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[[File:Mechanics image.png|thumb|342x342px|A [[Pocket]] attacking enemies from above]]
[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]
[[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]]
[[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]]
'''Mechanics''' in ''[[Deadlock]]'' are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the [[wikipedia:Micromanagement_(gameplay)#Versus_macromanagement|macro]] mechanics are akin to a MOBA, whereas [[wikipedia:Micromanagement_(gameplay)|micros]] are that of a TPS.      
'''Mechanics''' in ''[[Deadlock]]'' are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory.  


== Overview ==
Mechanics can be broken into three categories:


<h1 id="macros">Macros</h1>
; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's hero, the marching [[Trooper]]s, and lane [[Structures]].
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.
; Map mechanics: The locations and entities of the game map and how they interact with players.


<h2 id="laning">Laning</h2>
== Overview ==
Laning is the process of fighting in your lane, collecting spirits from creeps, and pushing the lane to the enemy Patron.
The overall objective of ''Deadlock'' is to destroy the enemy team's [[Patron]]. This is done over the course of the game, where two teams battle across four lanes, navigating the map using [[Ziplines]]. Each lane contains both [[Guardian|Guardians]] and [[Walker|Walkers]] that a team will need to destroy to ultimately destroy the [[Patron]].
 
There are 4 lanes,
 
 
 
'''Creeps:'''
 
Creeps are spawned at either team's spawn area every 30 seconds, and fall at wherever the zipline stops being supported, or if they are damaged by an enemy, and then continue on in the lane until they encounter an enemy.
 
They take roughly 4 seconds to reach the standard start of the lane.
 
Every wave of creeps has a healer, and 3 ranged creeps.
 
The healer has a flag on its back and heals all nearby friendly units every X seconds.
 
Ranged creeps target the nearest enemy with each shot.
 
This is speculation but they seem to preferentially target enemy creeps.
When you last hit a creep you gain some souls, and a green soul is spawned that floats upward to the auto-collection ceiling which is roughly 4 meters above where they died.
 
When you last hit a creep you gain some souls, and a green soul is spawned that floats upward to the auto-collection ceiling which is roughly 4 meters above where they died.
 
The souls from the floating soul are equal to the souls from last hitting a creep.
 
If you last hit a creep with your melee attack no soul is spawned, and you get the souls it would have had.
 
The Creeps health bar becomes lighter and starts flashing the lower health they are.
 
Creeps self destruct at 10% health and deny any souls they would have given.
 
If an enemy last hits one of your creeps, they gain souls and an orange soul is spawned that floats upward to the auto-collection ceiling.
 
You can shoot souls of any color to collect their soul value. If the soul reaches the auto-collection ceiling, the souls it contained are credited to the player who last hit the creep that spawned the soul.
 
Shooting the souls of an enemy team is called a "deny", as you are denying them some souls.
 
Souls can be used to purchase items at your shop, there is one behind every first Guardian in each lane on both teams, if the Guardian is killed the shop closes permanently.
 
The further your creeps are able to travel down the lane, the further your zipline is active.
 
 
'''Breakables:'''
 
Breakables are found all around the map in the form of a crate or a golden bhudda statue.
 
Break them for power ups or a lane creep's worth of souls.
 
This is speculation but the power ups last the whole game and can seriously buff your character if you're hitting all of them.
'''Lane Objectives:'''
 
'''Lane Objectives:'''
 
The First objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack.
 
The slam attack does AoE damage to enemies near the Guardian.
 
This is speculation, but it seems that the laser attack is recasted every few seconds. It channel on the original target until it dies, or the channel ends. It will recast and select a new target in both cases.
 
This is Speculation, but it seems like the Guardian doesn't preferentially target heroes unless they get into melee range.
 
This is speculation, the guardian will use a melee attack if enemies are in close range. This attack does not seem parryable in sandbox mode.
 
 
The Second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam.
 
The Walker's Slam does damage and stuns enemies for X seconds within a large radius. This ability has a cooldown.
 
This is speculation, but the laser attack works similar to the guardian.
 
The volcano attack is where the walker throws fireballs randomly around itself. This attack will be stopped by any buildings in the trajectory of the fireball.
 
The Walker fires X attacks in one Volcano Salvo.
 
When the first enemy Walker on the map is defeated, everyone on your team gains a Flex Spot in their Inventory.
 
