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'''Strategy''' in ''[[Deadlock]]'' refers to the game knowledge and techniques employed by players in pursuit of destroying the enemy [[Patron]].
'''Strategy''' in ''[[Deadlock]]'' refers to the game knowledge and techniques employed by players to achieve the ultimate goal of destroying the enemy team's [[Patron]].


== Phases ==
== Team Composition ==
The state of the game flows erratically, with teams at advantages or disadvantages from any number of factors at play. However, players generally consider the game to occur in three major phases, with different priorities and objectives.
A '''Team Composition''' is the 6 heroes a team employs in battle.


=== Laning ===
Since Deadlock's matchmaking uses a semi-random roster selection, players are encouraged to learn different heroes and adapt to the needs of their teams instead of fitting into rigid roles. Some heroes like {{HeroIcon|Ivy}}, {{HeroIcon|Rem}} and {{HeroIcon|Paige}} fit a support role since their abilities have strong synergies with teammates. Others like {{HeroIcon|Seven}} and {{HeroIcon|Infernus}} fit the carry role, and can have strong individual impact in a game by securing kills. However, most heroes have some flexibility to fit different playstyles as needed.
Laning is the opening phase of the game, where pairs of players from each team attempt to gain an advantage over the opposing team, while preventing the enemy from doing the same. Laning phase is generally considered to be over when half or more of the towers on the map have been destroyed, leaving players free to roam across the map. Not every lane is winnable, but mitigating a loss can also be valuable in the long run.


Some factors to account for during the laning phase are:
== Laning == 
* '''Matchups''', or the strengths and weaknesses of the players in your lane. This is based on your hero's inherent capabilities, your playstyle, individual skill or build.
[[File:Map.png|thumb|The mini-map in the bottom-right corner of ''[[Deadlock|Deadlock's]]'' HUD.]]
** For example, if you and your partner are supports with low capacity for damage (ex. {{HeroIcon|Paige}} and {{HeroIcon|Rem}}), it may be best to play under your [[Guardian]], to avoid being overrun.
 
** While on the initial zipline ride to lane, swapping with other players on your team can let you play with a more synergistic partner, or pair you with a less dangerous enemy duo.
Laning is the opening phase of the game, where duos of players from each team are assigned to each of the three lanes. The goal of laning is to try to gain an advantage over your opponents to carry into later phases of the game, while preventing opponents from doing the same. Laning phase is generally considered to be over when half or more of the towers on the map have been destroyed, leaving players free to roam across the map.
* '''Resources''', or understanding the tools available to players in your lane at each point in time.
** Certain soul breakpoints can make you weaker or stronger than your opponents (ex. buying more/stronger items, or unlocking your abilities first).
** Abilities are also a resource -- for example, Lash's {{AbilityIcon|Ground Strike}} can only be used twice a wave, and requires setup beforehand. Knowing when enemies have abilities helps you assess whether or not you should take a fight.
** Objectives that spawn during lane can also be converted into resources (ex. camps, [[Bridge Buff|Bridge Buffs]], and the urn).
* '''Wave Priority''', which represents the state of the [[Troopers]] in your lane. Troopers will do a deceptively high amount of damage to you if overextended, and should not be ignored. By ensuring your troopers can push further up the lane, you create more safe space in the lane for you and your partner (and likewise a more dangerous space for the enemy duo).
** If coordinated, you can strategically allow an enemy wave to destroy (or clash) with your own in a risky-to-reach spot. This can force enemies to make risky plays to secure your troopers, or risk missing out on the heal and souls.
* '''Ganks''', where players might leave a lane to assist another.


=== Midgame ===
=== Understanding Your Lane ===
Midgame is the period immediately after laning ends, when players become free to roam across the map and are looking to solidify their leads. Players from each lane may join the midgame at different times, and it's important to pay attention to when different players may be free. Midgame generally ends once a substantial advantage is gained (ex. a large soul lead, multiple walkers down), and start looking to end the game.
Being able to read the situation in your lane and communicating effectively will, more often than not, prevent you from making avoidable mistakes and giving your opponents a free lead. Not every lane is winnable, but most lanes can be prevented from being a total loss.


