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Strategy

Strategy in Deadlock involves leading your army into enemy territory down three lanes, destroying objectives, and eventually killing the enemy team’s Patron. The map is separated into three lanes: York, Broadway, and Park.

Laning

Laning is the process of managing troopers on a lane and destroying objectives. At the start of each round, players are assigned to lanes in a 2-2-2 setup. Support-centric characters typically perform best when paired with a high-DPS counterpart with sustain or poke abilities.

Key Difference from Dota: In Deadlock, you generally want to perma-push rather than freeze lanes. Lane pressure creates agency—you can gank, do boxes, or farm camps. Shoving secures the current wave’s souls and gives you a time window to rotate — but waves do not “farm themselves” while you’re away. Unattended troopers that die to walkers produce zero souls.

Trading in Lane

Laning Phases

Team Composition

A Team Composition consists of the six heroes a team employs. Strategically employing heroes whose abilities complement each other is significant. For example, Dynamo can use Singularity to trap enemies while Infernus charges Concussive Combustion to hit all trapped targets.

Objectives

Taking down Objectives unlocks Extra Slots, gains Souls for the team, and earns map control. It is advantageous to unlock Extra Slots as soon as possible; for instance, taking down a Walker awards an Extra Slot.

Secondary Objectives

The Soul Urn and the Mid-Boss provide strong boosts to the team that secures them. They can be used to hold an advantage, turn the tide, or bait the enemy team into a fight while leaving their main objectives unprotected.

Pushing Lanes

Lanes are pushed by killing enemy troopers and objectives. Lane progress is based on the last trooper wave. Attacking a Walker or Base Guardian without pushing the lane first triggers backdoor protection, granting them damage reduction and health regeneration.

Micro Strategies

Uptime

Uptime is the time spent actively contributing to the match (creating pressure, collecting Souls, farming Denizens, pushing objectives). Downtime includes respawning, idly waiting for objectives, or rotating aimlessly.

Positioning

Effective positioning allows for map control, effective teamfighting, and denying enemy pushes. Staying safe but active in fights applies pressure while minimizing the enemy’s opportunity to gain an advantage.

Cover Usage

Using corners and walls provides cover against skills and items that require Line of Sight. The third-person camera is locked to the Hero’s right shoulder, meaning peeking from the right side of cover exposes less of the hitbox than peeking from the left.

Aiming

While some heroes require more accuracy (e.g., Vindicta), aiming is a crucial part of gameplay for all heroes.

Map Knowledge

Understanding the layout, including Cosmic Veil locations, Powerup locations, and Teleporter locations, is essential for tactical movement.

Rotations

Rotations involve traversing the map to create space, gank, or roam. This is broader than just ganking and focuses on creating pressure across different lanes.

Movement

Movement involves utilizing Ziplines, Stamina, and sliding to position effectively and traverse the map.

Troop Management

Troop management involves killing enemy Troopers and denying the enemy Souls.

Freezing a Lane

By equalizing the number of troopers on each team, you can “freeze” a lane in place.

Counters

Using counter items is vital for dealing with strong enemies.

Specific Counter Items

Early Game Itemization

Power Spike Items

Items that fundamentally change how an engagement goes. Buy these early to dictate trades:

CategoryPower Spike ItemsPurpose
Weapon (Orange)Headshot Booster, Monster Rounds, Close QuartersBurst damage for short trades
Vitality (Green)Rebuttal, Extra Health, Melee LifestealSurvivability and parry potential
Spirit (Purple)Rusted Barrel, Spirit Strike, Mystic BurstDebuffs and ability burst

Lane Trading Philosophy

Lane phase is inherently bursty. Players don’t stand and shoot each other for 10 seconds—they trade around cover, use abilities, then disengage. This means:

Green Items Rebalance (Post-Boon Changes)

Green investment got adjusted, not universally buffed:

Rushing 4.8k greens is no longer a noob trap but does not win lanes. You sacrifice wave pressure and burst damage. Buy green items situationally, not as a default rush.

Item Build Matching

Match your items to your game plan:

Multi-Category Early Buys

Don’t rush one category. Get power spikes from 2-3 categories early:

Item Timing Traps

Spirit Resist Shred (Mystic Vulnerability): Useless early game. Enemies start with 0% spirit resist—shredding 0% does nothing. Only buy when enemies build Spirit Resilience, Dispel Magic, or Ethereal Shift (~9k+ souls).

Spirit Burn: Only for sustained damage heroes (Infernus, Seven). Burst heroes (Lash, Pocket) deal damage in single hits, not repeated ticks—Spirit Burn adds minimal value.