When all enemy Walkers on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
 
 
The Third objective of the lane is two Guardians that are stronger than the first one.
 
They use the same attacks as the first Guardian but are beefier.
 
When both of these enemy Guardians fall in a lane the zipline for allies in that lane becomes significantly faster.
 
When all enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
 
 
The Fourth objective is the Shrines, they have no attacks.
 
There are two shrines, the two leftmost lanes lead into the left shrine, the two rightmost lanes lead into the right shrine.
 
The enemy Patron is a threat in this area.
 
They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.
 
 
The Fifth and final objective is the Patron, which ends the game.
 
It has two modes, normal and weakened.
 
You can not damage a patron in its normal state, it must be weakened by killing both shrines in the base.
 
The Patron also has 2 phases.
 
The first phase it is upright and firing lasers and such at people.
 
The second phase is just the head and it lands in the pit in the enemy's base; it also uses laser attacks.
 
 
'''Jungle:'''
 
Jungle is the general term for neutral creep camps.
 
Neutral creep camps are located across the map and are denoted by small cyan triangles.
 
1 Triangle camps are easy.


2 Triangle camps are medium
Teams battle AI controlled Troopers, that release [[Souls]] when killed. Souls are used to [[Leveling Up|Level-up]] and buy [[items]].


3 Triangle camps are hard.
== Gameplay Mechanics ==


When in lane you want to secure as many souls from each wave as possible. If you can get out and take a jungle camp as well that's a nice bonus.
=== Offense and Defense ===
; Weapon Attacks


* Every hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other heroes, and units.


'''Mid-Boss:'''
; Melee Attacks


The mid boss is located in the center of the map and is quite strong. It needs x attacks per second to be damaged.
* Every hero may also perform a "[[Melee attack|melee]]" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, more damaging blow.


When the mid boss dies it drops the Rejuvenator.
; Parry


You must use a charged melee attack to collect it (hold Q).
* Parry (Default key: '''F''') is a defensive move that is available to every hero. After performing a parry, a hero briefly enters ''a parry state'' (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds.


If you die with the Rejuvenator you revive in 5 seconds at the same spot
; Crouch


Securing the Rejuvenator buffs friendly creeps for X duration helping to push the lanes.
* Crouching(Default key: '''Ctrl''') can help avoid enemies' fire and hide behind objects.


; Heroes' Abilities


* Every hero has 4 unique abilities, which they can unlock for use by spending [[Level|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or for traversal.


=== Movement ===
; Double jump


The process of organizing players in the '''laning phase''' (see: [[Strategy|"Strategy"]]).
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[stamina]]. Without items heroes can perform a single ''double jump'' in the air.


<h2 id="team-composition">Team Composition</h2>
; Dash and Air Dash
The process of choosing which [[heroes]] to play.


<h2 id="item-management">[[Items|Item]] Management</h2>
* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[stamina]]. It can be used to evade enemies' attacks, escaping fights or chasing enemies.
The process of forming an item build.


<h1 id="micros">Micros</h1>
* Pressing dash while in the air performs ''air dash'' which works exactly like regular dash, except it has less slowdown at the end of the dash. Without items heroes can perform a single ''air dash'' while in the air.


<h2 id="uptime">Uptime</h2>
; Dash Jump
Uptime relates to farm camps (either Troops or Neutrals), to advancing lanes, to harassing enemies, to taking down towers etc. Everything that doesn't make you idle and generate value could be considered Uptime;


<h2 id="uptime">Space</h2>
* A ''Dash jump'' is a fast long jump, which can be performed during a dash and costs 1 [[stamina]], for a total of 2 including the stamina spent ''dashing''. The timing of a ''dash jump'' is visualised by the crosshair turning blue while ''dashing'', while the crosshair is blue the player can press jump to ''dash jump''.
* Creating space will define which areas are controlled by your team, which Neutral camps are safe to farm, the length of your Zipline, the vision you have on your map etc. This concept is really broad, but what is important to understand is using Space in your favor and deny any enemy advance of Space;
* During the Laning phase, this concept is even more important, since Space will define how far your Troops advance, it will impact ultimately on your last hits/denies and hero killing opportunities;


<h2 id="uptime">Line of Sight</h2>
; Slide
Famous LoS of shooters, meaning the ability of the enemy to target you on their screen;
Being in LoS of the enemy is dangerous in many situations and will create kill opportunity for the enemy team. This can be denied by using Corners and Walls (in most of cases);


