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[[image:StreetBrawl ConceptItems.png|right|400px]]
{{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.
'''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.


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== 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 the 1st and 2nd rounds, 5 points in the 3rd and 4th rounds, and 10 points in the 5th round.
* '''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 (see [https://statlocker.gg/items/brawl item drop rates per hero]). Stronger items are more likely to drop in later rounds. 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 in one team gets an enhanced or legendary item drop, a player in the enemy team will get an equivalent item drop.
* '''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.
== Game Mode Specific Differences  ==
Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon.
 
=== Heroes ===
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hyper Beam}} -5s duration
* {{HeroIcon|Calico}}: {{AbilityIcon|Return to Shadows}} cooldown reduced from 90s to 60s
* {{HeroIcon|Celeste}}: {{AbilityIcon|Shining Wonder}} max linger duration reduced by 30%
* {{HeroIcon|Drifter}}: {{AbilityIcon|Bloodscent}} Isolation Range reduced from 20m to 10m
* {{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|Graves}}: {{AbilityIcon|Jar of Dead}} charge cooldown increased from 13s to 16s
* {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} duration reduced by 30%
* {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} ghoul damage reduced by 30%
* {{HeroIcon|Holliday}}: {{AbilityIcon|Crackshot}} Spirit Scaling increased from 1.1 to 2.5
* {{HeroIcon|Holliday}}: {{AbilityIcon|Bounce Pad}} cooldown reduced by 20s
* {{HeroIcon|Infernus}}: {{AbilityIcon|Flame Dash}} range reduced by 15%
* {{HeroIcon|Ivy}}: {{AbilityIcon|Entangling Thorns}} range reduced by 15%
* {{HeroIcon|Kelvin}}: {{AbilityIcon|Frost Grenade}} range reduced by 15%
* {{HeroIcon|Lady Geist}}: {{AbilityIcon|Essence Bomb}} range reduced by 15%
* {{HeroIcon|Lash}}: {{AbilityIcon|Death Slam}} throw distance reduced by 30%
* {{HeroIcon|Lash}}: {{AbilityIcon|Ground Strike}} damage reduced by 10%
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} cooldown increased from 18s to 26s
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Medicinal Specter}} regen reduced by 20%
* {{HeroIcon|McGinnis}}: {{AbilityIcon|Heavy Barrage}} duration reduced from 13s to 8s
* {{HeroIcon|Mirage}}: {{AbilityIcon|Traveler}} Cooldown reduced from 155s to 60s
* {{HeroIcon|Paige}}: {{AbilityIcon|Bookwyrm}} range reduced by 15%
* {{HeroIcon|Paradox}}: {{AbilityIcon|Pulse Grenade}} range reduced by 15%
* {{HeroIcon|Seven}}: {{AbilityIcon|Storm Cloud}} damage reduced by 25%
* {{HeroIcon|Seven}}: {{AbilityIcon|Lightning Ball}} range reduced by 15%
* {{HeroIcon|Victor}}: {{AbilityIcon|Aura of Suffering}} aura radius reduced by 2m
* {{HeroIcon|Warden}}: {{AbilityIcon|Last Stand}} healing reduced by 25%
 
=== Items ===
 
* {{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%
 
=== NPCs ===
[[Denizen|Denizens]] do not spawn in Street Brawl.
 
[[Trooper|Troopers]] spawn faster and have starting [[Spirit Resist]] and increased Spirit Resist during overtime, and deal more damage to structures.
 
[[Structures]] have faster and increased resist decay over time.
 
[[Guardians]] have [[Walker#Backdoor_protection|Backdoor Protection]].
 
=== Other differences ===
Players cannot pause in Street Brawl.
 
[[Healing]] in base is twice as fast as standard play.
 
There is no item limit. If a player gets more than 12 items, the older items are no longer visible in the UI but still equipped.


== Legendary Items ==
== Legendary Items ==
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* {{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.
* {{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.
== Game Mode-Specific Differences  ==
Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon.
=== Heroes ===
All hero abilities have their range and radius reduced by 10%.
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>
=== Items ===
* 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%
=== 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]].
=== NPCs ===
[[Neutral|Neutrals]] do not spawn in Street Brawl.
[[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.
=== 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.
=== Other differences ===
Players cannot pause in Street Brawl.
[[Healing]] in base is twice as fast as standard play.
[[Ziplines]] have a modified cooldown on round start of '''{{GenericData|get_streetbrawl_param|ZipBoostCooldownOnStart}} seconds'''.
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.
== Item Draft ==
See "Item Draft" in individual [[Hero]] pages to see the chance of getting certain items for each hero.
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.
=== 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)
=== Counter Items ===
These items are more likely to drop for a player in Street Brawl when playing against their corresponding hero.
{{#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 ==
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* 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>
* 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}}.
* Legendary items are labeled "Tier 5" and worth {{Souls|9,999}}.
== External Links ==
* [https://statlocker.gg/items/brawl List of Street Brawl items drop rate per hero] at Statlocker


== References ==
== References ==

Latest revision as of 18:23, 25 August 2026

Only those who keep their wits about them will survive.

