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'''Street Brawl''' is a fast-paced, 4v4, combat-focused game mode in ''[[Deadlock]]''. Added in the [[Update:January 22, 2026|Old Gods, New Blood]] update, it offers a short game format designed for quick sessions.  
{{HeroTabs}}
[[image:StreetBrawl ConceptItems.png|right|400px]]{{Quotation|[[Seven]]|Only those who keep their wits about them will survive.
}}
'''Street Brawl''' is a fast-paced, 4v4, combat-focused game mode in ''[[Deadlock]]'', offering a short game format designed for quick sessions. Street Brawl removes the standard [[Souls|soul]] economy entirely, placing players in a best-of-five series of skirmishes with the ability to obtain a fixed amount of items each round.


Unlike the standard mode, Street Brawl removes the laning and farming phases entirely, placing players in a best-of-five series of skirmishes with randomized, escalating item builds in a single lane.
Before each round, players will be presented with three sets of three items to choose from. Players can choose to reroll one set of items each round. Players who queued for Street Brawl with the random hero option will be given an additional reroll for the first three rounds. Street Brawl has exclusive legendary [[items]] not available in standard matches. Additionally, both normal and legendary items can appear as "enhanced" versions, with improved numerical stats. If a player is presented with an item that normally upgrades from an item they have already chosen, they will be given another item of a lower tier as a bonus.  


Street Brawl has exclusive legendary [[items]] not available in standard matches, as well as enhanced versions of normal items. Legendary items also have a rare chance to be enhanced.
Having access to the same number of items reduces the likelihood of one particular player snowballing ahead of others, and players do not need to make decisions about what objectives to focus on. Each round, all abilities start ready to use, except for ultimate abilities, which start on a heavily reduced cooldown.


Street Brawl matches do not affect the player's matchmaking rating in standard mode.<ref>2026-01-22 - ''@messonizz'' and [[Yoshi]]; Deadlock Discord - @messonizz: ''"Does Street Brawl effect your rank?"'' Yoshi: ''"No it doesn't"''</ref>
Street Brawl matches do not affect the player's matchmaking rating in standard mode.<ref>2026-01-22 - ''@messonizz'' and [[Yoshi]]; Deadlock Discord - @messonizz: ''"Does Street Brawl effect your rank?"'' Yoshi: ''"No it doesn't"''</ref>
Street Brawl was added in the [[Update:January 22, 2026|Old Gods, New Blood]] update.


== Overview ==
== Overview ==
* '''Team Size:''' 4v4
* '''Team Size:''' 4v4
* '''Format:''' Best-of-Five (First team to win 3 rounds wins the match). The team who takes down the [[Guardian]] wins the round. Once a team wins 2 rounds, the enemy Guardian is removed and their final objective is to take down a [[Walker]].
* '''Format:''' Best-of-Five (First team to win {{GenericData|get_streetbrawl_param|m_iScoreToWin}} rounds wins the match). The team who takes down the [[Guardian]] wins the round. Once a team wins 2 rounds, the enemy Guardian is removed and their final objective is to take down a [[Walker]].
* '''Round Duration:''' After 3 minutes a round goes in Overtime, during which [[Trooper|troopers]] have increased health and respawn times are increased.
* '''Round Duration:''' {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutes|1}} minutes. After this, the round goes into Overtime. If the round reaches {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutesUrgent|1}} minutes, "Urgent" Overtime begins.
* '''Ability Points:''' Every player receives 6 ability points to spend in early rounds, and 5 points to spend in late rounds.
* '''Ability Points:''' Every player receives {{GenericData|get_streetbrawl_param|m_vecAPPerRound|1}} ability points in rounds 1 and 2, {{GenericData|get_streetbrawl_param|m_vecAPPerRound|3}} points in rounds 3 & 4, and {{GenericData|get_streetbrawl_param|m_vecAPPerRound|5}} points in round 5.
* '''Boons:''' Players start with 9 boons in the first round. The number of boons received increases to 16, 21, 27 and finally 34 in the following rounds.
* '''Boons:''' Players start with 10 boons in the first round. The number of boons received increases to 19, 25, 30 and finally 34 in the following rounds.
* '''Item Rolls:''' While all heroes have a random chance to get any item, some items are weighted to be more likely to drop for specific heroes. Stronger items are more likely to drop in later rounds. Choosing the random hero option in character select allows the player to have an extra item reroll in the first 2 rounds.
* '''Base Respawn Times:''' {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|1}} seconds in rounds 1 & 2, and {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|3}} seconds in rounds 3-5.
* '''Draft Time:''' Players have {{GenericData|get_streetbrawl_param|m_vecBuyTime|1}} seconds to draft items each round.
 
== Legendary Items ==
There are '''{{Items count|Street Brawl}}''' Legendary items exclusive to this mode.
 
