
PRIMARY FIRE
Healing Ofuda
Channel a stream of paper talismans that seek targeted allies, each healing 13 HP. Fires 10 talismans per burst, 1 burst per 0.9s. 10 bursts before recharge. Talismans home onto the targeted ally.
support
Medic
Kiriko As Miko
Unknown
Hit Points
225225 Health - 0 Armor

As Miko of the Kanezaka shrine and daughter of the Shimada's former swordmaster, Kiriko Kamori channels both her spiritual and ninja skills to heal her fractured city.

PRIMARY FIRE
Channel a stream of paper talismans that seek targeted allies, each healing 13 HP. Fires 10 talismans per burst, 1 burst per 0.9s. 10 bursts before recharge. Talismans home onto the targeted ally.
PASSIVE
You can gain excess ultimate charge, which carries over after using your ultimate ability. Tacticians can charge up to 25% of their next ultimate after reaching 100%.
EXTRA
Kiriko can climb walls by jumping against them, similar to Genji and Hanzo.

SECONDARY
Throw a single kunai knife dealing 45 damage (112.5 on headshot). 1 shot per 0.55s. 12 kunai. 2.5x headshot multiplier. Precise projectile.

SHIFT
Teleport directly to a targeted ally within 35m, even through walls. Cleanses negative effects on arrival. 7 second cooldown.

E
Toss a bell that explodes on impact, making allies in 5m radius briefly invulnerable, cleansing all negative effects, and healing for 80 HP. Grants phasing for 0.75s. 15 second cooldown.

ULTIMATE
Summon a spirit fox rushing forward, creating a path of torii gates. Allies in the path gain 50% movement speed, 50% attack speed, and 20% cooldown reduction for 10 seconds. Path is 10m wide and travels 25m. 2200 point cost.
PASSIVE
Healing allies with your weapon also heals you. Heals for 40% of healing dealt.

PRIMARY
Paper talisman launcher. 10 homing talismans per burst, 13 HP each. 10 bursts before auto-recharge. Medium range homing targeting.
PRIMARY
Throwing knives dealing 45 damage with 2.5x headshot multiplier (112.5 headshot). 12 ammo, 1 per 0.55s. Pinpoint accurate projectile.
Minor Perks

Urgent Care
Swift Step can be used on allies through walls at any HP, not just critical.

Fortune Teller
Kunai critical hits grant 10% ultimate charge bonus.
Major Perks

Ready Step
Swift Step grants Kiriko increased attack and reload speed for 3 seconds.
Shuffling
Swift Step can be used again within 4 seconds of its initial cast.

Swift Fox
Kitsune Rush movement speed bonus increased to 65% and lasts 2 seconds longer.

Yokai Watch
Protection Suzu radius increased by 2m and healing increased to 120 HP.