Torment Pulse: Weak on burst heroes. 19 DPS sustained damage doesn’t match burst playstyles. Better on frontliners who stay in fights (Abrams, Kelvin).

Ability-Spam Itemization

For heroes with impactful abilities on moderate cooldowns:

Height-Based Damage Scaling

Heroes with height-scaling damage (Lash Ground Strike) benefit from stamina items:

Defensive Itemization for Divers

Critical lesson: Divers (Lash, Shiv, Abrams, etc.) Grapple/dash into enemies and fight at close range. You WILL take damage. Scout enemy builds early and itemize defensively before it’s too late.

Scouting Enemy Builds

Press Tab and check enemy items at 8-10 minutes. Look for:

Gun-Heavy Comps (BUY BULLET RESIST EARLY)

Warning signs:

When you see gun-heavy enemies, buy bullet resist by 10-15k souls:

ItemCostWhen
Plated Armor3200Core vs sustained gun damage
Fortitude3200If you also need HP + regen
Metal Skin3200Active - pop when diving into guns

Mistake to avoid: Building pure damage (Boundless Spirit, Mystic Reach, etc.) without defensive items against gun comps. You’ll die before your abilities matter.

Spirit-Heavy Comps (BUY SPIRIT RESIST EARLY)

Warning signs:

Spirit defensive items:

ItemCostWhen
Spirit Shielding1600Auto-barrier on spirit damage
Ethereal Shift6400Invincibility + spirit buff
Dispel Magic4250Cleanse DOTs and CC

Mid-Game (10-25 Minutes)

The mid-game begins around the 10-12 minute objective window: Mid Boss spawns at 10 minutes and the first Soul Urn spawns at 12 minutes. The three pillars of mid-game macro are efficiency, pressure, and objectives. Deadlock is won through many small decisions compounding over time.

Pillar 1: Efficiency

Efficiency means maximizing soul income by farming the right things in the right order and avoiding redundant rotations with teammates.

Farming Priority (Highest to Lowest)

  1. Waves — ~500 souls per wave if cleared solo. Two waves per minute = ~1,000 souls/min. Also creates lane pressure (double value).
  2. Sinners (Center Sacrifices) — Strong souls + permanent buffs. Always do these when available.
  3. Tier 3 Denizen Camps — High value if your hero can clear them. Skip if your hero lacks the damage.
  4. Boxes and Tier 1-2 Jungle — Roughly equal value. Jungle is worth slightly more but boxes are easier and less risky. Mid boxes (underground) are often worth more than sinners on average and many players ignore them.

Avoiding Redundant Rotations

Watch the minimap. If a teammate is ziplining to a wave, don’t go to that wave — take the next priority item instead (sinners, camps, boxes). Your team generates more total souls when everyone farms different resources.

At lower ranks, teammates are unpredictable. Try to read their movements anyway — the skill improves with practice.

Movement Efficiency

Use jump pads and ziplines constantly. Dead time moving between resources is lost souls. Zip speed boost unlocks at ~6:10 game time, making resets nearly free.

Pillar 2: Pressure

Pressure means forcing the enemy team to react. Anyone can farm efficiently — pressure is what separates decent players from great ones.

Wave Pressure (“Always Go One More Wave”)

Push waves as far as you safely can. After clearing a wave, check the minimap: is the next wave dropping off the zipline? Is it close enough to grab before rotating? Making constant aggressive pushes teaches you how opponents react.

Dying while pushing a wave is one of the least costly deaths: you’re not carrying unsecured souls (unless you recently farmed jungle), you’ve created a problem the enemy has to address, and they likely sent 2+ players to kill you, giving your team numbers advantage elsewhere.

Skirmishing

When stuck in a side lane 1v1, test the waters with a small engagement. Did you take more damage than you dealt? Check their items — do they have a specific counter (e.g., Slowing Hex vs your escape ability)? Use this information to decide whether to commit or pressure the wave and rotate.

Power Spike Timing

A power spike is buying a 3,200+ soul item or maxing an ability (5 AP upgrade). After hitting a spike, you’re at your strongest relative to opponents for the next 2+ minutes (average income is under 1,600 souls/min, so the next comparable spike is at least 2 minutes away). This is the best time to look for fights.

Stealing Resources When Ahead

If ahead, invade enemy camps, sinners, and boxes. Occupy their side of the map. If behind, secure your own resources and look for the comeback urn.

Pillar 3: Objectives

Mid-game objectives are the Soul Urn, Walkers, and Mid Boss. When to take them depends on game state.

Soul Urn Decision-Making

The urn has three states:

Walker Pushing

Walkers should not be forced. Teams that repeatedly throw themselves at walkers while ahead often feed away their lead through comeback mechanics and long respawn timers.

