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	<updated>2026-09-01T16:44:54Z</updated>
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	<entry>
		<id>https://deadlock.wiki/Sinclair?diff=63992</id>
		<title>Sinclair</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Sinclair?diff=63992"/>
		<updated>2026-04-07T04:49:03Z</updated>

		<summary type="html">&lt;p&gt;68.234.181.88: dec. patch removed vin ult storage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HeroTabs}}&lt;br /&gt;
{{Infobox hero&lt;br /&gt;
| key = hero_magician&lt;br /&gt;
| release_date = January 17, 2025&lt;br /&gt;
| codenames = Magician&lt;br /&gt;
| pronouns = They/Them&amp;lt;ref&amp;gt;Because it&#039;s two people&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{VoiceLineCite|name=The Hidden King|context=Killstreak (High)|transcription=The Sinclairs will pay for what they&#039;ve done to us! }}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| voice_actor = Harron Atkins (Henry);&lt;br /&gt;
Andia Winslow (Savannah)&amp;lt;ref&amp;gt;[https://www.imdb.com/title/tt33268153/fullcredits/ Deadlock] on [https://www.imdb.com/ IMDb]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.andiavoiceover.com/ Andia Winslow&#039;s resume]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sinclair&#039;&#039;&#039; are [[Hero|Heroes]] in &#039;&#039;[[Deadlock]]&#039;&#039;. With their trusty magic wand, they can shoot unpredictable Bolts to surprise enemies and use magic to turn them into Rabbits. The Spectral Assistant amplifies their damage and can serve as a fast escape route. Sinclair can even turn their enemies&#039; abilities against themselves with their surprising final trick, Audience Participation.&lt;br /&gt;
&lt;br /&gt;
Henry and Savannah were two young stage magicians in love, who bound their souls to each other for eternity. However, their relationship was strained after a tragic on-stage accident claimed both of their lives. Now, under the shared title of Sinclair, they seek a way to be separated and find peace in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Sinclair was added to [[Hero Labs]] (as &#039;&#039;&#039;Magician&#039;&#039;&#039;) on [[Update:October 24, 2024|October 24, 2024]], and officially released on [[Update:January 17, 2025|January 17, 2025]] (as &#039;&#039;&#039;THE MAGNIFICENT SINCLAIR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Ability tabs&lt;br /&gt;
| name=Sinclair&lt;br /&gt;
| ability1_notes=&lt;br /&gt;
* Bolt redirect will aim accurately at enemies behind walls, provided the ability is re-casted whilst the cursor is hovering over where the target is. Targets seem to have a larger than normal vertical aim-assist zone and this can be the reason for bolts going in weird directions on redirect (they are targeting something through walls far away, such as a [[Trooper]], [[Guardian|Base Guardian]], [[Shrine]], etc). &lt;br /&gt;
| ability2_notes=&lt;br /&gt;
* Spectral Assistant&#039;s teleport can be activated twice. The second teleport brings Sinclair to the location of the Assistant after the first teleport. There is a 2s cooldown after using the first teleport.&lt;br /&gt;
* The assistant cannot be cast or activated inside {{HeroIcon|The Doorman}}&#039;s {{AbilityIcon|Hotel Guest}}.&lt;br /&gt;
| ability3_notes=&lt;br /&gt;
* If a hero is hexed during a heavy punch animation or a channeled ability, the action is not interrupted.&lt;br /&gt;
| ability4_notes=&lt;br /&gt;
* The &amp;quot;&#039;&#039;&#039;Upgrade&#039;&#039;&#039;&amp;quot; effect determines what Tier level the copied ultimate will be. (The ultimate that is copied will be restricted to however many upgrade Tiers Sinclair has unlocked.)&lt;br /&gt;
* Sinclair has a 1s delay to use the target ultimate after copying.&lt;br /&gt;
* Sinclair can use Audience Participation even if the target enemy hasn&#039;t unlocked their ultimate yet.&lt;br /&gt;
* If {{AbilityIcon|Spectral Assistant}} is active, Sinclair can use the teleport ability while copying an ultimate.&lt;br /&gt;
* If Sinclair copies an ultimate but does not use it, Audience Participation uses its default cooldown of {{#invoke:Abilities|get_ability_prop|Audience Participation|AbilityCooldown}}s (with the exception of {{HeroIcon|Vindicta}}&#039;s {{AbilityIcon|Assassinate}}).&lt;br /&gt;
* Imbuing {{ItemIcon|Compress Cooldown}} on Audience Participation does not reduce the copied cooldown, only the default cooldown. However, other sources of cooldown reduction do reduce the copied cooldown.&lt;br /&gt;
