offlaner or position four when the team needs reliable single-target initiation.
Mana Break now converts 65% of burned mana into damage, up from 60%.
Anti-Mage should not become an automatic first-phase pick. However, the buff makes him more dangerous against mana-dependent lineups and improves his early trading against heroes that rely on spells to contest the lane.
Pick Anti-Mage when the opposing draft lacks early tower pressure and gives him enough time to reach his farming items.
Insatiable Hunger now costs 70 mana instead of 80. This is not a transformative buff, but it makes Broodmother slightly more efficient during repeated lane trades.
She remains a matchup-dependent pick. Broodmother is strongest when the enemy team lacks area damage, mobile supports and heroes that can clear spiders safely.
Disruptor gained one base Intelligence and one point of level-one damage. Warlock’s base attack speed increased from 90 to 95.
Neither change is large enough to redefine the support meta, but both heroes avoided the widespread support nerfs of 7.41f. Their team-fight abilities also combine well with Mars, Ursa and other recommended cores.
Chen gained additional Strength growth, while Zealot’s respawn time now decreases with every hero level.
He remains a specialist pick rather than a universal ranked recommendation. In coordinated games, Chen can accelerate strong early cores and protect them through global healing and controlled creeps.
Bounty Hunter received the largest economy nerf:
Bounty Hunter can still provide information and punish isolated targets, but successful Track kills will no longer create the same team-wide gold advantage.
Treant was weakened in almost every important early-game area:
He remains useful for global tower protection and team-fight control, but his lane dominance and mana efficiency are significantly worse.
Lina lost two base Intelligence, two level-one damage, Fiery Soul attack speed and two seconds of Fiery Soul duration.
These changes affect her lane, farming speed and sustained damage at the same time. Lina is still playable, but she now needs more resources to reach the same tempo.
Cold Snap’s cooldown increased from 18 to 19 seconds. More importantly, the Aghanim’s Shard version of Ghost Walk no longer damages non-hero units.
This removes the invisible wave-clearing and farming pattern that allowed Invoker to pressure lanes with limited risk. Combat-focused Invoker builds remain available, but the Shard is no longer a farming accelerator.
Shadow Fiend received changes to Necromastery scaling, lower Shadowraze bonus damage per soul and a weaker Presence of the Dark Lord talent.
The hero can still dominate favourable lanes, but his physical and magical scaling are less efficient. Blind-picking Shadow Fiend becomes riskier.
Rage now has one additional second of cooldown at every level. The Aghanim’s Scepter duration of Infest on enemies dropped from five to four seconds, while the level 10 movement-speed talent was reduced.
Lifestealer remains strong against spell-heavy lineups, but his windows of magic immunity and upgraded control are less forgiving.
| Hero | Changes | Early Verdict |
|---|---|---|
| Anti-Mage | Mana Break damage conversion increased from 60% to 65% | Stronger counterpick into mana-heavy drafts |
| Batrider | Intelligence growth 2.9 to 3.2; damage growth 3.5 to 3.6 | Better scaling for core and support roles |
| Broodmother | Insatiable Hunger mana cost 80 to 70 | Small efficiency buff |
| Chen | Strength growth 2.0 to 2.2; Zealot respawns faster with levels | Better durability and late-game uptime |
| Disruptor | Base Intelligence 20 to 21; level-one damage increased by one | Slightly better lane |
| Mars | Base armor increased by one | More reliable offlane trading |
| Ursa | Maul max-health damage 1.25% to 1.75% | Biggest direct carry buff |
| Warlock | Base attack speed 90 to 95 | Minor laning improvement |
| Hero | Changes | Early Verdict |
|---|---|---|
| Huskar | Base Strength 23 to 22; level-one damage reduced by one; Strength growth 3.3 to 3.4 | Weaker lane, slightly better scaling |
| Largo | Island Elixir healing changed from 34/56/78 to 30/55/80 | Weaker early, stronger at maximum level |
| Marci | Rebound ally movement speed changed from 15/20/25/30% to 25% at all levels | Better early levels, weaker final level |
| Spectre | Desolate changed from 23 plus 2 per level to 23.5 plus 1.5 per level | Tiny early increase, weaker scaling |
| Underlord | Pit of Malice no longer has a Scepter upgrade; Fiend’s Gate Scepter cooldown reduced | Scepter build shifted toward global mobility |
| Hero | Changes |
|---|---|
| Bane | Base armor reduced by one |
| Bounty Hunter | Track gold reduced; Shuriken slow talent weakened; True Sight moved to level 25 |
| Centaur Warrunner | Base damage reduced by two; movement speed 300 to 295; Hitch a Ride cast range 250 to 200 |