Some factors to account for in the midgame are:
Some examples of factors that may influence a lane are:
* '''Matchups''', or the strengths and weaknesses of you, your partner, and your opponents. This may be because of your character's inherent capabilities, your playstyle, individual skill or build. Being able to understand your matchup can help you decide whether or not to play aggressively or not.
** For example, if you and your partner are supports (ex. {{HeroIcon|Ivy}} and {{HeroIcon|McGinnis}}}), it may be best to play under your [[Guardian]], to avoid being overrun.
** While on the initial zipline ride to lane, swapping with other players on your team can let you play with a more synergistic partner, or pair you with a less dangerous enemy duo.
* '''Resources''', or understanding the tools available to players in your lane at each point in time. For example, certain soul breakpoints can make you weaker or stronger than your opponents, and certain ability cooldowns may encourage players to be more active or passive in lane. Objectives that spawn during lane can also be resources (ex. camps, [[Bridge Buff|Bridge Buffs]], and the urn).
* '''Wave Priority''', which represents the state of the [[Troopers]] in your lane. Troopers will do a deceptively high amount of damage to you if ignored, and it is often best to play behind your own trooper wave, or focus on destroying enemy troopers before chasing side objectives. By ensuring your troopers can push further up the lane, you also create more safe space in the lane for you and your partner (and likewise a more dangerous space for the enemy duo).
** The healing trooper in each wave is massively important in lane. Killing the healing trooper and taking its heal will heal your own troopers, as well as any heroes within the radius for an evenly split Max HP %. This can help you secure wave priority, or stay healthy while taking damage in lane.
** If coordinated, you can strategically allow an enemy wave to destroy (or clash) with your own in a risky-to-reach spot. This can force enemies to make risky plays to secure your troopers, or risk missing out on the heal and souls. The souls your troopers drop can be seen on the ground as greyed out orbs.
* '''Trades''', which refer to the outcomes of engagements you take in lane. Trades may be taken to secure souls, kills, or waste enemies abilities and health.


=== Lategame ===
=== Winning Lanes ===
Lategame is the period where players are looking to end the game. This stage of the game is marked by taking map objectives, sieging the enemy base and long respawn timers.


Some factors to account for in the lategame are:
=== Losing Lanes ===


== Objectives ==
=== Ganks ===
Objectives are universally relevant throughout the game, and can be claimed for rewards, or destroyed so that your team may advance. The Ritual takes place in pursuit of its ultimate objective of destroying the opposing [[Patron]].


=== Defenses ===
Support-centric characters like {{HeroIcon|Paige}} or {{HeroIcon|Dynamo}} typically perform best when paired with a high-DPS counterpart with sustain or poke abilities, like {{HeroIcon|Shiv}}.
Each team has a set of defenses that prevent the opposing team from advancing too far. While these defenses do not ''have'' to be destroyed to win the game, these objectives must be destroyed to allow your troopers to advance.


Destroying defenses also rewards the responsible hero and team. 30% of rewarded souls are given to the hero(s) responsible, with the remaining 70% being evenly distributed across the team.
'''Laning''' is strategically divided into three phases: 


* [[Guardian|Guardians]] are the first layer of defense and stay in each lane. Destroying a [[Guardian]] rewards 1250 souls.
* '''Laning Phase (Early game)''': Players focus on winning their lane by managing troops, clearing [[Denizen]] camps, looking for easy kills, and gaining a [[souls|Soul]] advantage.
* [[Walker|Walkers]] protect the center of each lane. Destroying a [[Walker]] rewards 3500 souls and an [[Extra Slots|extra slot]].
* '''Midgame''': Players who have secured an advantage in their lane begin roaming to assist teammates, while all players continue farming objectives to strengthen their team’s position.
* [[Guardian#Base Guardian|Base Guardians]] defend the entrance of the base from [[Trooper|Troopers]]. They do not fully prevent enemy hero entry, but will prevent damage to [[Shrine|Shrines]] until at least one set is destroyed. Destroying a [[Guardian#Base Guardian|Base Guardian]] rewards 1000 souls.
* '''Endgame''': Teams work to solidify their [[souls|Soul]] advantage, engage in most of the teamfights, and push to attack the enemy [[Patron]].