* Sinclair only copies the properties of the ultimate, which can make it weaker compared to the original hero. For example, when copying {{HeroIcon|Haze}}&#039;s {{AbilityIcon|Bullet Dance}}, they will deal less damage due to their lower fire rate and lack of the Fixation passive ability.&lt;br /&gt;
* Sinclair gets permanent bonus health from kills or assists with {{HeroIcon|Mo &amp;amp; Krill}}&#039;s {{AbilityIcon|Combo}}, permanent bonus spirit power from kills with {{HeroIcon|Grey Talon}}&#039;s {{AbilityIcon|Guided Owl}}, and Bonus Weapon Damage from kills with {{HeroIcon|Vindicta}}&#039;s {{AbilityIcon|Assassinate}}.&lt;br /&gt;
* Audience Participation has instant cooldown if Sinclair kills an enemy with {{HeroIcon|Shiv}}&#039;s {{AbilityIcon|Killing Blow}} T3.&lt;br /&gt;
* If Sinclair copies {{HeroIcon|Vindicta}}&#039;s {{AbilityIcon|Assassinate}}, they start with one less charge.&lt;br /&gt;
* Sinclair gets {{HeroIcon|Shiv}}&#039;s Rage passive if they copy {{AbilityIcon|Killing Blow}}, dealing bonus damage when at full Rage. The Rage lasts until Sinclair either loses Killing Blow or Rage goes down to zero. However, if Sinclair copies Killing Blow again, they will still have the remaining built-up Rage from the last copy, allowing them to reach full Rage faster.&lt;br /&gt;
* If Sinclair copies {{HeroIcon|Silver}}&#039;s {{AbilityIcon|Lycan Curse}}, they can transform instantly with no build-up, but they have no upgrades on {{HeroIcon|Silver (Transformed)}}&#039;s other abilities.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|Sinclair&lt;br /&gt;
|weapon_name=The Prestige&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Fates_Tale|magician}}&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
Sinclair has two different voices, Henry and Savannah. The character is initially controlled by Henry, then changes to Savannah once Henry dies in-game, and changes back to Henry when Savannah dies. The character who isn&#039;t controlling Sinclair plays the Spectral Assistant (though the Assistant currently only has a female model).&lt;br /&gt;
&lt;br /&gt;
Both Henry and Savannah have to agree on who&#039;s controlling the body before the ritual.&amp;lt;ref&amp;gt;{{PageRef|name=Sinclair}}&#039;s in-game [[Sinclair/Quotes#Select|voice line]] (select): &#039;&#039;&#039;Henry:&#039;&#039;&#039; &#039;&#039;&amp;quot;We&#039;ll be ready to help once we agree who&#039;s driving the body.&amp;quot; -&#039;&#039; &#039;&#039;&#039;Savanna:&#039;&#039;&#039; &#039;&#039;&amp;quot;I am.&amp;quot; -&#039;&#039; &#039;&#039;&#039;Henry:&#039;&#039;&#039; &#039;&#039;&amp;quot;She&#039;s not.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sinclair&#039;s stage names are &#039;&#039;Henry the Magnificent&#039;&#039; and &#039;&#039;The Spectacular Savannah.&#039;&#039;&amp;lt;ref&amp;gt;{{PageRef|name=Sinclair|alt_name=Henry}}&#039;s in-game [[Sinclair/Quotes#Spectral Assistant|voice line]] (use Spectral Assistant): &#039;&#039;&amp;quot;Introducing the Spectacular Savannah!&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{PageRef|name=Sinclair|alt_name=Savanna}}&#039;s in-game [[Sinclair/Quotes#Spectral Assistant|voice line]] (use Spectral Assistant): &#039;&#039;&amp;quot;Introducing the Magnificent Henry!&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both Henry and Savannah believe they are &amp;quot;the responsible one&amp;quot;.&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Sinclair|alt_name=Henry|file=Magician henry respawn 07.mp3|context=(respawn)|transcription=It&#039;s ok, I&#039;m the responsible one.}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Sinclair|alt_name=Savanna|file=Magician savannah respawn 07.mp3|context=(respawn)|transcription=It&#039;s ok, I&#039;m the responsible one.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sinclair&amp;quot; is implied to be Henry and Savannah&#039;s surname.&amp;lt;ref&amp;gt;{{PageRef|name=Archmother}}&#039;s in-game [[Sinclair/Quotes#Patrons|voice line]] (Sinclair healing): &#039;&#039;&amp;quot;The Sinclairs tend to their allies.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character interactions ==&lt;br /&gt;
&lt;br /&gt;
* Various heroes complain about being turned into a rabbit by Sinclair.&amp;lt;ref&amp;gt;[[Sinclair/Quotes#Other Characters]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{PageRef|name=Krill|alt_file_name=Mo &amp;amp; Krill}} says Sinclair&#039;s stage show was &amp;quot;incredible&amp;quot;.&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Mo &amp;amp; Krill|quotes=Mo &amp;amp; Krill/Quotes#Hero-Specific Voice Lines|context=(killed Sinclair)|transcription=Listen, they really did have an incredible stage show, it&#039;s a shame what&#039;s become of them.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{HeroIcon|Seven}} says he prefers his fate to Sinclair&#039;s.&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Seven|quotes=Seven/Quotes#Hero-Specific Voice Lines|context=(killed Sinclair)|transcription=I’d rather my fate than theirs.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* {{PageRef|name=Celeste}} thinks both Sinclairs deserve each other.&amp;lt;ref&amp;gt;{{PageRef|name=Celeste}}&#039;s in-game [[Celeste/Quotes#Enemies|voice line]] (killed Sinclair): &#039;&#039;&amp;quot;Both deserve each other.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Magician card.png|Sinclair portrait&lt;br /&gt;
File:Sinclair.png|Sinclair icon&lt;br /&gt;
File:Sinclair Render.png|Sinclair in-game render&lt;br /&gt;
File:Sinclair Reference Sheet.png|Sinclair reference sheet&lt;br /&gt;
File:Sinclair name.png|Sinclair name typography&lt;br /&gt;
File:Sinclair Weapon.png|Sinclair weapon - The Prestige&lt;br /&gt;
File:Four heroes update.jpg|Sinclair in the January 2025 update art&lt;br /&gt;
File:Spectral Assistant model.png|Spectral Assistant model&lt;br /&gt;
File:Sinclair card old.png|Previous Sinclair portrait&lt;br /&gt;
File:Sinclair Gloat.png|Gloat portrait for Sinclair.&lt;br /&gt;
File:Sinclair Critical.png|Critical health portrait for Sinclair.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Sinclair&#039;s weapon was originally called &#039;&#039;&#039;[[wikipedia:Sleight_of_hand|Legerdemain]]&#039;&#039;&#039;. It was later renamed to &#039;&#039;&#039;The Prestige&#039;&#039;&#039;, presumably referencing the [[wikipedia:The_Prestige|Christopher Priest&#039;s novel]] of the same name (which was adapted to [[wikipedia:The_Prestige_(film)|movie by Christopher and Jonathan Nolan]] in 2006). It was changed to &#039;&#039;&#039;Magic Wand&#039;&#039;&#039; in the [[Update:February 11, 2025|2025-02-11 update]], before being reverted back to &#039;&#039;&#039;The Prestige.&#039;&#039;&#039;&lt;br /&gt;
* Sinclair&#039;s current design is based on one of the scrapped designs for [[Wraith]]. It is also used in a [[Metal Skin]] advert.&lt;br /&gt;
* Sinclair&#039;s lead developer is [[Hopoo]],&amp;lt;ref&amp;gt;2024-10-28 - Hopoo; Deadlock Discord - &amp;quot;&#039;&#039;yes I was lead on viper (and magician), it’s why neither was in the hero list previously&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; best known as the co-creator of the &#039;&#039;[[wikipedia:Risk_of_Rain_2|Risk of Rain]]&#039;&#039; series.&lt;br /&gt;
* The Spectral Assistant currently uses a modified version of [[Lady Geist|Lady Geist&#039;s]] original model prior to the [[Update:August 18, 2025|Six Heroes update]].&lt;br /&gt;
* Sinclair&#039;s bunny uses the same model as [https://liquipedia.net/dota2/Arnabus_the_Fairy_Rabbit Arnabus the Fairy Rabbit] from &#039;&#039;Dota 2&#039;&#039;.&lt;br /&gt;
* Savannah&#039;s voice actor also plays the role of [[Allie Kinkaid]] in [[Holliday&#039;s visual novel]].&lt;br /&gt;
* &amp;quot;Working Magic in the Hideout&amp;quot; is displayed as one&#039;s status in the in-game Friends List when playing as Sinclair in the [[Hideout]].&lt;br /&gt;
* When copying [[Yamato]]&#039;s Shadow Transformation, the description shows &amp;quot;Become infused with Sinclair&#039;s shadow soul.&amp;quot; instead of &#039;Become infused with Yamato&#039;s shadow soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Hero Navbox}}&lt;br /&gt;
[[Category:Heroes]]&lt;br /&gt;
[[Category:Sinclair]]&lt;/div&gt;</summary>
		<author><name>68.234.181.88</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Melee_Attack?diff=59478</id>
		<title>Melee Attack</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Melee_Attack?diff=59478"/>
		<updated>2026-02-14T23:43:35Z</updated>

		<summary type="html">&lt;p&gt;68.234.181.24: Update urn behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SevenMeleeAttack.jpg|300px|thumb|[[Seven]] performing a heavy melee attack.]]&lt;br /&gt;
Every hero can perform a &#039;&#039;&#039;melee attack&#039;&#039;&#039; to quickly finish off an enemy or do damage while reloading. [[Melee Damage | Melee damage]] scales with levels and with certain [[items]] like {{ItemIcon|Melee Lifesteal}} and {{ItemIcon|Lifestrike}}. A light melee attack can be charged up to a heavy melee attack to lunge forward without using up any of the player&#039;s [[Stamina]] and do more damage; however, the amount a player can turn is reduced during the attack animation. Compared to a normal [[Mechanics#Movement |dash]] using one Stamina bar, a heavy melee attack lunge travels the player approximately half of the distance. Charging the melee attack can also be done in the air. The default keybind for melee attacks is &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;. Pressing &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt; triggers a light melee attack, while holding initiates a heavy melee attack.&lt;br /&gt;
&lt;br /&gt;
The cooldown for a heavy melee is 1 second, if you miss your heavy melee it will increase to 1.3 seconds. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
See [[Melee Damage]] for a list of all heroes&#039; base melee damage and scaling.&lt;br /&gt;
&lt;br /&gt;
Melee attack damage benefits from 50% of all [[Weapon Damage]] buffs.&lt;br /&gt;
&lt;br /&gt;
Last hitting a Trooper with a melee attack will prevent its[[Souls | Soul]] Orb from appearing and give player the full amount of Souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though they can only do so after a short delay when denying enemy Soul Orbs.&lt;br /&gt;
&lt;br /&gt;
Melee attacks that hit a player climbing an object, such as a ledge or [[Ropes|rope]], will cause an 80% slowdown that ramps down to 20% over 2 seconds. Melee attacks that hit a player carrying the [[Soul Urn]] will force them to drop the urn.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are the only way to interact with the [[Sinner&#039;s Sacrifice]] and will cause {{NpcData|neutral_sinners_sacrifice|RetaliateDamage}} retaliation damage (regardless of whether a Light or Heavy melee was used).&lt;br /&gt;
&lt;br /&gt;
Heavy melee attack is the only way to get the [[Powerup|Buffs]], claim [[Rejuvenator]] or loot the bag of unsecured [[Souls]] dropped by a killed hero.&lt;br /&gt;
&lt;br /&gt;
Performing a melee attack will decrease the player&#039;s speed shortly after. The amount of speed decreased varies between heroes, and additionally varies depending on if a light or heavy melee is used. The speed decrease can be mitigated through items that give resistance to [[Movement Slow|movement slow]] effects, such as {{ItemIcon|Fleetfoot}} and {{ItemIcon|Enduring Speed}}.&lt;br /&gt;
&lt;br /&gt;
Melee attacks will interrupt [[Reload Time|reloading]] when performed. Light melee attacks (with the exception of {{HeroIcon|Billy}}&#039;s) instantly freeze the reload timer on use, while heavy melee attacks will instead freeze the reload timer once the attacking hero begins lunging. Reloading resumes once the melee animation has completed.&lt;br /&gt;
&lt;br /&gt;
== Parry ==&lt;br /&gt;
Parries (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move that is available to every Hero.&lt;br /&gt;
&lt;br /&gt;
After performing a parry, a Hero briefly enters &#039;&#039;a parry state&#039;&#039;. The parry animation lasts 1 second, during which any incoming melee attack will be parried for the first 0.75 seconds. During the &#039;&#039;parry state&#039;&#039;, the player can fully absorb melee attacks and apply the following status effects to the melee attackers: stunning the attacker for 2.75 seconds (cannot be reduced by debuff resistance), preventing incoming melee damage, and making the attacker susceptible to increased damage in return (+25% to all damage sources, not just the individual who parried).&lt;br /&gt;
&lt;br /&gt;
A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. Holding the parry key allows the player to parry multiple heroes. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.&lt;br /&gt;
&lt;br /&gt;
Debuff Resist does not impact the duration of those status effects from being parried. However, {{ItemIcon|Unstoppable}} (and abilities that grant the same effect) does prevent being stunned by a successful parry. &lt;br /&gt;
&lt;br /&gt;
{{ItemIcon|Counterspell}} and {{ItemIcon|Rebuttal}} give additional effects to parries, with Rebuttal also decreasing parry cooldown to 2.5 seconds.&lt;br /&gt;
&lt;br /&gt;
You can parry [[Troopers]] (blocks damage but doesn&#039;t stun them) and [[Guardians]] (blocks damage and prevents them from attacking for a short period; parried Guardian will not attempt another melee attack for a short while). You cannot normally parry [[Walker|Walkers]] or most abilities, with an exception of {{HeroIcon|Viscous}}&#039; {{AbilityIcon|Puddle Punch}}.&lt;br /&gt;
