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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 item build]]{{Quotation|[[Bebop]]|I got enough of these for everyone!
| 4 = Bebop_upgrade_power3_10.mp3
}}
}}
'''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''' 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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; Farming
; Farming
* 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.
* 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 [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner's Sacrifice]] machines.


=== Items ===
=== Items ===
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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.
* 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.
* 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.
* The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% more souls from Troopers, Denizens, 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.
* The Soul Urn will give additional souls to a team that is behind.
* The Soul Urn will give additional souls to a team that is behind.


=== Pausing ===
=== Pausing ===
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.
Each player may pause the game once per 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.


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.
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.
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Pausing is not allowed in [[Street Brawl]].
Pausing is not allowed in [[Street Brawl]].
=== Pre-Game phase ===
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.


== Map Mechanics ==  
== Map Mechanics ==  
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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.  
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.  
|-
|-
| [[Neutral]] || [[File:Neutral_Icon.png|110px]] ||
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||
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.  
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 durable threat that typically requires multiple team members to co-ordinate and defeat.
| [[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.  
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'''.
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.  
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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! Object !! Image !! Description
! Object !! Image !! Description
|-
|-
| [[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.  
| [[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.  
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.


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).
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).
|-
|-
| [[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.
Rifts spawn every 6-8 minutes.
|-
|-
| [[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]].  
| [[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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Ropes can be used to quickly ascend to midlevels or rooftops.
Ropes can be used to quickly ascend to midlevels or rooftops.
|}
|}
<div style="display:none;">
{{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}
{{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#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}}}}
{{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#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}}}}
{{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#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 }}}}
{{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}
{{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}
{{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}
{{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}
{{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}
</div>


=== Temporary Buffs ===
=== Temporary Buffs ===
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# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
# '''Casting Buff:''' Grants temporary cooldown reduction and spirit power.
#* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction
#* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction
#* Ends at +40 Spirit Power and +25% Cooldown Reduction
#* Duration: {{#var:pw_dur}}s
#* Duration: 160s
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
# '''Gun Buff:''' Grants temporary magazine size and fire rate.
#* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]
#* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo
#* Ends at +35% Fire Rate and +60% Ammo
#* Duration: {{#var:pw_dur}}s
#* Duration: 160s
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed.
# '''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
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% 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
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost  
#* Duration: {{#var:pw_dur}}s
#* Duration: 160s
# '''Survival Buff:''' Grants temporary health and health regen.
# '''Survival Buff:''' Grants temporary health and health regen.
#* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]
#* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen
#* Ends at +700 Bonus Health and +1.5% Max Health Regen
#* Duration: {{#var:pw_dur}}s
#* Duration: 160s


== Navigation ==
== Navigation ==
{{Navbox gameplay}}
{{Navbox gameplay}}
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