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| [[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]] | | [[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]] |
| [[File:Item build.png|thumb|342x342px|An item build]]{{Quotation|[[Bebop]]|I got enough of these for everyone! | | [[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]] |
| | 4 = Bebop_upgrade_power3_10.mp3
| | '''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. |
| }}
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| '''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. | |
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| Mechanics are generally broken into three categories:
| | == Overview == |
| | The overl Objective of Deadlock, is to destroy the enemy teams [[Patron]]. This is done over the course of the game, where two teams battle across four lanes, that teams can navigate using [[Ziplines]]. Each lane contains both [[Guardian|Guardians]] and [[Walker|Walkers]] that a team will need to destroy to ultimately destroy the [[Patron]]. |
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| | Teams battle AI controlled Creeps, that release [[Souls]] when killed. Souls are used to [[Leveling Up|Level-up]] and buy [[items]]. |
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| | == Macros == |
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| | === Laning === |
| | Laning is the process of fighting in your lane, collecting [[souls]] from creeps, and pushing the lane to the enemy [[Patron]]. |
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| | There are 4 lanes. From left to right they are York (yellow), Orchard (orange), Broadway (blue), and Park (purple). Any part of a lane controlled by the opposing team will be red on your map. |
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| ; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's Hero, the marching [[Trooper]]s, and lane [[Structures]].
| | === Troopers === |
| ; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.
| | A wave of [[Trooper|troopers]] are spawned at each team's side every 30 seconds. They ride the [[Ziplines|zipline]] until it stops being supported, or if they are damaged by an enemy, and then continue on foot in the lane. They stop and fight if they encounter an enemy. It takes roughly 4 seconds for a squad to reach the standard start of the lane. Every wave of troopers has a healer and 3 ranged troopers. The healer has a flag on its back and heals all nearby friendly units every few seconds. Ranged troopers target the nearest enemy with each shot. This is speculation, but they seem to preferentially target enemy troopers. |
| ; Map mechanics: The locations and entities of the game map and how they interact with players.
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| == Overview ==
| | When you score the last hit on a trooper, you gain some souls, and a green blob is spawned at the trooper's location. The blob floats upward until it is shot or hit hits the auto-collection ceiling, roughly 4 meters above where blob spawned. When it breaks, the blob awards the same amount of souls as the last hit awarded. |
| 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 three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian]] and a [[Walker]] that a team will need to destroy to progress and destroy the [[Patron]]. | | |
| | If you last-hit a trooper with a melee attack, no floating blob is spawned, you just get the souls automatically. This is an excellent way to secure souls without granting your laning opponent a chance to deny. |
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| | A trooper's health bar becomes lighter and starts flashing the lower health they are. Troopers self destruct at 10% health and deny any souls they would have given. |
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| | If an enemy last-hits one of your troopers, they gain souls, and an orange blob is spawned that functions like the green ones. 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 trooper that spawned the soul. Shooting the souls of an enemy team is called a "deny," as you are denying them some souls. |
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| | Souls can be used to purchase [[items]] at your [[shop]]. There is one behind every first [[Guardian]] in each lane on both teams. When a Guardian is killed, the shop behind it closes permanently. |
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| | The further your troopers are able to travel down the lane, the further your zipline is active. |
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| | === Breakables === |
| | Breakables are found all around the map in the form of a crate or a golden Buddha statue. Break them for a power-up or a trooper's worth of souls. |
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| | This is speculation, but the power-ups last the whole game and can seriously buff your character if you're hitting all of them. |
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| | === Lane Objectives === |
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| Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]].
| | ==== 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. |
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| == Gameplay Mechanics ==
| | This is speculation, but it seems that the laser attack re-casts 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. |
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| === Stats ===
| | This is speculation, but it seems like the Guardian doesn't preferentially target heroes unless they get into melee range. |
| {{Main|Stats}}
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| Stats are the attributes that define a hero's strengths and weaknesses, and can be improved by [[Boon|leveling up]] and using [[abilities]] and [[items]].
| | This is speculation, but the guardian will use a melee attack if enemies are in close range. This attack does not seem parryable in sandbox mode. |
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| See [[Hero Comparison Table]] for a list of every hero's base stats and scaling.
| | When all enemy Guardians on the map are defeated, everyone on your team gains a Flex Spot in their Inventory. |
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| === Offense and Defense === | | ==== Walker ==== |
| ; Weapon Attacks
| | The second objective of the lane is the [[Walker]] who has a laser attack, a Volcano Salvo, and a slam. |
| * Every Hero has a weapon that fires a ranged projectile that allows them to engage in ranged combat to deal damage to other Heroes and units.