<h2 id="uptime">Cover Usage</h2>
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your overall dps by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].
Like any shooter, using corners and walls allows you to be covered against almost all skills and items, since most of them require Line of Sight to be activated our cause damage. In other words, corners and wall usage can be translated as unbreakable shields for both Weapon and Spirit protection;


<h2 id="uptime">Target Prioritization</h2>
* Heroes cannot jump during slides performed from a ground dash, all other slides (including from air-dashes/dash jumps) do not have this restriction.
This concept is situational and depends on different factors. The main idea here is to focus your fire on the most important part of the fight. Some examples:
* Heroes with a number of unsecured Souls, since they can turn the table in team fights. Additionally, the reward for killing this hero will be greater;
* Heroes with disruptive ults - like Dynamo's, Pocket's etc - should be a primary target to either prevent the usage of these abilities or to force them to use in a not-optimal situation for the enemy;
* Heroes with low HP, since allowing them to live will prevent your team to get souls and will allow the enemy to have uptime;


<h2 id="uptime">Distance Management</h2>
; Down Dash
Understanding heroes (and abilities) which work in short range vs long range is key. Some examples:
* Pocket's shotgun will do huge damage from short range, while almost zero damage from mid/long range;
* Vindicta's ult can target long range target without significant damage fall off. Same happens with Grey Talon's first ability;


<h2 id="uptime">Aiming</h2>
* Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[stamina]].
Some heroes require more accuracy and skill expression regarding aiming - such as Vindicta -, but overall aiming is a crucial part of ''[[Deadlock]]''.


<h2 id="uptime">Cooldown Management</h2>
; Wall Jump
Ideally, skill and item usage should be maximized, since they bring a big advantage in gaining souls and gaining Space. At the same time, cooldowns are your way to create space, to secure kills and escape from dying. So, Cooldown management is key to finding a balance between soul farming usage and enemy hero usage;


<h2 id="uptime">Map Knowledge</h2>
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any [[stamina]].
Crucial for many aspects in the game. Learning veil locations, Rune locations, Teleport locations, which buildings can be camped from rooftop etc., is a huge advantage for farming, securing kills, escaping, pursing enemies and so many other aspects of ''[[Deadlock]].''


<h2 id="uptime">Rotations</h2>
=== General ===
Can be defined as the creation of opportunities by surprising the enemy. A terminology from Dota calls Gank the art of appearing from a fog of a jungle to surprise - and potentially kill - enemies, but rotations are broader than that and can be related to creating space in different lanes and other related concepts;
; Laning


<h2 id="uptime">Movement</h2>
* Laning is the process of fighting in the lane, collecting [[souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].
* The process of moving and positioning your hero.
* There are 4 lanes. From left to right they are York (yellow), Greenwich (green), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on the minimap.
* Involves [[ziplines]] and [[stamina]] usage in addition to sliding.


<h2 id="uptime">Troop Management</h2>
; Ganking
* The process of killing enemy [[trooper]]s whilst '''denying''' the enemy from getting [[souls]] from yours.
* Can also be referred to as Creep Management.


'''Creep/troop denial''' is a crucial part of the game's laning phase and involves shooting the souls of one's own trooper when they are killed. This prevents enemy laners from obtaining soul orbs by killing troopers.
* Ganking is the act of moving from one lane to another to help kill enemy heroes who are over extended, or who are simply ripe for the picking.


* The process of organizing players in the '''laning phase''' (see: "[[Strategy]]").


; Items
{{Main|Items}}
* All [[items]] give passive bonuses and some of them have active ability that hero can use on command. Items can be purchased from the [[The Curiosity Shop]], for [[Souls]].


[[Shop]]
== Comeback Mechanics ==
When a team is behind on Souls (the losing team), there are some mechanics that come into play to allow the losing team to catch up.


[[Heroes]]
=== Kills ===
{{Main|Souls}}
* Killing an enemy hero will award more souls if the player's team is behind.
* Killing an enemy hero that has a Kill Streak will reward a "Bounty" of extra Souls.


[[Items]]
=== Soul Urn ===
{{Main|Soul Urn}}
* If the courier is on the losing team, they gain additional sprint speed (currently +6 compared to +2 for the winning team)
* The Soul Urn will award additional souls to the losing team. Bonus varies based on the deficit.
* The Soul Urn drop off location is located in the middle of map if teams are even but located on the losing teams side if one team is behind.


