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Steveneven3 (talk | contribs) Clarifying some things. Successfully parrying does in fact reset the parry cooldown. |
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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 | [[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. | ||
Mechanics | Mechanics are generally broken into three categories: | ||
; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's Hero, the marching [[Trooper]]s, and lane [[Structures]]. | ; Unit mechanics : The statistics, controls, and statuses of the units of ''Deadlock'', including the player's Hero, the marching [[Trooper]]s, and lane [[Structures]]. | ||
| Line 10: | Line 12: | ||
== Overview == | == Overview == | ||
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 [[Ziplines]]. Each lane contains | 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]]. | ||
Teams battle AI controlled Troopers, that release | Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]]. | ||
== Gameplay Mechanics == | == Gameplay Mechanics == | ||
=== Stats === | |||
{{Main|Stats}} | |||
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]]. | |||
See [[Hero Comparison Table]] for a list of every hero's base stats and scaling. | |||
=== Offense and Defense === | === Offense and Defense === | ||
; Weapon Attacks | ; Weapon Attacks | ||
* 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. | |||
* Every Hero has a weapon | |||
; Melee Attacks | ; Melee Attacks | ||
{{Main|Melee Attack}} | |||
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range | * 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. | ||
; Parry | ; Parry | ||
* [[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. | |||
* Parries (Default key: <code>F</code>) are a defensive move | |||
; Crouch | ; Crouch | ||
* Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects. | * Crouching (Default key: <code>Ctrl</code>) can help avoid enemy fire by making the player smaller and able to hide behind objects. | ||
; | ; Hero Abilities | ||
* 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. | |||
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[ | |||
=== Movement === | === Movement === | ||
{{Main|Movement}} | {{Main|Movement}} | ||
; Double jump | ; Double jump | ||
* 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. | |||
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[Stamina]]. | |||
; Dash and Air Dash | ; Dash and Air Dash | ||
* 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. | * 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. | ||
* 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. | * 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. | ||
* Most Heroes have unique dash speeds, this can be viewed in their Vitality stats. | |||
; Dash Jump | ; 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''. | |||
* 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 visualized by the | * 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''. | ||
* 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. | |||
; Slide | ; Slide | ||
* 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]]. | * 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]]. | ||
; Down Dash | ; Down Dash | ||
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 [[Stamina]]. | |||
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending | |||
; Wall Jump | ; 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. The first wall jump costs no [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]]. | |||
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. | |||
; Wall Slide | ; Wall Slide | ||
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s. | * Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s. | ||
; Mantle | |||
* 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. | |||
; Mantle Glide | |||
* Heroes can perform a ''mantle glide'' by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing. | * Heroes can perform a ''mantle glide'' by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing. | ||
=== General === | === General Strategy === | ||
{{Main|Strategy}} | |||
; Laning | ; Laning | ||
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]]. | * Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]]. | ||
* There are 3 lanes: York | * 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]]. | ||
* The '''laning phase''' refers to the early game where players organize in lanes to gain strength (see: "[[Strategy]]"). | |||
; Ganking | ; Ganking | ||
* Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes. | |||
* | ; 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. | |||
=== Items === | |||
{{Main|Items}} | {{Main|Items}} | ||
* 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]]. | * 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]]. | ||
== Comeback Mechanics == | === Comeback Mechanics === | ||
{{Main|Souls}} | |||
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. | When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. | ||
* Killing an enemy | |||
* 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 | * 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 | * The Soul Urn will give additional souls to a team that is behind. | ||
=== 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. | |||
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. | |||
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. | |||
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. | |||
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 == | ||
{{main| | {{main|The Cursed Apple}} | ||
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. | |||
=== Minimap === | |||
{{main|Minimap}} | |||
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information. | |||
* The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions). | |||
* The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations. | |||
=== Structures and Units === | |||
{| class="wikitable" style="margin:auto" | {| class="wikitable" style="margin:auto" | ||
|- | |- | ||
! Unit/Structure !! Image !! Description | ! Unit/Structure !! Image !! Description | ||
|- | |- | ||
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each | | [[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. | 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]] || [[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. | ||
|- | |||
| [[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. | |||
|- | |- | ||
| [[ | | [[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. | ||
|- | |- | ||
| [[ | | [[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. | ||
|- | |||
| [[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 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. | |||
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]] || | ||
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. | |||
|- | |- | ||
| [[ | | [[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'''. | |||
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. | |||
|} | |||
=== Interactive Objects === | |||
{| class="wikitable" style="margin:auto" | |||
|- | |- | ||
! 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. | ||
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). | |||
|- | |- | ||
|- | |- | ||
| [[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]]. | | [[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]]. | |||
|- | |- | ||
| [[Sinner's Sacrifice]] | | [[Sinner's Sacrifice]] | ||
| [[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 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. | | [[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. | ||
|- | |- | ||
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]|| | | [[Teleporter]]||[[File:Teleporter walker.png|110px]]|| | ||
Teleporters | 2 pairs of Teleporters which can be used to quickly traverse the map horizontally . | ||
|- | |- | ||
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]|| | | [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]|| | ||
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 === | ||
{{Main| | {{Main|Powerups}} | ||
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. | 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. | ||
There are four types of buffs: | There are four types of buffs: | ||
# ''' | # '''Casting Buff:''' Grants temporary cooldown reduction and spirit power. | ||
#* Starts at + | #* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction | ||
#* Ends at + | #* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction | ||
#* Duration: | #* Duration: {{#var:pw_dur}}s | ||
# '''Gun Buff:''' Grants temporary magazine size and fire rate. | # '''Gun Buff:''' Grants temporary magazine size and fire rate. | ||
#* Starts at + | #* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]] | ||
#* Ends at + | #* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo | ||
#* Duration: | #* Duration: {{#var:pw_dur}}s | ||
# | |||
# '''Movement Buff:''' Grants temporary extra stamina and sprint speed. | # '''Movement Buff:''' Grants temporary extra stamina and sprint speed. | ||
#* Starts at + | #* 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 + | #* 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: | #* 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 | |||
== Navigation == | |||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||
Latest revision as of 09:21, 19 August 2026


“— Bebop
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 are generally 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, 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 three lanes, navigating the map using movement tools such as fans, ropes, and Ziplines. Each lane contains a Guardian and a Walker that a team will need to destroy to progress and 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]Stats
[edit | edit source]- Main article: Stats
Stats are the attributes that define a hero's strengths and weaknesses, and can be improved by leveling up and using abilities and items.