=== {{ItemType|Weapon|Weapon}} ===
* {{ItemIcon|Haunting Shot}}: Your next bullet deals additional [[Spirit Damage]] based on the enemy's current [[Health]]. This bullet is larger and pierces through enemies, applying a debuff which reduces the enemy's healing, movement speed, and damage outputs.
 
* {{ItemIcon|Infinite Rounds}}: Your bullets have a chance to become unavoidable, piercing through enemies and ignoring their [[Bullet Resistance]]. You have infinite [[Ammo]].
 
* {{ItemIcon|Runed Gauntlets}}: Your next [[Melee]] pierces through parry. Landing a heavy melee reduces your existing [[Cooldown]]s.


== Game Mode Specific Differences  ==
=== {{ItemType|Armor|Vitality}} ===
* {{ItemIcon|Celestial Blessing}}: On use, applies a [[Dispel Magic|cleansing]] effect to your whole team, replenishing their [[health]] and [[stamina]] while increasing their [[Move Speed|movement speed]].


=== Heroes ===
* {{ItemIcon|Cloak of Opportunity}}: Occasionally block the next [[debuff]] that would apply movement lock, stunned, immobilized, chained, or slept to you, instead granting a temporary [[Damage Barrier|barrier]] and [[Move Speed|movement speed]], as well as a temporary [[Unstoppable]] effect.
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hyper Beam|l1=Hyperbeam}} duration reduced from 11s to 7s
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} cooldown increased from 18s to 26s
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Medicinal Specter}} regen reduced by 20%
* {{HeroIcon|Seven}}: {{AbilityIcon|Storm Cloud}} damage reduced by 25%
* {{HeroIcon|Dynamo}}: {{AbilityIcon|Rejuvenating Aurora}} T3 reduced from 2.5% to 2%
* {{HeroIcon|Dynamo}}: {{AbilityIcon|Singularity}} max HP damage reduced from 1.5% to 1%
* {{HeroIcon|Lash}}: {{AbilityIcon|Death Slam}} throw distance reduced by 30%
* {{HeroIcon|Lash}}: {{AbilityIcon|Ground Strike}} damage reduced by 10%
* {{HeroIcon|Warden}}: {{AbilityIcon|Last Stand}} healing reduced by 25%
* {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} duration reduced by 30%
* {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} ghoul damage reduced by 30%


* {{HeroIcon|Drifter}}: {{AbilityIcon|Bloodscent}} Isolation Range reduced from 20m to 10m
* {{ItemIcon|Electric Slippers}}: While sliding, [[Bullet Evasion|evade]] bullets and gain increased [[Fire Rate|fire rate]] while dealing periodic [[Spirit Damage]] to nearby enemies.
* {{HeroIcon|Holliday}}: {{AbilityIcon|Crackshot}} Spirit Scaling increased from 1.1 to 2.5
* {{HeroIcon|Holliday}}: {{AbilityIcon|Bounce Pad}} cooldown reduced by 20s
* {{HeroIcon|Mirage}}: {{AbilityIcon|Traveler}} Cooldown reduced from 155s to 60s
* {{HeroIcon|Calico}}: {{AbilityIcon|Return to Shadows}} cooldown reduced from 90s to 60s


=== Items ===
* {{ItemIcon|Eternal Gift}}: Every 2 seconds, provides a random '''<u>permanent</u>''' [[Stats|stat buff]] to your hero, while also occasionally dramatically reducing your next [[Respawn|respawn timer]].


* {{ItemIcon|Alchemical Fire}}: Damage reduced by 30%
* {{ItemIcon|Nullification Burst}}: On use, removes any [[Status Effects|positive buffs]] on nearby enemies while blocking them from using any [[stamina]] or [[healing]] for a short duration.
* {{ItemIcon|Cursed Relic}}: Duration reduced from 3.25s to 2.75s


=== NPCs ===
* {{ItemIcon|Seraphim Wings}}: Massively reduces your gravity, granting you large amounts of [[Damage Amplification|damage amplification]] and [[Damage Reduction|damage reduction]] while airborne. Also passively grants improved air control and allows for an additional [[Dash|air dash]] or [[Jumping|air jump]] before landing.
[[Denizen|Denizens]] do not spawn in Street Brawl.


[[Trooper|Troopers]] spawn faster and have starting [[Spirit Resist]] and increased Spirit Resist during overtime. They also deal more damage to structures.
* {{ItemIcon|Shadow Strike}}: Any [[Stamina|stamina use]] causes you to become temporarily [[Status Effects#Stealth|invisible]]. Dealing damage with a [[Melee Attack|melee attack]] while invisible applies periodic [[Spirit Damage|spirit damage]] while stealing [[Damage Resistance|bullet and spirit resistances]].


