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[[File:Map.png|thumb|The mini-map in the bottom-right corner of ''[[Deadlock|Deadlock's]]'' HUD.]] | [[File:Map.png|thumb|The mini-map in the bottom-right corner of ''[[Deadlock|Deadlock's]]'' HUD.]] | ||
Laning is the | 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. Depending on your matchup and individual skill, this may involve aggressively capitalizing on a winning lane, playing defensively to avoid a total loss, or "ganking" other lanes to dislodge an enemy's advantage. 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 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 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. | |||
* '''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 | |||
* '''Resource Management''' | |||
=== Winning Lanes === | |||
=== Losing Lanes === | |||
=== Ganks === | |||
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}}. | 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}}. | ||
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* '''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. | * '''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. | ||
* '''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. | * '''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. | ||
* '''Endgame''': Teams work to solidify their [[souls|Soul]] advantage, engage in most of the teamfights, and push to attack the enemy [[Patron]]. | * '''Endgame''': Teams work to solidify their [[souls|Soul]] advantage, engage in most of the teamfights, and push to attack the enemy [[Patron]]. | ||
== Objectives == | == Objectives == | ||
Revision as of 17:44, 23 July 2026
“What's the plan?
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.
Team Composition
A Team Composition is the 6 heroes a team employs in battle.
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 Ivy, Rem and Paige fit a support role since their abilities have strong synergies with teammates. Others like Seven and 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 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. Depending on your matchup and individual skill, this may involve aggressively capitalizing on a winning lane, playing defensively to avoid a total loss, or "ganking" other lanes to dislodge an enemy's advantage. 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 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 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. Ivy and 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.
- 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
- Resource Management
Winning Lanes
Losing Lanes
Ganks
Support-centric characters like Paige or Dynamo typically perform best when paired with a high-DPS counterpart with sustain or poke abilities, like Shiv.
Laning is strategically divided into three phases:
- Laning Phase (Early game): Players focus on winning their lane by managing troops, clearing Denizen camps, looking for easy kills, and gaining a Soul advantage.
- 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.
- Endgame: Teams work to solidify their Soul advantage, engage in most of the teamfights, and push to attack the enemy Patron.
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.
It's important to find the opportunity to unlock Extra Slots as soon as possible. For example, if one Guardian is down at the end of Laning Phase, it's usually more advantageous to help that lane's Troopers reach the Walkers, as taking down a Walker awards an Extra Slot.
Secondary Objectives
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.
Pushing Lanes
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.
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.
Uptime
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
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:
- Ultimate abilities are available to unlock when the enemy reaches 3.8k souls, which can significantly tilt fights in lane.
- Zipline Boost is unlocked at 6 minutes. If you kill an enemy hero at 6 minutes, they can generally return to the lane much sooner than usual.
- Respawn timers become longer as the match goes on, reaching about 35s at 20 minutes. As such, kills become more significant as the match goes on, representing missed income for the deceased and map pressure for the opposing team.
Timings to know regarding the map:
- Bridge Buffs spawn every 5 minutes, and are a significant force multiplier for the next 160s.
- The Spirit Urn spawns every 5 minutes, and can be used to secure a soul lead.
- The Unstable Rift spawns every 8 minutes after its initial spawn, and can be used to secure a soul lead as well as apply significant pressure on a lane.
- Waves spawn every 30s in lane, with increasing frequency as the game goes on (see Troopers). If you plan on leaving lane, it is generally best to do so right after securing the wave. In a similar vein, it is best to return to lane after leaving or dying before the next wave arrives.
- Midboss spawns every 6 minutes, with increasing frequency after each Midboss killed. Care should be taken not to die while Midboss is (or is soon-to-be) available.
Timings to know regarding pushing objectives:
- WIP
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.
Map Knowledge
Knowledge of the 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 Troopers 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.
Pushing up lanes by killing enemy Troopers spreads your team's area of control and removes farmable space from the enemy. If your team is able to control more of the map by pushing up Troopers, friendly Ziplines will extend and allow Trooper reinforcements to help push Guardians and Walkers, further pressing your advantage.
By carefully damaging enemy troopers to equalize the number of troopers on each team within a lane, it is possible to "freeze" a lane in place so that the troops neither advance nor fall back. By limiting your damage to the wave, it is possible to effectively keep it "frozen" indefinitely.
This tactic is useful to keep troops close to your Guardian or Walker for your own safety. By preventing your troops from pushing forward, you can stay within the safe zones of your defenses.