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| ; Melee Attacks
| | The Walker's Slam does damage and stuns enemies for X seconds within a large radius. This ability has a cooldown. |
| {{Main|Melee Attack}}
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| * Every Hero may also perform a [[Melee attack|melee]] attack (Default key: <code>Q</code>) to strike at point-blank range. Players can perform either a light or heavy melee attack. Light melee attacks are fast but deal low damage, heavy melee attacks take longer to charge, but have greater damage and range.
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| ; Parry
| | This is speculation, but the laser attack works similar to the guardian. |
| * [[Melee Attack#Parry|Parries]] (Default key: <code>F</code>) are a defensive move available to every Hero, letting them block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it's used, but is instantly refunded on a successful parry against another Hero or a Guardian. Troopers can also be parried, but doing so does not refund the cooldown.
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| ; Crouch
| | 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. |
| * Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects.
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| ; Hero Abilities
| | The Walker fires X attacks in one Volcano Salvo. |
| * Every Hero has 4 unique abilities, which they can unlock for use by spending [[Boon|'''ability unlocks''']][[File:Ability_unlock_icon.png|30px]]. Abilities provide tools for Heroes to enhance their playstyle in several different ways, such as dealing damage, empowering themselves or allied Heroes, weakening enemies, or assisting in traversal.
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| === Movement ===
| | When the first enemy Walker on the map is defeated, everyone on your team gains a Flex Spot in their Inventory. |
| {{Main|Movement}}
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| ; Double jump
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| * Heroes can perform a ''double jump'' by jumping (Default key: <code>Space</code>) while in mid air, which cost 1 [[Stamina]]. By default, Heroes can perform a single ''double jump'' in the air.
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| ; Dash and Air Dash
| | When all enemy Walkers on the map are defeated, everyone on your team gains a Flex Spot in their Inventory. |
| * Pressing the dash button (Default key: <code>Shift</code>) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.
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| * Pressing dash while in the air performs an ''air dash'' which works exactly like a 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.
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| * Most Heroes have unique dash speeds, this can be viewed in their Vitality stats.
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| ; Dash Jump
| | ==== Double Guardians ==== |
| * 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 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. |
| * The timing of a ''dash jump'' is visualized by the Stamina bar turning blue while ''dashing.'' While the Stamina bar is blue, the player can press jump to successfully ''dash jump''.
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| * If players miss the timing of a ''dash jump'' by pressing <code>Space</code> too early or too late, the Hero will continue to dash and players will not be able to attempt the ''dash jump'' again until the initial dash is completed.
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| ; Slide
| | When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. |
| * Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve 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]].
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| ; Down Dash
| | ==== Shrines ==== |
| * Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 [[Stamina]].
| | The fourth objective is the [[Shrine|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. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game. |
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| ; Wall Jump
| | When the first enemy Shrine on the map is defeated, everyone on your team gains a Flex Spot in their Inventory. |
| * Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump costs no [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].
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| ; Wall Slide
| | ===== Patron ===== |
| * Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.
| | 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. |
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| ; Mantle
| | 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, which also uses laser attacks. |
| * Heroes can ''mantle'', i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in while jumping.
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| ; Mantle Glide
| | === Jungle === |
| * Heroes can perform a ''mantle glide'' by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.
| | Jungle is the general term for [[Neutrals|neutral creep camps]]. Neutral creep 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. |
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| === General Strategy ===
| | 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. |
| {{Main|Strategy}}
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| ; Laning
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| * Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].
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| * There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green; also referred to as Greenwich). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].
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| * The '''laning phase''' refers to the early game where players organize in lanes to gain strength (see: "[[Strategy]]").
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| ; Ganking
| | === Mid-Boss === |
| * Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes.
| | The mid boss is located in the center of the map and is quite strong. It needs x attacks per second to be damaged. |
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| ; Farming
| | When the mid boss dies it drops the Rejuvenator. You must use a charged melee attack to collect it (hold Q). Securing the Rejuvenator awards your team with the '''Rejuvenation Credit''' that buffs you and your team with the following: |
| * Farming is the process of focusing on gaining souls and buffs to increase your Hero's strength and buy more items. Farming typically consists of killing [[neutral]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner's Sacrifice]] machines.
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| === Items ===
| | * '''Rejuvenation Credit Buffs''' |
| {{Main|Items}}
| | ** 50% faster respawn timer (one time). |
| * All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]]. | | ** Additional fire rate (3 minutes). |
| | ** 50% more HP for your team's troopers (3 minutes). |
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| === Comeback Mechanics === | | === '''Soul Urn''' === |
| {{Main|Souls}}
| | The soul urn is located on the inner side of the furthest left or right (yellow and purple) lanes. The first urn spawns in at 10 minutes and every 5 minutes afterwards. It spawns in the air and slowly floats down to it's spawn location (it takes 30 seconds). This means the first soul urn is grabbable at 10:30, with the next at 15:30, and so on. To capture the soul urn, you must grab the soul urn and carry it to the other possible spawn location. Once captured, it provides your team with an amount of souls that scales based on match length and difference in team net worth. The player who captures the urn also gains an additional 25% souls and 1 AP (Ability Point). Carrying the urn prevents you from using items, abilities, or your gun. |
| When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up.
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| * Killing an enemy hero will award more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls.
| | === Temporary Buffs === |
| * The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% more souls from Troopers, neutrals, Sinner's Sacrifices and Objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.
| | Temporary buffs spawn on the bridges overlooking the soul urn locations. There are four types of buffs. |
| * The Soul Urn will give additional souls to a team that is behind.
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| === Pausing ===
| | # Survival Buff |
| Each player may pause the game once per match. Pausing is disabled for the first 2 minutes of a match. Each team is limited to three pauses per match, meaning that after three different players on the same team have used their pause, that team can no longer pause the game. This allows for a maximum of six pauses per match.
| | #* Grants temporary health and health regen. |
| | # Gun Buff |
| | #* Grants temporary magazine size and fire rate. |
| | # Casting Buff |
| | #* Grants temporary cooldown reduction and spirit power. |
| | # Stamina Buff |
| | #* Grants temporary extra stamina and sprint speed. |
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| When a pause is called, all in-game action stops. The game timer, player movement, abilities, projectiles, and all other gameplay elements are frozen until game resumes.
| | === 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. |
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| The player who called the pause may end it at any time. Otherwise, the pause becomes available for anyone to end after 30 seconds. There is no maximum pause duration. | | The process of organizing players in the '''laning phase''' (see: [[Strategy|"Strategy"]]). |
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| Players are able to move their camera while the game is paused. Any camera movement made during the pause is not retained and will reset to its original position when the game resumes.
| | == Team Composition == |
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| Pausing is not allowed in [[Street Brawl]].
| | The process of choosing which [[heroes]] to play. |
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| === Pre-Game phase === | | == [[Items|Item]] Management == |
| The pre-game phase lasts 30 seconds, during which players can ask to switch lanes with their team by clicking the colored button under another player's portrait in the top bar. In [[Ranked mode]], players may also switch to a different unlocked hero, provided it has not already been selected by any player on either team. In [[Street Brawl]], players have to pick their items and assign [[Ability Points]] during this phase. | | The process of forming an item build. |
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| == Map Mechanics == | | == Micros == |
| {{main|The Cursed Apple}}
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| The map is where all of the fighting in ''Deadlock'' takes place. Known as "The Cursed Apple" and based on Midtown and Lower Manhattan in New York City, the map contains all of the unique features of ''Deadlock's'' gameplay.
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| === Minimap === | | === Uptime === |
| {{main|Minimap}}
| | 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; |
| The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information.
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| * The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions).
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| * The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations.
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| === Structures and Units === | | === Space === |
| {| class="wikitable" style="margin:auto"
| | * 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; |
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| | * 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; |
| ! Unit/Structure !! Image !! Description
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| | [[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.
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| 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.
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| | [[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.
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| | [[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 an [[Extra Slots|Extra Slot]] per enemy Walker destroyed.
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| | [[Guardian|Base Guardians]] || [[File:Base_guardians.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.
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| | [[Shrine]] || [[File:Shrines.png|110px]] || 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.
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| | [[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.
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| Once the Patron has been brought to 50% HP, it will become invulnerable, transform and move into their team's Pit. If the weakened Patron is not currently under attack, it will passively regenerate its health.
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| When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense.
| | === Line of Sight === |
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| | Famous LoS of shooters, meaning the ability of the enemy to target you on their screen; |
| | [[Neutral]] || [[File:Neutral_Icon.png|110px]] ||
| | 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); |
| Neutrals 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.
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| | [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat.
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| When the Mid-Boss dies, it drops the [[Rejuvenator]]. The Rejuvenator must be claimed by landing heavy melee attacks on it, it requires 3 hits to fully collect. Each successful hit immediately grants every member of your team a '''Rejuvenation Credit'''.
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| If a hero dies while holding a Rejuvenation Credit, they will respawn at their death location and the credit is consumed. The credit does not affect deaths that happened before it was earned.