[[Structures]] have faster and increased resist decay over time.
=== {{ItemType|Tech|Spirit}} ===
* {{ItemIcon|Frostbite Charm}} - [[Imbue]] an ability to grant it [[Cooldown Reduction|cooldown reduction]] and [[Spirit Power|spirit power]]. When the imbued ability damages a target, it [[Arctic Blast|freezes]] them, dealing bonus [[Spirit Damage|spirit damage]].


=== Other differences ===
* {{ItemIcon|Mystic Conduit}} - Passively provides a significant increase to [[Ability Range|ability range]] and [[Cooldown Reduction|cooldown reduction]] for self and nearby allies. Dealing high damage to an enemy Hero within a short period of time [[Healing Nova|heals you and nearby allies]].
Players cannot pause in Street Brawl.


== Legendary Items ==
* {{ItemIcon|Mystical Piano}} - On use, strikes the target area after a short delay with a large piano, [[Stun|stunning]] and reducing the [[stamina]] of any enemies hit. For a short duration after the stun, enemies are [[Daze|dazed]].


===== <big>{{ItemType|Weapon}}</big> =====
* {{ItemIcon|Omnicharge Signet}} - [[Imbue]] an active non-ultimate ability to grant it [[charges]]. Already charge-based abilities gain even more charges.
----{{ItemIcon|Haunting Shot|icon-only=true}} - '''[[Haunting Shot]]'''


'''''Passive (2.5s)''''' - Your next bullet '''deals additional''' {{Pic link|spirit damage|pic=Spirit damage}} '''based on the enemy's current''' {{Pic link|health|pic=Health}}. This bullet is '''larger''' and '''pierces through enemies''', applying a debuff which '''reduces the enemy's healing, movement speed, and damage outputs'''.
* {{ItemIcon|Prism Blast}} - On use, [[Ethereal Shift|become untargetable and invincible]] for a short duration while [[Bebop#(4) Hyper Beam|damaging lasers]] rotate around you.


{{ItemIcon|Infinite Rounds|icon-only=true}} - '''[[Infinite Rounds]]'''
* {{ItemIcon|Shrink Ray}} - On use, significantly reduces self or target ally hero's model size for a duration while granting significantly increased [[Move Speed|movement speed]].


'''''Passive''''' - Your bullets have a chance to become '''unavoidable''', '''piercing through enemies''' and '''ignoring their''' {{Pic link|bullet resistance|pic=Bullet Armor}}.
* {{ItemIcon|Unstable Concoction}} - On use, grants massively increased [[Move Speed|movement speed]], [[health]], [[Spirit Power|spirit power]], and [[Weapon Damage|weapon damage]] for a short duration before you explode, instantly [[Death|dying]] but also dealing large area damage based on your [[Health|max health]] and [[Stun|stunning]] enemies.


'''''Passive''''' - You have '''infinite''' {{Pic link|ammo|pic=Clip size icon}}.
== Game Mode-Specific Differences  ==
Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon.


{{ItemIcon|Runed Gauntlets|icon-only=true}} - '''[[Runed Gauntlets]]'''
=== Heroes ===


'''''Passive (10s)''''' - Your next {{Pic link|melee|pic=Melee}} pierces through parry.
All hero abilities have their range and radius reduced by 10%.


'''''Passive''''' - Landing a {{Pic link|heavy melee|pic=melee}} reduces your existing {{Pic link|cooldowns|pic=Cooldown Icon}}.
Some heroes have additional changes to their individual abilities. More info can be found on respective hero page:
<DPL>
category=Heroes with Street Brawl changes
mode=userformat
ordermethod=title
listseparators=<ul>,<li>{{HeroIcon|%TITLE%}}</li>,,</ul>
</DPL>


===== <big>{{ItemType|Armor}}</big> =====
=== Items ===
----{{ItemIcon|Celestial Blessing|icon-only=true}}  
* Range and radius for all items is reduced by 10%
* {{ItemIcon|Alchemical Fire}}: Damage reduced by 30%
* {{ItemIcon|Cursed Relic}}: Duration reduced from 3.25s to 2.75s
* {{ItemIcon|Golden Goose Egg}}: Disabled in this mode
* {{ItemIcon|Mystic Expansion}}: Radius bonus reduced from +20% to +16%
* {{ItemIcon|Greater Expansion}}: Radius bonus reduced from +30% to +25%


{{ItemIcon|Cloak of Opportunity|icon-only=true}}
=== Structures ===
* '''Health Scaling:''' The defending [[Guardian]] or [[Walker]]'s base health scales up each round:
** '''Round 1:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|1}}
** '''Round 2:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|2}}
** '''Round 3:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|3}}
** '''Round 4:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|4}}
** '''Round 5:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|5}}
* '''Comeback Bonus:''' If a team is losing, their defending objective is granted bonus health. A losing team gets '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealth}}''' health added to their objective. If they are at match point, they get '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealthCritical}}''' health.
* When the objective is a [[Walker]], it gains an additional '''+{{GenericData|get_streetbrawl_param|Tier2BonusHealth}}''' health.
* [[Structures]] have faster and increased resist decay over time.
* [[Guardians]] have [[Walker#Backdoor_protection|Backdoor Protection]].