[[Troopers]]
== Map Mechanics ==
{{main|Map}}
{| class="wikitable" style="margin:auto"
|-
! Unit/Structure !! Image !! Description
|-
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each [[Patron]], sent down the map's Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers.
|-
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.
When 3 enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.
|-
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the [[Walker]] who has a laser attack, a Volcano Salvo, and a slam. Your team will gain a Flex Slot for every 2 enemy walkers destroyed.
|-
| [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.
|-
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. Destroying both the shrines will provide a Flex Slot for all allies.
|-
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a patron in its normal state, it must be exposed by killing both shrines in the base.
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team's Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health.
|-
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||
Denizens exist in the "Jungle" of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[souls]] if destroyed and respawn soon after.
|-
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat.
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the '''Rejuvenation Credit''' that buffs you and your team along with your Troopers.
|-
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the "courier", and another urn will spawn 5 minutes later.
|-
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of [[souls]].
|-
| [[Sinner's Sacrifice]]
| style="text-align: center;" |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[souls]] in exchange for health if punched.
|-
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
|-
| [[Teleporter]]||[[File:Teleporter.jpg|110px]]||
Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally.
|-
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||
Ropes can be used to quickly ascend to midlevels or rooftops.
|}


[[Map]]
=== Temporary Buffs ===
Temporary buffs spawn on the bridges overlooking the soul urn locations and begin at the 10 minute mark. There are four types of buffs:


[[Crowd Control]]
# '''Survival Buff:''' Grants temporary health and health regen.
#* +400 Max HP
[[Damage Resistance]]
#* +1% HP Regen
#* Duration: 160s
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
#* +40% magazine size
#* +20% fire rate
#* Duration: 160s
# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
#* +20% cooldown reduction
#* +25 spirit power
#* Duration: 160s
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
#* +2 stamina charges
#* +30% stamina regeneration speed
#* +3m/s sprint speed
#* +50% zipline boost speed
#* Duration: 160s


[[Stats]]
{{Navbox gameplay}}
[[Category:Mechanics| ]]

Latest revision as of 23:27, 10 November 2024

“Let's get started, shall we?”
This article is a stub. You can help the Deadlock Wiki by expanding it.
Pocket attacking enemies from above
An item build made for Yamato

Mechanics in Deadlock are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory.

Mechanics can be broken into three categories:

Unit mechanics
The statistics, controls, and statuses of the units of Deadlock, including the player's hero, the marching Troopers, and lane Structures.
Gameplay mechanics
The mechanics of interacting with the game, how the player gains Souls Souls, victory/defeat conditions, damage, healing, and death.
Map mechanics
The locations and entities of the game map and how they interact with players.

Overview[edit | edit source]

The overall objective of Deadlock is to destroy the enemy team's Patron. This is done over the course of the game, where two teams battle across four lanes, navigating the map using Ziplines. Each lane contains both Guardians and Walkers that a team will need to destroy to ultimately destroy the Patron.

Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to Level-up and buy items.

Gameplay Mechanics[edit | edit source]

Offense and Defense[edit | edit source]

Weapon Attacks
  • Every hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other heroes, and units.
Melee Attacks
  • Every hero may also perform a "melee" attack to strike at point-blank range with their fist, gun, ect. Players can perform either a light or heavy melee attack, light melee attacks dealing a faster but weaker amount of damage, while heavy melee attacks take longer, lunging forward with a heavy, more damaging blow.
Parry
  • Parry (Default key: F) is a defensive move that is available to every hero. After performing a parry, a hero briefly enters a parry state (lasts 1s, will parry for the first 0.75s) in which they can fully absorb one melee attack, stunning the attacker for 2.75s and preventing damage, but during which they cannot do anything else. A succcessful parry has a 0.3s inactionational period, after which any action (including another parry) can be performed, an unsuccessful parry has a cooldown of 4.5 seconds.
Crouch
  • Crouching(Default key: Ctrl) can help avoid enemies' fire and hide behind objects.
Heroes' Abilities
  • Every hero has 4 unique abilities, which they can unlock for use by spending ability unlocks. Abilities are often used to deal Spirit Damage, empower the player or allies, weaken enemies, or for traversal.