=== Base Defenses ===
== Objectives ==
Base defenses are the final layer of objectives required to win the game. These objectives are linked to one another, trigger retaliatory attacks from the enemy [[Patron]], and often require coordinated pushes from the entire team.
Taking down Objectives is crucial to unlocking [[Extra Slots]], gaining more Souls for the entire team and earning control of the map, thus gaining a tactical advantage over the enemy.


* [[Shrine|Shrines]] protect the [[Patron]] from attacks until both are destroyed. Destroying a [[Shrine]] rewards 2000 souls, sends stronger enemy troopers down its lane, and heals its partner shrine.
It's important to find the opportunity to unlock Extra Slots as soon as possible. For example, if one [[Guardian|Guardian]] is down at the end of Laning Phase, it's usually more advantageous to help that lane's Troopers reach the [[Walker|Walkers]], as taking down a Walker awards an Extra Slot.
* [[Patron|The Patron]] is the ultimate objective of the Ritual, and must be destroyed in two phases. After the first phase is destroyed, the enemy team's respawn timers are drastically shortened, and it gains damage resistance while enemy players are in its radius.


=== Map Objectives ===
=== Secondary Objectives ===
Map objectives are reoccurring objectives, unaffiliated with either team. While not necessarily required to win the game, they offer strategic advantages to the team that secures them. These objectives often cause teams to rotate or fight, creating opportunities to contest or push now-undefended defenses.
The [[Soul Urn]] and the [[Mid-Boss]] are secondary objectives that aren't necessary to win the game, but can give a strong boost to the team who secures them, either to hold an advantage or to turn the tide in their favor. They can also be used to bait the enemy team into a fight and leave their main Objectives unprotected for a short time.


* The [[Soul Urn]] spawns at 10:00, then every 5 minutes thereafter. Claiming the [[Soul Urn]] rewards the hero responsible with permanent buffs, as well as a sizeable amount of deniable souls.
=== Pushing Lanes ===
* The [[Unstable Rift]] spawns between 10:00 and 12:00, then every 8 minutes thereafter. Claiming the [[Unstable Rift]] rewards the winning team with souls and a wave of Rift Troopers. If a rift is contested for long enough, it will eventually expire.
Lanes are pushed by killing enemy troopers and objectives. The length of the lane (seen in the zipline and minimap) is based on the progress of the last trooper wave. A lane can only be pushed as far as the closest enemy objective. At the start of the game, the enemy and allied lanes are frozen at the midpoint until one of the Lane Guardians are destroyed. Attacking a Walker or a Base Guardian without pushing their lane first gives them backdoor protection, in which they take much less damage and can regenerate damage taken.
* The [[Mid-Boss]] spawns at 0:00, and respawns faster every time it is destroyed. Destroying the [[Mid-Boss]] spawns the [[Rejuvenator]], granting team-wide buffs and instant respawns until it is either consumed or expires. [[Rejuvenator]] charges are vital for pushes and provide a map-wide advantage to your team.


== Macro ==
== Macro ==
Macro is the strategic decisions made about the map, pressure and objectives. It is often referred to as the "invisible" influence your team exerts on the map, but can majorly influence the outcome of a game nonetheless.
Macro is the strategic decisions made about the map, pressure and objectives. It is often referred to as the "invisible" influence your team exerts on the map, but can majorly influence the outcome of a game nonetheless.


=== Map Knowledge ===
=== Uptime ===
Knowledge of the [[Map|Map's]] layout helps with maximizing uptime, positioning, rotations, and other crucial aspects in greater strategies throughout the game. This includes, but is not limited to, knowing [[Cosmic Veil]] locations, [[Powerup]] locations, and [[Teleporter]] locations.
'''Uptime''' is the amount of time you spend actively contributing to something in a match, usually by creating pressure against the enemy team or collecting Souls for your team. Time spent farming Denizens, harassing enemies, and pushing troopers towards enemy Guardians and Walkers contributes to '''uptime''', as opposed to "downtime" which can include time spent respawning, idly waiting for objectives to spawn, and rotating aimlessly around the map.