Best times to push walkers:

Deaths-for-walkers math:

You don’t need to kill the walker in one push. Getting it to half HP is valuable — the next time you get a small opening (even 10-15 seconds), that half-HP walker dies.

Mid Boss Timing

Before attempting mid boss, assess the enemy’s ability to contest:

Coin-flipping the rejuvenator is acceptable when behind and desperate. Otherwise, only take mid boss when you can either finish before enemies arrive or win the pit fight.

The first mid boss should almost always happen before all three walkers fall. Typically do it after taking 1-2 walkers.

Mid-Game Hero Archetypes

These archetypes modify how the three pillars apply to your hero. Most heroes fit multiple archetypes.

Carry (Seven, Wraith, Haze)

Scale with items and souls. Strongest late game. Farm jungle effectively.

Support (Paige, Ram, Kelvin)

Utility-focused, don’t need as many souls to have impact.

Frontline (Abrams, Billy, Yamato)

Excel at creating chaos and tanking damage in fights.

Pick (Paradox, Holliday)

High mobility with catch abilities (Swap, Lasso) that punish out-of-position players.

Nuker (Pocket, Lash, Mina)

High burst damage that eliminates targets quickly.

Game State Awareness

Every time you’re farming, check the top of the screen:

This determines your macro decisions:

When possible, item-check the strongest players on both teams to identify threats and targets.

Economy and Farming

Soul Lead

Earning more souls than the opponent provides a power advantage. A soul lead in the laning phase allows you to unlock your ultimate earlier, enabling snowballing.

Box Running

Box running involves moving through specific routes to collect souls and buffs from Breakables and Golden Statues. This is often done after pushing a wave into the enemy tower.

Key Box Routes:

Box Scaling: Boxes scale extremely well. After 25+ minutes, box routes can yield more than camps. At 40+ minutes, boxes significantly outpace camp farming.

Unsecured Souls

Jungle and box souls are “unsecured” until they gradually incorporate into your total.

Comeback Mechanics

Multiple systems help losing teams recover (first 3k net worth difference is ignored):

Key Implication: If ahead, you must steal enemy camps. If you farm your jungle and they farm theirs, you’re losing ground due to their bonus souls.

Jungling

Jungling refers to clearing Denizen camps. There is no dedicated Jungler role; camps should be cleared between trooper waves.

Sinners (Center Sacrifices)

Sinner Sacrifice machines are melee-only objectives that give equal value to all heroes (everyone punches at the same speed). 12 total machines on the map (6 per side).

Small Denizen Farming

Small Denizens spawn at 2 minutes and respawn every 2 minutes.

TimeTotal Soul Value
2 mins177
4 mins180
6 mins186
8 mins189

Killing Small Denizens on repeat can generate 732 souls before the 10-minute mark.

Funneling

Funneling is the practice of concentrating souls on a specific hero (usually a carry). This can be achieved by having one person collect all souls from a lane instead of splitting them between two players.

Objective Mechanics

Walker Damage Resistance

Walkers have two types of damage resistance:

  1. Player-based: More enemy players nearby = more resistance
  2. Time-based: Resistance decreases over time, reaching 0% at 18 minutes

Mid Walker is tankier than side walkers and centrally located, making it hardest to take.

Solo Walker Kills

Getting a solo walker kill grants most of the souls to you (can be ~3k souls). This is the primary way carries snowball—push waves, take walkers alone.

Guardian Mechanics

Soul Urn Timing

UrnSpawn TimePriority
First12 minutesBetter than 1 guardian, worse than 2
SubsequentEvery 6 minutesScales with time

Comeback Urn: Favored state benefits the losing team when they are behind. If it’s your comeback urn, drop everything and do it.

Strategic Timing: Do the urn when you have an advantage but not so large it triggers comeback status. Don’t contest when disadvantaged unless desperate.

Mid Boss

The most powerful objective in the game—more impactful than Roshan in Dota.

Combat Mechanics

Melee Tips

Out-of-Combat Regen

Two different cooldowns:

TargetCooldown
NPCs~0.5 seconds
Heroes~4 seconds

This affects when sprint speed and regen items start working.

Parry Interactions

Carry Playstyle

General Carry Flowchart

PhasePriority
0-15 minsGet rich: sinners > tier 3 camps > boxes
15-25 minsTake walkers, win side lane 1v1s
25+ minsPlay front-to-back, win fights, push mid

Carry Lane Phase

Side Lane Priority

After laning phase, get out of mid. Everyone at lower ranks just fights mid with no purpose.

Hero-Specific Notes

Wraith (Weak Laner):

Mina (Strong Laner):

Anti-Deathball Mechanics

The game heavily punishes deathballing: