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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 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.
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 ===
=== Understanding Your Lane ===
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** 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.
** 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.
** 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).
* '''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.
** 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.
** 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  
* '''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.
* '''Resource Management'''


=== Winning Lanes ===
=== Winning Lanes ===