It is also useful for denying your opponent's access to farm due to the distance from their defenses. Since your guardian or walker is the point furthest from their guardian or walker, freezing a lane on your side of the map can make retreat difficult for your opponent.
The healing from the medic pack dropped by a medic trooper can heal your minions and change the balance of the wave state, inadvertently causing your wave to push and breaking the freeze. You can prevent this from happening by keeping your distance from your own wave as it dies and collecting the medic pack only after a few of the minions in your wave have died.
Micro
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.
Fight Uptime
WIP
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.
At present, the third person camera is locked to each Hero's right shoulder, which means that peeking on the right side of cover will always expose you less than the left side. Using this to your advantage in the laning phase will give you a significant advantage when trading weapon damage.
Positioning
Managing your positioning will allow you to control more space on the map, be effective in teamfights, deny enemy pushes, and utilize your Hero's abilities most effectively. Controlling more area of the map increases the viable farming area for both Denizens and enemy Troopers for your team. Positioning in teamfights or in smaller skirmishes is critical; staying safe but active in the fight will allow you to apply pressure to the enemy while removing the opportunity for them to gain an advantage by killing you.
Movement
- Main article: Movement
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 refers to the overall soul situation on your team. Players and teams with more souls can afford more items and become stronger, gaining significant advantages in all aspects of the game. Economy is closely intertwined with macro and micro -- good macro will lead to a better economy, and a better economy will improve your micro advantages in each fight.
Tempo
Tempo refers to the efficiency of your economy and build. Generally speaking, builds are designed to reach important power spikes for your hero as soon as possible, without compromising upon your survival or versatility. By farming more efficiently, cutting down on less useful items, or knowing when to reach certain spikes in response to different situations, tempo can be improved, allowing you to "race ahead" of enemy players in terms of power.
Counterbuying
Using counter items is an important strategy to deal with strong enemies. Picking counters requires knowing the enemy's strengths and weaknesses and which items are the most effective against them. Active items are often a good choice. Here are some examples of counter items:
- Debuff Reducer, Dispel Magic and Divine Barrier are effective against heroes who rely on passive damage over time, such as
Bebop,
Infernus,
Mirage, and others.
- Metal Skin, Return Fire, Battle Vest, Weapon Shielding, and Bullet Resilience are effective against heroes who deal high burst weapon damage, such as
Haze and
Venator.
- Healbane, Decay and Toxic Bullets are effective against heroes with strong healing abilities, such as
Abrams,
Lady Geist, and
Victor.
- Slowing Hex is effective against heroes who rely on movement-based abilities, such as
Apollo,
Shiv,
Calico, and others.
- Silence Wave and Silencer are effective against heroes who rely on constant ability usage, as they apply a
silence effect to the target and reduce outgoing spirit damage respectively. This makes them strong counters to heroes such as
Yamato,
Pocket, and
Lady Geist.
Soul Lead
Earning more souls than your opponent makes you and your team stronger and more likely to win. During the laning phase generating a soul lead over your opponent causes you to get your ultimate before your enemies which can then be used to snowball your advantage.
Box Running
Box running refers to moving around the map in certain routes to collect souls and buffs from Crates and Golden Statues. Pushing the wave into the enemies' tower can give you time to box run and get back to lane without missing out on collecting souls from troopers.
Jungling
"Jungling" or "farming" refers to clearing Neutral camps to earn more souls. Unlike some MOBAs, Deadlock doesn't have a dedicated Jungler role, but some heroes can clear camps faster than others. Some items such as Cultist Sacrifice and Ricochet also help players clear camps more efficiently.
Clearing a trooper wave is generally faster and rewards more souls than a Neutral camp, so it's recommended to clear camps in between trooper waves. The camp respawn timer only starts once all of its Neutrals are dead, so players should clear the entire camp when possible to avoid stalling respawns (Sinner's Sacrifices must be cleared as well). Or alternatively, players can leave one or more Neutrals alive in camps in enemy territory to stall its respawn.
When jungling, players need to be careful to avoid roaming assassin heroes who might steal their unsecured souls.
Funneling
Funneling refers to when the collection of souls on a team is purposefully imbalanced so that a hero can earn more souls than the rest of their team. This is most relevant on carries who become strong with a soul lead. The simplest method of funneling is to have only one person collect the souls from a lane so that the souls aren't split between two players.
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