Movement[edit | edit source]

Double jump
  • Heroes can perform a double jump by jumping while in mid air, which cost 1 stamina. Without items heroes can perform a single double jump in the air.
Dash and Air Dash
  • Pressing the dash button (Default key: Shift) performs a quick evasive maneuver, which costs 1 stamina. It can be used to evade enemies' attacks, escaping fights or chasing enemies.
  • Pressing dash while in the air performs air dash which works exactly like regular dash, except it has less slowdown at the end of the dash. Without items heroes can perform a single air dash while in the air.
Dash Jump
  • A Dash jump is a fast long jump, which can be performed during a dash and costs 1 stamina, for a total of 2 including the stamina spent dashing. The timing of a dash jump is visualised by the crosshair turning blue while dashing, while the crosshair is blue the player can press jump to dash jump.
Slide
  • Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, ect.) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve your overall dps by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the Guardian.
  • Heroes cannot jump during slides performed from a ground dash, all other slides (including from air-dashes/dash jumps) do not have this restriction.
Down Dash
  • Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 stamina.
Wall Jump
  • Heroes can perform a wall jump by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any stamina.

General[edit | edit source]

Laning
  • Laning is the process of fighting in the lane, collecting souls from Troopers, and pushing the lane to the enemy Patron.
  • There are 4 lanes. From left to right they are York (yellow), Greenwich (green), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on the minimap.
Ganking
  • Ganking is the act of moving from one lane to another to help kill enemy heroes who are over extended, or who are simply ripe for the picking.
  • The process of organizing players in the laning phase (see: "Strategy").
Items
Main article: Items
  • All items give passive bonuses and some of them have active ability that hero can use on command. Items can be purchased from the The Curiosity Shop, for Souls.

Comeback Mechanics[edit | edit source]

When a team is behind on Souls (the losing team), there are some mechanics that come into play to allow the losing team to catch up.

Kills[edit | edit source]

Main article: Souls
  • Killing an enemy hero will award more souls if the player's team is behind.
  • Killing an enemy hero that has a Kill Streak will reward a "Bounty" of extra Souls.

Soul Urn[edit | edit source]

Main article: Soul Urn
  • If the courier is on the losing team, they gain additional sprint speed (currently +6 compared to +2 for the winning team)
  • The Soul Urn will award additional souls to the losing team. Bonus varies based on the deficit.
  • The Soul Urn drop off location is located in the middle of map if teams are even but located on the losing teams side if one team is behind.

Map Mechanics[edit | edit source]

Main article: Map
Unit/Structure Image Description
Troopers Troopers are the main force of each Patron, sent down the map's Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.

For much of the game, destroying Troopers (and their Soul orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers.

Guardian The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.

When 3 enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory.

Walker The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain a Flex Slot for every 2 enemy walkers destroyed.
Base Guardians The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.
Shrine The fourth objective is the Shrines, they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. Destroying both the shrines will provide a Flex Slot for all allies.
Patron The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a patron in its normal state, it must be exposed by killing both shrines in the base.

Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team's Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health.

Denizen

Denizens exist in the "Jungle" of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of souls if destroyed and respawn soon after.

Mid-Boss The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat.

When the mid boss dies it drops the Rejuvenator. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the Rejuvenation Credit that buffs you and your team along with your Troopers.

Soul Urn After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of Souls, a single ability point for the "courier", and another urn will spawn 5 minutes later.
Breakables Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of souls.
Sinner's Sacrifice Sinner's Sacrifice is a vending machine that provides Heroes with souls in exchange for health if punched.
Ziplines The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane.
Teleporter

Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally.

Ropes

Ropes can be used to quickly ascend to midlevels or rooftops.

Temporary Buffs[edit | edit source]

Temporary buffs spawn on the bridges overlooking the soul urn locations and begin at the 10 minute mark. There are four types of buffs:

  1. Survival Buff: Grants temporary health and health regen.
    • +400 Max HP
    • +1% HP Regen
    • Duration: 160s
  2. Gun Buff: Grants temporary magazine size and fire rate.
    • +40% magazine size
    • +20% fire rate
    • Duration: 160s
  3. Casting Buff: Grants temporary cooldown reduction and spirit power.
    • +20% cooldown reduction
    • +25 spirit power
    • Duration: 160s
  4. Movement Buff: Grants temporary extra stamina and sprint speed.
    • +2 stamina charges
    • +30% stamina regeneration speed
    • +3m/s sprint speed
    • +50% zipline boost speed
    • Duration: 160s