Seven

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 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.

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 builds into an item they have already chosen, they will be given another item of a lower tier as a bonus.

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.[1]

Street Brawl was added in the Old Gods, New Blood update.

Overview

[edit | edit source]
  • 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.
  • Round Duration: 3 minutes. After this, the round goes into Overtime. If the round reaches 4.5 minutes, "Urgent" Overtime begins.
  • Ability Points: Every player receives 6 ability points in rounds 1 and 2, 5 points in rounds 3 & 4, and 10 points in round 5.
  • 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.
  • Base Respawn Times: 25 seconds in rounds 1 & 2, and 30 seconds in rounds 3-5.
  • Draft Time: Players have 50 seconds to draft items each round.

Legendary Items

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There are 17 Legendary items exclusive to this mode.

  • 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.
  • Mystical Piano - On use, strikes the target area after a short delay with a large piano, stunning and reducing the stamina of any enemies hit. For a short duration after the stun, enemies are dazed.
  • Shrink Ray - On use, significantly reduces self or target ally hero's model size for a duration while granting significantly increased movement speed.

Game Mode-Specific Differences

[edit | edit source]

Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon.

Heroes

[edit | edit source]

All hero abilities have their range and radius reduced by 10%.

Some heroes have additional changes to their individual abilities. More info can be found on respective hero page:

Items

[edit | edit source]

Structures

[edit | edit source]
  • Health Scaling: The defending Guardian or Walker's base health scales up each round:
    • Round 1: 1800
    • Round 2: 3200
    • Round 3: 4600
    • Round 4: 6000
    • Round 5: 7400
  • Comeback Bonus: If a team is losing, their defending objective is granted bonus health. A losing team gets +1200 health added to their objective. If they are at match point, they get +2800 health.
  • When the objective is a Walker, it gains an additional +4000 health.
  • Structures have faster and increased resist decay over time.
  • Guardians have Backdoor Protection.

Neutrals do not spawn in Street Brawl.

Troopers spawn faster (every 18s in early rounds, 15s in later rounds) and spawn 5 seconds before the round officially begins. They have starting Spirit Resist and increased Spirit Resist during overtime, and deal more damage to structures.

Overtime Mechanics

[edit | edit source]

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 x1.75, Damage x1.44
    • Round 4: Health x2, Damage x1.44
    • Round 5: Health x2.5, Damage x1.56
  • Respawn Penalties: Player respawn times are increased:
    • Standard Overtime adds 25-30 seconds to the base respawn time.
    • Urgent Overtime adds 40-45 seconds to the base respawn time.

Other differences

[edit | edit source]

Players cannot pause in Street Brawl.

Healing in base is twice as fast as standard play.

Ziplines have a modified cooldown on round start of 20 seconds.

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.

Item Draft

[edit | edit source]

See "Item Draft" in individual Hero pages to see the chance of getting certain items for each hero.

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.

Draft Tier Progression

[edit | edit source]

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)

Counter Items

[edit | edit source]

These items are more likely to drop for a player in Street Brawl when playing against their corresponding hero.

HeroItems
McGinnis Healbane
Seven Knockdown
Vindicta Knockdown

Strategy

[edit | edit source]

Since 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

[edit | edit source]

View the full update history: Street Brawl/Update history

Update Changes

June 30, 2026

  • No longer locks you out of getting off the zipline in the first few seconds
  • Increased item randomness a bit
  • Fixed Enhanced Sharpshooter and Enhanced Spiritual Overflow not maintaining the bonuses from their enhanced components

June 11, 2026

  • All ability and item range/radius values are reduced by 10%

May 22, 2026

Trivia

[edit | edit source]
  • 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 citadel_item_purchases_force_enhanced true with cheats enabled.
  • Voice lines from the Patron's announcers imply that, unlike the Ritual, Street Brawl matches are played out multiple times.[2]
  • Legendary items are labeled "Tier 5" and worth Souls9,999.

References

[edit | edit source]
  1. 2026-01-22 - @messonizz and Yoshi; Deadlock Discord - @messonizz: "Does Street Brawl effect your rank?" Yoshi: "No it doesn't"
  2. The Hidden King's in-game voice line (Street Brawl loss) - "The Archmother won today, but we still have another chance to stop her!"