&lt;br /&gt;
== Heavy Melee Cancel ==&lt;br /&gt;
&#039;&#039;&#039;Heavy Melee Cancel&#039;&#039;&#039; is a technique that allows you to interrupt a Heavy Melee attack by using specific [[Active Items]] or [[Abilities]]. This is particularly useful for melee-focused builds, as it can bait enemies into wasting their [[Parry]].&lt;br /&gt;
&lt;br /&gt;
[[File:Heavy_Melee_Cancel.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Baiting Heavy Melee by canceling it with {{ItemIcon|Fleetfoot}}.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to Perform ===&lt;br /&gt;
To execute a Heavy Melee Cancel, follow these steps:&lt;br /&gt;
# Buy an [[Active Items|Active Item]] or select a [[Hero]] with an ability that enables Heavy Melee cancellation.&lt;br /&gt;
# Initiate a Heavy Melee attack.&lt;br /&gt;
# During the &#039;&#039;&#039;lunge phase&#039;&#039;&#039;, activate the item or ability to cancel the recovery animation while maintaining momentum.&lt;br /&gt;
&lt;br /&gt;
==== Items that cancel Heavy Melee ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+List of items&lt;br /&gt;
! Name&lt;br /&gt;
! {{Souls|}}Cost&lt;br /&gt;
! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Fleetfoot}}&lt;br /&gt;
| 1,600&lt;br /&gt;
| {{ItemType|Weapon|Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Fury Trance}}&lt;br /&gt;
| 3,200&lt;br /&gt;
| {{ItemType|Armor|Vitality}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Vampiric Burst}}&lt;br /&gt;
| 6,400&lt;br /&gt;
| {{ItemType|Armor|Vitality}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Colossus}}&lt;br /&gt;
| 6,400&lt;br /&gt;
| {{ItemType|Armor|Vitality}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Unstoppable}}&lt;br /&gt;
| 6,400&lt;br /&gt;
| {{ItemType|Armor|VItality}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abilities that cancel Heavy Melee ====&lt;br /&gt;
Some [[Hero|Heroes]] can perform Heavy Melee Cancel using their innate abilities, but they may be locked out of immediate follow-up attacks due to ability restrictions.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+List of abilities&lt;br /&gt;
! Hero&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Dynamo}}&lt;br /&gt;
| {{AbilityIcon|Singularity}}&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Ivy}}&lt;br /&gt;
| {{AbilityIcon|Stone Form}}&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Kelvin}}&lt;br /&gt;
| {{AbilityIcon|Ice Path}}, {{AbilityIcon|Frozen Shelter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay navbox}}&lt;/div&gt;</summary>
		<author><name>68.234.181.24</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=43463</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=43463"/>
		<updated>2025-11-13T20:43:55Z</updated>

		<summary type="html">&lt;p&gt;68.234.181.76: grammar: subsequently -&amp;gt; subsequent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]]&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics can be broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Ziplines]]. Each lane contains both [[Guardian|Guardians]] and [[Walker|Walkers]] that a team will need to destroy to ultimately destroy the [[Patron]].&lt;br /&gt;
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Teams battle AI controlled Troopers, that release [[Souls]] when killed. Souls are used to [[Leveling Up|Level-up]] and buy [[items]].&lt;br /&gt;
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== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
&lt;br /&gt;
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
{{Main|Melee Attack}}&lt;br /&gt;
&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a more damaging blow.&lt;br /&gt;
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; Parry&lt;br /&gt;
&lt;br /&gt;
* [[Melee Attack#Parry|Parries]] (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move that is available to every Hero, in which they can block a melee hit from an enemy player. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it&#039;s used, but is instantly refunded on a successful parry. [[Troopers]] and [[Guardians]] can also be parried.&lt;br /&gt;
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; Crouch&lt;br /&gt;
&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Heroes&#039; Abilities&lt;br /&gt;
&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent &#039;&#039;dashing&#039;&#039;. The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the crosshair turning blue while &#039;&#039;dashing.&#039;&#039; While the crosshair is blue, the player can press jump to &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