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| === Interactive Objects === | | === Cover Usage === |
| {| class="wikitable" style="margin:auto"
| | 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; |
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| ! Object !! Image !! Description
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| | [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing hero will receive a few minor stat buffs, and several [[Soul Orbs]] will spawn from the deposit point.
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| These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.
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| The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green). | | === Target Prioritization === |
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| | 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: |
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| | * 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; |
| | [[Unstable Rift]] || [[File:Unstable_rift_objective_2.png|110px]] || After 11 minutes of game time, Unstable Rift capture points will periodically appear on a side lane's bridge after 80 seconds. The winning team will receive [[Souls]] and Rift Troopers will spawn for that lane. After a minute of a tied contest, neutral [[Soul Orbs]] will spawn to be claimed by either team.
| | * 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; |
| Rifts spawn every 6-8 minutes.
| | * Heroes with low HP, since allowing them to live will prevent your team to get souls and will allow the enemy to have uptime; |
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| | [[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]].
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| | [[Sinner's Sacrifice]]
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| | [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner's Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.
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| | [[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 three 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.
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| | [[Teleporter]]||[[File:Teleporter walker.png|110px]]||
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| 2 pairs of Teleporters which can be used to quickly traverse the map horizontally .
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| | [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||
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| Ropes can be used to quickly ascend to midlevels or rooftops.
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| <div style="display:none;">
| | === Distance Management === |
| {{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}
| | 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; |
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| {{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
| | === Aiming === |
| {{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
| | Some heroes require more accuracy and skill expression regarding aiming - such as Vindicta -, but overall aiming is a crucial part of ''[[Deadlock]]''. |
| {{#vardefine:cast_cdr_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
| |
| {{#vardefine:cast_cdr_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
| |
|
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|
| {{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
| | === Cooldown Management === |
| {{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
| | 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; |
| {{#vardefine:gun_ammo_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
| |
| {{#vardefine:gun_ammo_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
| |
|
| |
|
| {{#vardefine:mov_stam_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
| | === Map Knowledge === |
| {{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
| | 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]].'' |
| {{#vardefine:mov_sprint_raw_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
| |
| {{#vardefine:mov_sprint_raw_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
| |
| {{#vardefine:mov_zip_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMin}}}}
| |
| {{#vardefine:mov_zip_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMax}}}}
| |
| {{#vardefine:mov_regen_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMin}}}}
| |
| {{#vardefine:mov_regen_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMax}}}}
| |
|
| |
|
| {{#vardefine:mov_sprint_min|{{#expr: {{#var:mov_sprint_raw_min}} * 0.0254 round 1 }}}}
| | === Rotations === |
| {{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}
| | 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; |
|
| |
|
| {{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
| | === Movement === |
| {{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
| | * The process of moving and positioning your hero. |
| {{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
| | * Involves [[ziplines]] and [[stamina]] usage in addition to sliding. |
| {{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
| |
| </div>
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|
| |
|
| === Temporary Buffs === | | === Troop Management === |
| {{Main|Powerups}}
| | * The process of killing enemy [[trooper]]s whilst '''denying''' the enemy from getting [[souls]] from yours. |
| Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.
| | * Can also be referred to as Creep Management. |
|
| |
|
| There are four types of buffs:
| | '''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. |
|
| |
|
| # '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
| |
| #* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction
| |
| #* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction
| |
| #* Duration: {{#var:pw_dur}}s
| |
| # '''Gun Buff:''' Grants temporary magazine size and fire rate.
| |
| #* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]
| |
| #* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo
| |
| #* Duration: {{#var:pw_dur}}s
| |
| # '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
| |
| #* Starts at +{{#var:mov_stam_min}} [[Stamina]], +{{#var:mov_sprint_min}}m/s [[Sprint Speed]], +{{#var:mov_regen_min}}% Stamina Regeneration Rate, and +{{#var:mov_zip_min}}% Zipline Boost
| |
| #* Ends at +{{#var:mov_stam_max}} Stamina, +{{#var:mov_sprint_max}}m/s Sprint Speed, +{{#var:mov_regen_max}}% Stamina Regeneration Rate, and +{{#var:mov_zip_max}}% Zipline Boost
| |
| #* Duration: {{#var:pw_dur}}s
| |
| # '''Survival Buff:''' Grants temporary health and health regen.
| |
| #* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]
| |
| #* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen
| |
| #* Duration: {{#var:pw_dur}}s
| |
|
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|
| == Navigation == | | == See also == |
| {{Navbox gameplay}}
| | *[[Shop]] |
| | *[[Heroes]] |
| | *[[Items]] |
| | *[[Trooper]] |
| | *[[Map]] |
| | *[[Crowd Control]] |
| | *[[Damage Resistance]] |
| | *[[Stats]] |