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=== Uptime ===
=== Uptime ===
Uptime relates to farm camps (either Troops or Neutrals), to advancing lanes, to harassing enemies, to taking down towers etc. Everything that doesn't make you idle and generate value could be considered Uptime;
Uptime relates to farm camps (either Troops or Neutrals), to advancing lanes, to harassing enemies, to taking down towers etc. Everything that doesn't make you idle and generate value could be considered uptime;


=== Space ===
=== Positioning ===
* Creating space will define which areas are controlled by your team, which Neutral camps are safe to farm, the length of your Zipline, the vision you have on your map etc. This concept is really broad, but what is important to understand is using Space in your favor and deny any enemy advance of Space;
* Creating space will define which areas are controlled by your team, which Neutral camps are safe to farm, the length of your Zipline, the vision you have on your map etc. This concept is really broad, but what is important to understand is using Space in your favor and deny any enemy advance of Space;
* During the Laning phase, this concept is even more important, since Space will define how far your Troops advance, it will impact ultimately on your last hits/denies and hero killing opportunities;
* During the Laning phase, this concept is even more important, since Space will define how far your Troops advance, it will impact ultimately on your last hits/denies and hero killing opportunities;
=== Line of Sight ===
Famous LoS of shooters, meaning the ability of the enemy to target you on their screen;
Being in LoS of the enemy is dangerous in many situations and will create kill opportunity for the enemy team. This can be denied by using Corners and Walls (in most of cases);


=== Cover Usage ===
=== 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. In other words, corners and wall usage can be translated as unbreakable shields for both Weapon and Spirit protection. Heroes will lean around cover when close to the cover's horizontal edge, exposing their head hitbox. Keep this in mind when shooting around the sides of cover.
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 horizontal edge, exposing their head hitbox.  
 
=== Target Prioritization ===
This concept is situational and depends on different factors. The main idea here is to focus your fire on the most important part of the fight. Some examples:
* Heroes with a number of unsecured Souls, since they can turn the table in team fights. Additionally, the reward for killing this hero will be greater;
* Heroes with disruptive ults - like Dynamo's, Pocket's etc - should be a primary target to either prevent the usage of these abilities or to force them to use in a not-optimal situation for the enemy;
* Heroes with low HP, since allowing them to live will prevent your team to get souls and will allow the enemy to have uptime;
 
=== Distance Management ===
Understanding heroes (and abilities) which work in short range vs long range is key. Some examples:
* Pocket's shotgun will do huge damage from short range, while almost zero damage from mid/long range;
* Vindicta's ult can target long range target without significant damage fall off. Same happens with Grey Talon's first ability;


=== Aiming ===
=== Aiming ===
Some heroes require more accuracy and skill expression regarding aiming - such as Vindicta -, but overall aiming is a crucial part of ''[[Deadlock]]''.
Some heroes require more accuracy and skill expression regarding aiming - such as Vindicta -, but overall aiming is a crucial part of ''[[Deadlock]]''.
=== Cooldown Management ===
Ideally, skill and item usage should be maximized, since they bring a big advantage in gaining souls and gaining Space. At the same time, cooldowns are your way to create space, to secure kills and escape from dying. So, Cooldown management is key to finding a balance between soul farming usage and enemy hero usage;


=== Map Knowledge ===
=== Map Knowledge ===