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	<updated>2026-09-13T15:42:39Z</updated>
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	<entry>
		<id>https://deadlock.wiki/Movement?diff=29295</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Movement?diff=29295"/>
		<updated>2025-06-30T10:56:59Z</updated>

		<summary type="html">&lt;p&gt;81.5.56.43: /* Controls */ speed for slide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;[[Deadlock]]&#039;&#039;, there are a variety of methods for traversing the map. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Movement is a concept that encompasses traversing the [[map]]. In a broad sense, it is important for positioning, map rotations, ganking, and pushing, while from a mechanical point of view, it is the specific actions to escape, chase, initiate fights, or otherwise catch enemies out of position.&lt;br /&gt;
&lt;br /&gt;
Several heroes and items have specific movement tech that cannot be executed otherwise.&lt;br /&gt;
&lt;br /&gt;
Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m. &lt;br /&gt;
&lt;br /&gt;
There is no fall damage in &#039;&#039;Deadlock&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Basic Movement ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Keys listed below assume QWERTY layout on an ANSI keyboard.&lt;br /&gt;
&lt;br /&gt;
The character is controlled using movement keys, typically &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;D&amp;lt;/code&amp;gt;. Pressing the jump key (default: &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt;) makes the character jump, and holding it near a ledge allows the character to mantle. The crouch key (default: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) causes the character to crouch or slide if they have enough speed  (350 u/s) or are on an inclined surface, such as stairs. Additionally, the dash key (default: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) enables the character to perform a dash.&lt;br /&gt;
&lt;br /&gt;
{{Main|Move Speed|Movement Slow}}&lt;br /&gt;
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player&#039;s speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.&lt;br /&gt;
&lt;br /&gt;
=== Air Jump ===&lt;br /&gt;
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump. &lt;br /&gt;
*At the start of each game, you are only permitted one Air Jump per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.&lt;br /&gt;
[[File:Air_Jump.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Air jumping&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wall Jump ===&lt;br /&gt;
Pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; away from the wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.&lt;br /&gt;
[[File:Wall_Jump.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Wall Jumping&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Air Dash ===&lt;br /&gt;
Dashing midair can be done similarly to a grounded dash. This consumes one stamina. You can Air Dash only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.&lt;br /&gt;
[[File:Air_Dash.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Air Dashing&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dash Jump ===&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;
[[File:Dash_Jump.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Dash Jumping&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Down Dash ===&lt;br /&gt;
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina. You can Down Dash only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.&lt;br /&gt;
[[File:Downdash.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Down dashing&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mantle ===&lt;br /&gt;
Mantling is the act of jumping towards a ledge and climbing it. If a player holds the crouch key (default: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) while mantling, they will slide after climbing up.&lt;br /&gt;
&lt;br /&gt;
If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will fall and get [[Status Effects#Stun|stunned]].&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
{{Main|Stamina}}&lt;br /&gt;
Stamina management is an important aspect of player movement.&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
There are multiple elements on the map that let players move uniquely.&lt;br /&gt;
&lt;br /&gt;
=== Launch Pads ===&lt;br /&gt;
Launch Pads are small vents that push heroes through the air after standing on them. &lt;br /&gt;
&lt;br /&gt;
=== Ropes ===&lt;br /&gt;
{{Main|Ropes}}&lt;br /&gt;
Ropes dangle from the roofs of buildings or inside buildings, allowing heroes to access rooftops or additional floors, and facilitate vertical traversal.&lt;br /&gt;
&lt;br /&gt;
=== Teleporter ===&lt;br /&gt;
{{Main|Teleporter}}&lt;br /&gt;
There are multiple pairs of teleporters throughout the map that can be entered to quickly traverse left and right across the map.&lt;br /&gt;
&lt;br /&gt;
=== Ziplines ===&lt;br /&gt;
{{Main|Ziplines}}&lt;br /&gt;
Ziplines are the most prominent method of traversal, as the heroes spawn riding the lines. They connect the opposing bases together and facilitate fights.&lt;br /&gt;
&lt;br /&gt;
== Advanced Movement ==&lt;br /&gt;
As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent.&lt;br /&gt;
&lt;br /&gt;
=== Melee Jump ===&lt;br /&gt;
Melee jumping is the technique of using a heavy melee timed with a &#039;&#039;Wall Jump&#039;&#039; to go up without double jumping, thus saving a Stamina bar.[[File:Melee_Jump.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Melee Jumping and then &#039;&#039;Mantling&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corner Boost ===  &lt;br /&gt;