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; Slide&lt;br /&gt;
&lt;br /&gt;
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].&lt;br /&gt;
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* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.&lt;br /&gt;
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; Down Dash&lt;br /&gt;
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* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 1 [[Stamina]].&lt;br /&gt;
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; Wall Jump&lt;br /&gt;
&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump does not cost any [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].&lt;br /&gt;
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; Wall Slide&lt;br /&gt;
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* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
==== Mantle ====&lt;br /&gt;
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* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in.&lt;br /&gt;
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==== Mantle Glide ====&lt;br /&gt;
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* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
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=== General ===&lt;br /&gt;
; Laning&lt;br /&gt;
&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York Ave. (yellow), Broadway (blue), and Park Ave. (green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
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; Ganking&lt;br /&gt;
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* Ganking is the act of moving from one lane to another to help kill enemy Heroes who over-extended, or who are simply ripe for the picking.&lt;br /&gt;
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* The process of organizing players in the &#039;&#039;&#039;laning phase&#039;&#039;&#039; (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Items&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
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== Comeback Mechanics ==&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
* Killing an enemy Hero will award more Souls if the player&#039;s team is behind.&lt;br /&gt;
* Killing an enemy Hero that has a Kill Streak will reward a &amp;quot;Bounty&amp;quot; of extra Souls.&lt;br /&gt;
* The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.&lt;br /&gt;
* The [[Soul Urn]] drop-off location is located in the middle of the solo lanes if teams are even, but located on the losing team&#039;s side if they have significantly less total souls (10% or more difference).&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|Map}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each [[Patron]], sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
When 3 enemy Guardians on the map are defeated, everyone on your team gains an [[Extra Slots|Extra Slot]] in their Inventory.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the [[Walker]] who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] for destroying one enemy Walker and the next [[Extra Slots|Extra Slot]] for destroying three Walkers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. Your team will gain an [[Extra Slots|Extra Slot]] for destroying both Base Guardians in any lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team&#039;s Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron becomes weakened, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat. &lt;br /&gt;
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039; that buffs you and your team along with your Troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the &amp;quot;courier&amp;quot;, and another urn will spawn 5 minutes later. &lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerup}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]&lt;br /&gt;
#* Ends at +700 Bonus Health and +1.5% Max Health Regen&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]&lt;br /&gt;
#* Ends at +35% Fire Rate and +60% Ammo&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction&lt;br /&gt;
#* Ends at +40 Spirit Power and +25% Cooldown Reduction&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost&lt;br /&gt;
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost &lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>68.234.181.76</name></author>
	</entry>
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