=== Timings ===
=== Timings ===
Knowing '''Timings''' for events on the map can allow you or your team to gain significant advantages for a duration of time, or help you know what's available for you to do.
Knowing '''Timings''' for events on the map can allow you our your team to gain significant advantages for a duration of time, or help you know what's available for you to do.


Timings to know regarding enemy heroes:
Timings to know regarding enemy heroes:
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Timings to know regarding pushing objectives:
Timings to know regarding pushing objectives:
* WIP
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=== Uptime/Presence ===
'''Uptime''' is the amount of time you spend actively contributing to something in a match, usually by creating pressure against the enemy team or collecting Souls for your team. Time spent farming Denizens, harassing enemies, and pushing troopers towards enemy Guardians and Walkers contributes to '''uptime''', as opposed to "downtime" which can include time spent respawning, idly waiting for objectives to spawn, and rotating aimlessly around the map.


=== Pressure ===
=== Pressure ===
'''Pressure''' represents a team's effective threat on a map -- for example, the risk of a fight breaking out, a gank on an enemy player, or the amount of farm available to safely claim. '''Pressure''' can be manipulated by player leads, hero rosters, or pushing and freezing lanes. By being aware of '''pressure''', you can anticipate what might happen next in a match, and have more objectives available to you and your team.
'''Pressure''' represents a team's effective threat on a map -- for example, the risk of a fight breaking out, a gank on an enemy player, or the amount of farm available to safely claim. '''Pressure''' can be manipulated by player leads, hero rosters, or pushing and freezing lanes. By being aware of '''pressure''', you can anticipate what might happen next in a match, and have more objectives available to you and your team.
=== Map Knowledge ===
Knowledge of the [[Map|Map's]] layout helps with maximizing uptime, positioning, rotations, and other crucial aspects in greater strategies throughout the game. This includes, but is not limited to, knowing [[Cosmic Veil]] locations, [[Powerup]] locations, and [[Teleporter]] locations.
=== Lane Management ===
The process of killing enemy [[Trooper]]s and '''denying''' the enemy from getting [[Souls]] from their Trooper kills. Can also be referred to as Creep Management.


'''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. Denying Souls is still effective after the laning phase, as Souls increase in value as the game continues. Denying Souls after the lane phase grants all Souls to the denier, which can be an effective way to individually gain more Souls if you are farming for an important item.  
'''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. Denying Souls is still effective after the laning phase, as Souls increase in value as the game continues. Denying Souls after the lane phase grants all Souls to the denier, which can be an effective way to individually gain more Souls if you are farming for an important item.  
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Micro is the tactical decisions made during individual fights, and represents mechanical player skill. By understanding and improving upon micro, small changes in your gameplay can lead to winning major fights and maintaining map-wide presence through rotations.
Micro is the tactical decisions made during individual fights, and represents mechanical player skill. By understanding and improving upon micro, small changes in your gameplay can lead to winning major fights and maintaining map-wide presence through rotations.


=== Cover ===
=== Fight Uptime ===
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=== Cover Usage ===
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 or cause damage. Heroes will lean around cover when close to the cover's vertical edge, exposing their head hitbox.  
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 or cause damage. Heroes will lean around cover when close to the cover's vertical edge, exposing their head hitbox.  


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=== Movement ===
=== Movement ===
{{Main|Movement}}
{{Main|Movement}}
The process of moving and positioning your Hero. Involves [[Ziplines]] and [[Stamina]] usage in addition to sliding. Movement can let you avoid damage and is critical to rotate around the map effectively.
The process of moving and positioning your Hero. Involves [[Ziplines]] and [[Stamina]] usage in addition to sliding.
 
=== Rotations ===
The process of traversing one part of the map to enter another. '''Rotation''' can be related to concepts such as ganking or roaming. Ganking refers to the art of appearing from the jungle to surprise - and potentially kill - enemies, while '''rotations''' are more broad and are related to creating space in different lanes and related concepts.


== Economy ==
== Economy ==
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