Foxtrot
Protection Suzu grants allies increased movement speed for 4 seconds.
Additional healing after negative status cleanse removed (was 30).
Teleport range reduced from 35 to 30 meters.
Fire rate increased from 5 to 7 per second.
No longer cleanses on use.
Removed increased cooldown recovery buff. Movement speed buff duration increased from 2 to 4 seconds.
Projectile speed increased from 18 to 24.
Base projectile size reduced from 0.15 to 0.12.
Developer comment: Kiriko's Kunai has strong damage output given its high critical damage and lack of falloff. Reducing projectile size increases the accuracy requirement while maintaining her lethality.
Ultimate cost increased by 8%.
Developer comment: Kiriko's Ultimate remains one of the most powerful in the game because of its large area and the value it provides to her team. Increasing its cost brings its time to earn more in line with its impact.
Duration increased from 2 to 3 seconds.
Duration reduced from 3 seconds to 2 seconds.
New Major Perk. Swift Step grants Kiriko 40% increased attack and reload speed for 2 seconds.
Protection Suzu now only grants 30% increased movement speed for allies (down from 40%) but now grants 100% increased cooldown recovery.
Removed.
Protection Suzu grants 40% movement speed to allies for 2 seconds.
Kunai hits launch 2 Healing Ofuda to an ally in front of you.
Healing Ofuda projectile speed is increased by 50% when seeking critical health allies.
Swift Step can be used again within 4 seconds of its initial cast.
Cooldown reduced from 15 to 14 seconds.
Cooldown reduced from 8 to 7 seconds.
Recovery time decreased from 0.55 to 0.5 seconds.
Developer comment: Kiriko was heavily impacted by the health reduction to 225 HP and was already on the weaker side of support heroes, so we're lightly reducing her ability cooldowns and weapon recovery to add some effectiveness back into her.
Critical multiplier reduced from 2.5 to 2x. Damage increased from 45 to 60. Recovery time increased from 0.5 to 0.55 seconds.
Base health reduced from 250 to 225.
Developer comment: Despite the perception of how powerful Kiriko feels to play against, she is a hero that consistently underperforms when it comes to winning games. However, she is a highly evasive hero that makes a lot of sense to be in the 225 health bracket. To help counterbalance the loss of health, we're smoothing out her damage dealing consistency by increasing the Kunai weapon's base damage and removing the enhanced critical multiplier.
No longer cleanses hard knockdown stuns.
Cooldown increased from 7 to 8 seconds.
Developer comment: Hard knockdown stuns refer to most all of the existing knockdowns where the player is stunned and laying on the ground (such as Reinhardt's Earthshatter), with the exception of Ana's Sleep Dart effect, which is removed upon taking damage or Protection Suzu's cleanse.
Base projectile size reduced from 0.18 to 0.15 meters.
Health increased from 200 to 250.
Invulnerability duration reduced from 0.85 to 0.65 seconds. Healing explosion increased from 40 to 80 health.
Projectile speed increased from 14 to 18 meters per second.
Developer comment: Reducing the Protection Suzu invulnerability time further will help it feel less frustrating to play against but still enable it to have big play making moments although with a stricter timing requirement. To counterbalance that power loss we're making Kiriko's healing more reliable.
Cooldown increased from 14 to 15 seconds.
Now passes through enemy heroes.
Developer comment: The Protection Suzu no longer knocks back enemy heroes, so the projectile doesn't need to impact them either. This quality-of-life change prevents accidental activations when thrown into groups with both enemies and allies.
Knockback removed. Healing reduced from 50 to 40. Now heals for an additional 30 health when cleansing a negative effect.
Developer comment: Protection Suzu now rewards more deliberate usage by increasing its healing when cleansing negative effects. It will no longer knockback enemies, as it wasn't particularly important to its overall design and was there to provide feedback for the impact. These Kunai changes will make the weapon damage output more consistent and reduce some of the disparity between landing critical hits or not.
Damage increased from 40 to 45. Recovery time reduced from 0.55 to 0.5 seconds. Critical damage multiplier reduced from 3 to 2.5x.
Recovery reduced from 1 to 0.9 seconds.
Developer comment: Originally, we increased the Ofuda recovery time to promote more Kunai usage between healing bursts. Despite that benefit, we are partially reverting that change so the primary fire feels more responsive in situations where Kiriko is pressured to focus entirely on healing.
Kunai reloads after 65% of the animation has completed (formerly 75%). New Hero option: Healing Ofuda Cancels Reload.
Developer comment: Kiriko sometimes accidentally interrupts her Kunai reload with Ofuda. Kunai now reloads slightly sooner during the animation to mitigate this. In addition, there is now a hero option, 'Healing Ofuda Cancels Reload,' which can be turned off to bypass this issue entirely.
Recovery time increased from 0.85 to 1 second.
Developer comment: Despite Kiriko's healing projectiles being slow-moving and single target, her average healing output per match is higher than we'd like. We've seen players tend to get overly focused on maximizing her healing potential and only use primary fire for extended periods of time. Rather than reduce the amount of healing per projectile, which may lead to feeling locked into focusing on primary fire even more, we're increasing the recovery time before she can start firing the Healing Ofuda. Increasing recovery times opens the opportunity to weave in secondary fire Kunai more freely.
Invulnerability duration reduced from 1 to 0.85 seconds.
Cast time reduced from 0.15 to 0.1 second.
Ultimate cost increased by 10%. Movement speed bonus reduced from 50 to 30%. Cooldown rate reduced from 3 to 2 times faster.
Ability input can now be held to activate.
Ammo increased from 12 to 15.
Arm hit volumes width reduced 15%. Added an auto-wall climb hero option.
Developer comment: The hit volume adjustment is to help address her arms sometimes blocking headshots in some of her animations. Kiriko feels balanced overall, but her ultimate could feel too frenetic at times. We're reducing both the movement speed and cooldown rate boost it grants so that it's easier to aim during its effect for both allies and enemies, as well as there being fewer abilities being thrown about. The rest of the changes are primarily for quality-of-life improvements to make the abilities feel better to use.
Invulnerability duration reduced from 0.4 to 0.25 seconds.
New Hero added to the Support roster.