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


== Team Composition ==
== Phases ==
A '''Team Composition''' is the 6 heroes a team employs in battle.
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.


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 ===
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.


== Laning == 
Some factors to account for during the laning phase are:
[[File:Map.png|thumb|The mini-map in the bottom-right corner of ''[[Deadlock|Deadlock's]]'' HUD.]] 
 
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.
 
=== Understanding Your Lane ===
Being able to read the situation in your lane and communicate effectively will prevent you from making avoidable mistakes and giving your opponents a free lead. Not every lane is winnable, but mitigating a loss can also be valuable in the long run.
 
Here are some factors to account for during your laning phase:
* '''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.
* '''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.
** 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.
** 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.
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* '''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).
* '''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.
** 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.


=== Tactics in Lane ===
=== Midgame ===
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.


=== Ganks ===
Some factors to account for in the midgame are:
 
=== Lategame ===
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:


== Objectives ==
== Objectives ==
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.
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]].
 
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.


=== Defenses ===
=== Defenses ===
{{Main|Guardian}}
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.
{{Main|Walker}}


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 (with the exception of [[Guardian#Base Guardian|Base Guardians]]), 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.


Destroying defenses also rewards the responsible hero and team. Destroying a [[Guardian]] rewards 1250 souls, a [[Walker]] rewards 3500 souls and an [[Extra Slots|extra slot]], and [[Guardian#Base Guardian|Base Guardians]] award 1000 souls. 30% of these souls are rewarded to the hero(s) responsible, with the remaining 70% being evenly distributed across the team.
* [[Guardian|Guardians]] are the first layer of defense and stay in each lane. Destroying a [[Guardian]] rewards 1250 souls.
* [[Walker|Walkers]] protect the center of each lane. Destroying a [[Walker]] rewards 3500 souls and an [[Extra Slots|extra slot]].
* [[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.


=== Base Defenses ===
=== Base Defenses ===
{{Main|Guardian}}
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.
{{Main|Shrine}}
{{Main|Patron}}
 
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 enemy team.


* [[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.
* [[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.
* [[Shrine|Shrines]] protect the [[Patron]] from attacks until both are destroyed. A destroyed [[Shrine]] will cause stronger troopers to begin attacking that lane, as well as heal its partner shrine.
* [[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.
* 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 ===
=== Map Objectives ===
{{Main|Soul Urn}}
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.
{{Main|Unstable Rift}}
{{Main|Mid-Boss}}


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]] 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.
* 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.
* 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 ==
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=== Timings ===
=== Timings ===
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.
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.


Timings to know regarding enemy heroes:
Timings to know regarding enemy heroes: