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    Rejuvenator Rework: Shared Charges, Teamwide Buffs, and Balance Tweaks

    10-08-2025
    6 min read
    By LockBlaze
    UpdateRejuvenatorBalanceShivSevenVyper
    Rejuvenator Rework: Shared Charges, Teamwide Buffs

    Rejuvenator Rework: Shared Charges, Teamwide Buffs

    A friendlier, more strategic take on a core objective

    A fresh Deadlock update just landed with one headline item: a new look Rejuvenator that splits the difference between the original teamwide buff and the recent personal-crystal version. Below is a quick, friendly breakdown of how it works now—plus the other balance notes you should know about.

    How the new Rejuvenator works

    • One large crystal spawns at mid-boss. Punch it three times to shatter it into teamwide charges.
    • Your entire team immediately gains the Rejuvenator buff: +15% Health, +15% Fire Rate, and +15% Spirit Damage.
    • Your team also receives three shared Rejuvenator credits (shown near the heroes icons).
    • When a teammate dies, one credit is consumed. That player respawns in place after ~3 seconds and loses the buff. When credits hit zero, the teamwide buff ends.
    • The Rejuvenator persists for roughly four minutes if credits are not consumed.
    Updated Rejuvenator crystal
    Break the crystal to grant teamwide buffs and shared respawn credits.
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    Yes — both teams can have it

    Either side can punch the crystal to unlock their own three credits, so it’s possible for both teams to run Rejuvenator at the same time. Expect explosive mid-game fights where every elimination matters.

    Balance roundup

    Movement buckets

    • Bucket 3 dash speed penalty eased: -15% → -10%.
    • Heroes affected include Mo, Krill, and Abrams—dashes feel noticeably less sluggish.

    Seven: early game trimmed

    • Base sprint speed: 2 → 1
    • Base HP regen: 1.5/s → 1/s
    • Base health: 700 → 650

    Shiv: Bloodletting strengthened

    Shiv near mid objective
    Bloodletting now defers more damage more often—plan your focus fire accordingly.
    • Cooldown: 45s → 25s (T1 CDR adjusted from -25s → -10s).
    • Base deferred damage: 20% → 25%.
    • T2 adds deferred damage: 6% → 10% (total deferral up to 35% before Rage).
    • At max Rage, additional deferral: 14% → 15% (peak mitigation windows are higher).
    • Note: Deferred damage resolves over 6s (from a prior update), so sustained healing and armor matter a lot.

    Vyper: precision toned down

    • Gun cycle time: 0.063 → 0.07 (slightly slower fire rate).
    • Slide T1 distance bonus: 25% → 20%.
    • Headshot crit value: 80% → 70%.
    • Hitbox adjustments for more intuitive interactions while sliding.

    Overall, the Rejuvenator now feels impactful for everyone while adding clear counterplay via shared credits. The balance tweaks should smooth movement for heavier heroes, rein in Seven’s early comfort, amplify Shiv’s survivability windows, and slightly dial back Vyper’s burst. Jump in, test the changes, and share your feedback—these rapid iterations are clearly guided by community input.

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