Heroes are the playable characters of Deadlock. There are currently 22 heroes available in regular game modes and 8 experimental heroes in the Hero Labs mode, with more to be released as the game develops.
Heroes come in a wide variety in Deadlock, each with their own specialisations and playstyles. Each hero wields their own unique primary weapon which has its own name, stats and weapon type. Weapons are affected by Weapon Class Items and are the primary means of dealing damage for most heroes. Some weapons possess an alternate fire mode activated with RMB.
Besides their weapons, heroes also possess 4 unique abilities with a variety of effects. Some abilities are completely passive, and will always be active regardless (such as Abrams' Infernal Resilience), though most are simply activated with their respective bindings (1-4 by default). Abilities come with up to 3 upgrades, which can be purchased with an increasing number of Ability Points. Abilities most often scale with Spirit Power.
Heroes have set base stats that they can improve through leveling up or purchasing items. They also have additional Power Increases, gained at specific levels which grant bonuses to specific stats. Heroes can hold up to 16 individual items at a time, so long as they conform to their categories and Flex Slots. Some hero stats are also affected by Spirit Power, referred to as Spirit Scaling.
22 heroes are available in the current alpha build, with additional characters confirmed for future releases. For a comparison between existing heroes, see Hero Comparison.
Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity.
Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.
Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.
When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.
Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames.
Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.
Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.
Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.
Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.
Manipulating time lets Paradox outpace an enemy in one on one combat. She thrives by subjecting her enemies to timely swaps into a waiting pulse grenade, her wall, or into the middle of her teammates.
With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters.
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map.
Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.
Yamato uses precise strikes to decimate her rivals. However, such damaging attacks often will leave her exposed, so she needs to make every shot count.
Astro depends on her skills as a crack shot, shooting things she's bounced into the air. With good aim she can lay out heavy damage. Her movement skills let her isolate her enemies or beat a hasty retreat.
The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap.
With a powerful weapon (and deadly venom to match), Viper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.