See Hero Comparison Table for a list of every hero's base stats and scaling.
Offense and Defense
[edit | edit source]- Weapon Attacks
- 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.
- Melee Attacks
- Main article: Melee Attack
- Every Hero may also perform a melee attack (Default key:
Q) 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.
- Parry
- Parries (Default key:
F) 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.
- Crouch
- Crouching (Default key:
Ctrl) can help avoid enemy fire by making the player smaller and able to hide behind objects.
- Hero Abilities
- Every Hero has 4 unique abilities, which they can unlock for use by spending ability unlocks
. 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.
Movement
[edit | edit source]- Main article: Movement
- Double jump
- Heroes can perform a double jump by jumping (Default key:
Space) while in mid air, which cost 1 Stamina. By default, 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 enemy attacks, escape fights, or chase enemies. - 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.
- Most Heroes have unique dash speeds, this can be viewed in their Vitality stats.
- 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 visualized by the Stamina bar turning blue while dashing. While the Stamina bar is blue, the player can press jump to successfully dash jump.
- If players miss the timing of a dash jump by pressing
Spacetoo 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.
- Slide
- 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.
- Down Dash
- Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 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. The first wall jump costs no Stamina, while subsequent wall jumps cost 0.5 Stamina.
- Wall Slide
- Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.
- Mantle
- 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.
- Mantle Glide
- Heroes can perform a mantle glide by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.
General Strategy
[edit | edit source]- Main article: Strategy
- Laning
- Laning is the process of fighting in the lane, collecting Souls from Troopers, and pushing the lane to the enemy Patron.
- 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.
- The laning phase refers to the early game where players organize in lanes to gain strength (see: "Strategy").
- Ganking
- Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes.
- 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 Statues, and Sinner's Sacrifice machines.
Items
[edit | edit source]- Main article: Items
- 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.
Comeback Mechanics
[edit | edit source]- Main article: Souls
When a team is behind on Souls, there are some mechanics that come into play to allow the losing team to catch up.
- 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 26% 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 Soul Urn will give additional souls to a team that is behind.
Pausing
[edit | edit source]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.
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.
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.
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.
Pausing is not allowed in Street Brawl.
Pre-Game phase
[edit | edit source]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
[edit | edit source]- Main article: The Cursed Apple
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.
Minimap
[edit | edit source]- Main article: Minimap
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information.
- The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions).
- The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations.
Structures and Units
[edit | edit source]| 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. | |
| 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 an Extra Slot per enemy Walker 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. | |
| 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 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. 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 |
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. | |
| Mid-Boss | 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. 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. |
Interactive Objects
[edit | edit source]| Object | Image | Description |
|---|---|---|
| Soul Urn | 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. 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 | 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 | 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 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. | |
| Teleporter |
2 pairs of Teleporters which 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]- Main article: Powerups
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.
There are four types of buffs:
- Casting Buff: Grants temporary cooldown reduction and spirit power.
- Starts at +15 Spirit Power and +12% Cooldown Reduction
- Ends at +65 Spirit Power and +20% Cooldown Reduction
- Duration: 160s
- Gun Buff: Grants temporary magazine size and fire rate.
- Movement Buff: Grants temporary extra stamina and sprint speed.
- Starts at +2 Stamina, +1.5m/s Sprint Speed, +20% Stamina Regeneration Rate, and +40% Zipline Boost
- Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost
- Duration: 160s
- Survival Buff: Grants temporary health and health regen.
- Starts at +200 Bonus Health and +4 Health Regen
- Ends at +750 Bonus Health and +40 Health Regen
- Duration: 160s
Navigation
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