| Clockwerk | Power Cogs mana cost 75 to 90; knockback duration 0.8 to 0.7 seconds |
| Earth Spirit | Base attack speed 100 to 95; Stone Remnant charges scale more slowly; talents rearranged |
| Ember Spirit | Base Agility 22 to 21; level-one damage reduced by one |
| Enigma | Eidolon early attack range reduced; Scepter Black Hole pull speed 175 to 150; level 20 Eidolon damage talent +40 to +30 |
| Hoodwink | Base Strength 17 to 16 |
| Invoker | Cold Snap cooldown 18 to 19 seconds; Ghost Walk Shard no longer damages non-heroes |
| Io | Level 15 Spirits damage talent +50% to +40% |
| Keeper of the Light | Base attack speed 100 to 90; Chakra Magic cooldown reduction lowered; Spirit Form Illuminate healing 70% to 60% |
| Kez | Base damage reduced by one; Kazurai Katana level 20 talent reduced from 4% to 3.5% |
| Lifestealer | Rage cooldown increased; Scepter Infest duration reduced; movement-speed talent weakened |
| Lina | Base Intelligence 30 to 28; damage reduced; Fiery Soul attack speed and duration lowered |
| Lone Druid | Entangle accumulation duration reduced at early levels |
| Mirana | Celestial Quiver recharge 6 to 7 seconds; Sacred Arrow early stun duration reduced |
| Necrophos | Sadist hero-kill multiplier 6 to 4; Ghost Shroud restoration amplification reduced by 10% |
| Shadow Fiend | Necromastery scaling changed; Shadowraze bonus per soul 3 to 2; armor reduction talent weakened |
| Slardar | Base health regeneration reduced by 0.25; Slithereen Crush early damage lowered |
| Treant Protector | Intelligence, invisibility retention, healing efficiency and Living Armor block reduced |
| Undying | Base health regeneration reduced by 0.25; Decay mana cost 100 to 110 |
| Winter Wyvern | Arctic Burn early cooldown increased; early Cold Embrace healing reduced |
| Item | Change | What It Means |
|---|---|---|
| Infused Raindrops | Mana regeneration +0.8 to +0.6 | Slightly weaker lane sustain |
| Battle Fury | Tree Chop cooldown 4 to 3 seconds | Small utility buff |
| Daedalus | Total cost 5,100 to 5,200 | Critical-damage timing arrives later |
| Dragon Lance | Total cost 1,900 to 2,000 | Ranged cores need another 100 gold |
| Essence Distiller | Mana regeneration +1.75 to +1.5 | Less efficient passive sustain |
| Heart of Tarrasque | Total cost 5,200 to 5,300 | Minor durability timing nerf |
| Heaven’s Halberd | Total cost 3,400 to 3,300 | Better value against right-click carries |
| Hurricane Pike | Total cost 4,450 to 4,550 | Indirect nerf from Dragon Lance |
| Hydra’s Breath | Recipe 1,100 to 1,000; total remains 5,900 | Overall timing unchanged |
| Manta Style | Ranged illusion damage 28% to 25% | Weaker farming and damage for ranged users |
| Mask of Madness | Lifesteal 24% to 22%; creep lifesteal 14.4% to 13.2% | Less lane and jungle recovery |
| Mjollnir | Static Charge duration 15 to 12 seconds | Requires more precise active usage |
| Octarine Core | Total cost 4,900 to 5,100 | Largest direct price nerf |
| Satanic | Lifesteal 30% to 25%; creep lifesteal 18% to 15% | Less passive recovery |
| Shiva’s Guard | Arctic Blast damage 260 to 225 | Lower burst, utility remains |
| Silver Edge | Cooldown 22 to 23 seconds; movement speed 22% to 20% | Weaker mobility and initiation |
| Greedy Enchantment | Damage penalty 30/60 to 35/70 | Worse for physical-damage heroes |
Heaven’s Halberd is the clearest item winner. It became 100 gold cheaper while many carry items became more expensive.
It is especially valuable against ranged physical cores and heroes that cannot afford to wait out Disarm. Strength offlaners should consider Halberd when the enemy win condition depends on sustained right-click damage.
BKB was not changed. Its relative value may increase because several nerfed items provided damage, sustain or defensive utility.
Do not treat this as a reason to buy BKB in every game. It remains strongest when enemy disables prevent your hero from dealing damage or using key abilities.
Both items remain useful, but they are no longer automatic value purchases. Buy Dragon Lance when attack range changes how safely your hero can fight. Upgrade to Pike when the active repositioning is required.
If neither benefit solves a specific problem, delaying the purchase may produce a faster damage item.
Manta remains valuable for dispels, disjointing projectiles and creating map pressure. However, ranged heroes should no longer buy it primarily for illusion damage.
The nerf does not affect melee illusion damage.
Silver Edge is weaker, but Break remains unique. Continue buying it against heroes whose passive abilities decide fights. Avoid treating it as a generic mobility or damage item when Break is unnecessary.
Octarine Core costs 200 more, the largest direct price increase in the patch. Heroes should complete essential defensive or initiation items before committing to it.