{{ItemIcon|Electric Slippers|icon-only=true}}
=== NPCs ===
[[Neutral|Neutrals]] do not spawn in Street Brawl.


{{ItemIcon|Eternal Gift|icon-only=true}}
[[Trooper|Troopers]] spawn faster (every '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|1}}s''' in early rounds, '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|3}}s''' in later rounds) and spawn '''{{GenericData|get_streetbrawl_param|TrooperSpawnBeforeRoundStartTimer}} seconds''' before the round officially begins. They have starting [[Spirit Resist]] and increased Spirit Resist during overtime, and deal more damage to structures.


{{ItemIcon|Nullification Burst|icon-only=true}}
=== Overtime Mechanics ===
If a round exceeds the standard time limit, it enters Overtime.
* '''Trooper Buffs:''' During Overtime, Troopers gain a health and damage multiplier that scales up each round:
** '''Rounds 1, 2, and 3:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|1}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|1}}
** '''Round 4:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|4}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|4}}
** '''Round 5:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|5}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|5}}
* '''Respawn Penalties:''' Player respawn times are increased:
** Standard Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|5}} seconds''' to the base respawn time.
** Urgent Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|5}} seconds''' to the base respawn time.


{{ItemIcon|Seraphim Wings|icon-only=true}}
=== Other differences ===
Players cannot pause in Street Brawl.


{{ItemIcon|Shadow Strike|icon-only=true}}
[[Healing]] in base is twice as fast as standard play.


===== <big>{{ItemType|Tech}}</big> =====
[[Ziplines]] have a modified cooldown on round start of '''{{GenericData|get_streetbrawl_param|ZipBoostCooldownOnStart}} seconds'''.
----{{ItemIcon|Frostbite Charm|icon-only=true}}


{{ItemIcon|Mystic Conduit|icon-only=true}}
There is no item limit. If a player gets more than 12 items, the lower tier items are no longer visible in the UI, but their effects are still active.


{{ItemIcon|Mystical Piano|icon-only=true}}
== Item Draft ==
See "Item Draft" in individual [[Hero]] pages to see the chance of getting certain items for each hero.


{{ItemIcon|Omnicharge Signet|icon-only=true}}
While all heroes have a random chance to get any item, some items are weighted to be more likely to drop for specific heroes, and some counter items are more likely to drop when playing ''against'' specific heroes. Using a reroll will drop items of similar tier and rarity as the items in the current roll. Choosing the random hero option in character select allows the player to have an extra item reroll in the first 3 rounds. Item drops are mirrored between teams: if a player on one team is offered a rare, enhanced, or legendary item drop, a player on the enemy team will be offered an equivalent item drop.


{{ItemIcon|Prism Blast|icon-only=true}}
=== Draft Tier Progression ===
Each round, players are presented with 3 sets of items to choose from. The available tiers scale up as the match progresses to ensure players get access to stronger items later in the game:
* '''Round 1:''' Tiers 1, 2, and 3
* '''Round 2:''' Tiers 2 and 3
* '''Round 3:''' Tiers 2, 3, and 4
* '''Round 4:''' Tiers 3 and 4
* '''Round 5:''' Tier 4 (with a chance for Tier 5 Legendary)


{{ItemIcon|Shrink Ray|icon-only=true}}
=== Counter Items ===
These items are more likely to drop for a player in Street Brawl when playing against their corresponding hero.


{{ItemIcon|Unstable Concoction|icon-only=true}}
{{#invoke:StreetBrawlItems|counters_table}}


== Strategy ==
== Strategy ==
Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain heal from Banner Troopers and pressure the enemy's objectives.
Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain healing from Banner Troopers and pressure the enemy's objectives.


== Update history ==
== Update history ==
{{Update history}}
{{Update history}}
== Trivia ==
* If a player doesn't pick any item in the starting phase, the item select screen stays open during the match until an item is selected.
* Enhanced items can be acquired for testing with the command <code>citadel_item_purchases_force_enhanced true</code> with cheats enabled.
* Voice lines from the [[Patron]]'s announcers imply that, unlike the [[Ritual]], Street Brawl matches are played out multiple times.<ref>{{VoiceLineCite|name=The Hidden King|quotes=The Hidden King/Quotes|context=(Street Brawl loss)|transcription=The Archmother won today, but we still have another chance to stop her!}}</ref>
* Legendary items are labeled "Tier 5" and worth {{Souls|9,999}}.


== References ==
== References ==