Both items provide less lifesteal. They are still functional, but players must be more careful when calculating whether attacking creeps or heroes will restore enough health to survive.
Warlock gives Ursa a stable lane through Shadow Word and provides large team-fight control with Chaotic Offering. Ursa can focus on one target while Warlock disrupts the rest of the enemy team.
Both heroes received buffs in 7.41f.
Penitence helps Ursa attack a target more quickly, while Chen’s healing and controlled creeps support early fights and Roshan attempts.
This combination is strongest in coordinated teams and high-level matches.
Arena of Blood limits enemy movement and makes Supernova harder to attack safely. Mars also became more reliable in lane after gaining one base armor.
This remains one of the safest team-fight combinations in Dota 2.
Arena of Blood, Kinetic Field and Static Storm create overlapping zones that are difficult to escape. Glimpse can return a target directly into the team’s control.
The combination provides initiation, silence and sustained area control.
Flaming Lasso isolates a target and removes Ursa’s biggest problem: reaching an important enemy hero. Once Batrider delivers the target, Ursa can use the stronger Maul damage to finish the kill.
Empower accelerates Anti-Mage’s farming and gives him additional team-fight damage. Mana Break’s improved conversion makes the pair more dangerous against heroes with large mana pools.
Anti-Mage should still be treated as a counterpick, not a universal carry.
Valve also fixed 11 gameplay issues:
Patch 7.41f reduces the power of the established TI 2026 meta without rebuilding Dota 2 from the ground up.
Ursa is the clearest winner. Mars, Batrider, Anti-Mage, Disruptor and Warlock are worth testing, while Bounty Hunter, Treant Protector, Lina and farming-focused Invoker builds require more caution.
Item decisions also become more situational. Heaven’s Halberd offers better value, while Dragon Lance, Hurricane Pike, Octarine Core and several late-game damage items arrive later.
A letter patch can change draft value faster than public perception. Before the next professional series, compare current team form and win probabilities with Winio.
Valve released patch 7.41f on September 15, 2026, shortly after The International 2026. It is the first balance update following the tournament.
Patch 7.41f changed 35 heroes, 16 standard items and one neutral enchantment. Valve also fixed 11 bugs, including an exploit connected to the upper Roshan pit.
The most important changes are the significant buffs to Ursa, smaller improvements to Anti-Mage, Mars and Batrider, and major nerfs to Bounty Hunter, Treant Protector, Lina, Invoker, Shadow Fiend and Lifestealer. Expensive carry items also became less efficient.
Ursa is the most promising carry after the update. Maul now deals damage equal to 1.75% of the target’s maximum health instead of 1.25%, which is a 40% relative increase. The buff improves Ursa against durable offlaners, strength cores and Roshan.
It is too early to call Ursa overpowered, but the hero clearly gained more than most carries. Ursa already had strong single-target damage, and the Maul buff makes high-health opponents much easier to kill. Teams with reliable initiation or sustain can make the hero especially dangerous.
Anti-Mage is stronger, but he remains a situational pick. Mana Break now converts 65% of burned mana into damage instead of 60%. This improves favorable matchups, but it does not solve the hero’s slow start or dependence on uninterrupted farming.
Disruptor and Warlock are the safest supports to test. Disruptor gained Intelligence and early damage, while Warlock received more base attack speed. Chen also became stronger, but he remains mechanically demanding and works best in coordinated teams.
Mars is one of the clearest offlane winners. One additional point of base armor improves his laning against physical damage, while his initiation and teamfight control remain unchanged. Batrider is another strong option for players who want a flexible core.
Heaven’s Halberd is the clearest item winner. Its cost dropped from 3,400 to 3,300 gold, while its utility remains the same. It is especially valuable against ranged physical carries and heroes that rely on short damage windows.
There were no major map changes. Valve only fixed a geometry exploit near the upper Roshan cave, so the update should not significantly alter standard lane assignments or early rotations.
Pre-patch win rates become less reliable immediately after a balance update. Draft priorities, item timings and hero combinations may change before public statistics fully reflect the new meta. Early predictions should place more weight on team flexibility, player hero pools and adaptation speed.

Zero Tenacity

PuckChamp

Inner Circle
uralan

Zero Tenacity

PuckChamp

Inner Circle
uralan

Zero Tenacity

PuckChamp

Inner Circle
uralan
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