&#039;&#039;Corner boosting&#039;&#039; is a technique that exploits the game&#039;s wall jump mechanics to achieve greater vertical velocity than a standard wall jump. The effect is believed to occur due to the following implementation behavior:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Velocity Reset on Wall Jump Initiation&#039;&#039;&#039; – When a wall jump is performed, the game first sets the character&#039;s velocity to a fixed absolute value.&lt;br /&gt;
*&#039;&#039;&#039;Collision Normal Calculation&#039;&#039;&#039; – The game determines the direction of the jump by using the normal vector of the character&#039;s collision capsule at the nearest point of contact with the wall.&lt;br /&gt;
*&#039;&#039;&#039;Upward-Angled Normals on Corners&#039;&#039;&#039; – Because the collision capsule is rounded, the normal vector near a corner can point diagonally upward or downward rather than purely sideways. When the normal is angled upward, the resulting velocity is applied at a steeper angle, leading to increased upward momentum.&lt;br /&gt;
&lt;br /&gt;
==== Visual Comparison ==== &lt;br /&gt;
*Normal Wall Jump – Final velocity is directed primarily sideways, following a standard wall jump.&lt;br /&gt;
*Corner Boost – Final velocity is angled higher due to the upward-tilting normal, resulting in a stronger ascent.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: auto; border: none;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Corner_Boost_Diagram_1.png|thumb|Corner Boost]]&lt;br /&gt;
  [[File:Corner_Boost_Diagram_2.png|thumb|Normal Wall Jump]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding-left: 20px;&amp;quot; |&lt;br /&gt;
===== Key =====&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #3AAEFF;&amp;quot;&amp;gt;■&amp;lt;/span&amp;gt; Light Blue: Collision capsule&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #BE240D;&amp;quot;&amp;gt;■&amp;lt;/span&amp;gt; Red: Absolute velocity&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #3C9C4A;&amp;quot;&amp;gt;■&amp;lt;/span&amp;gt; Green: Sideways velocity&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #E9A400;&amp;quot;&amp;gt;■&amp;lt;/span&amp;gt; Orange: Wall push&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #5322B5;&amp;quot;&amp;gt;■&amp;lt;/span&amp;gt; Purple: Final velocity&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[File:Corner_Boost.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Corner Boosting&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dropdown Corner Boost ===&lt;br /&gt;
Same as &#039;&#039;Corner Boost&#039;&#039;, &#039;&#039;Dropdown Corner Boost&#039;&#039; can be done on any edge in the game. To perform it, drop down from an edge and wall jump to gain extra height without using stamina.[[File:Dropdown_Corner_Boost.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Dropdown Corner Boosting&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Friction ===&lt;br /&gt;
{{construction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:auto;&amp;quot;&lt;br /&gt;
! Hero&lt;br /&gt;
! Ability&lt;br /&gt;
! style=&amp;quot;width:500px;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{Hero Card Nav|Abrams}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:{{#invoke:Lang|get_string|citadel_ability_bull_charge|lang_code_override=en}}.png|64px]]&amp;lt;br/&amp;gt;{{#invoke:Lang|get_string|citadel_ability_bull_charge}}&amp;lt;/span&amp;gt;&lt;br /&gt;
| {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Seismic Impact.png|64px]]&amp;lt;br/&amp;gt;Seismic Impact&amp;lt;/span&amp;gt;&lt;br /&gt;
| Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | {{Hero Card Nav|Calico}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Leaping Slash.png|64px]]&amp;lt;br/&amp;gt;Leaping Slash&amp;lt;/span&amp;gt;&lt;br /&gt;
| Dash forward before slashing all enemies in a circle, dealing Light Melee Damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Ava.png|64px]]&amp;lt;br/&amp;gt;Ava&amp;lt;/span&amp;gt;&lt;br /&gt;
| Turn to shadows and possess Ava. You gain Movement Speed and become Hidden on the Minimap, but cannot attack or cast abilities.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Return to Shadows.png|64px]]&amp;lt;br/&amp;gt;Return to Shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
| Instantly turn to shadows, becoming Untargetable, gaining Movement Speed, and dealing Damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Dynamo}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Quantum Entanglement.png|64px]]&amp;lt;br/&amp;gt;Quantum Entanglement&amp;lt;/span&amp;gt;&lt;br /&gt;
| Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s). &lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Grey Talon}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Rain of Arrows.png|64px]]&amp;lt;br/&amp;gt;Rain of Arrows&amp;lt;/span&amp;gt;&lt;br /&gt;
| Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon.&lt;br /&gt;
Alt-Cast for reduced jump height.&lt;br /&gt;
Press Space to cancel the glide.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Haze}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Smoke Bomb.png|64px]]&amp;lt;br/&amp;gt;Smoke Bomb&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Holliday}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Bounce Pad.png|64px]]&amp;lt;br/&amp;gt;Bounce Pad&amp;lt;/span&amp;gt;&lt;br /&gt;
| Drop a bounce pad in the world that launches any hero.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Infernus}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Flame Dash.png|64px]]&amp;lt;br/&amp;gt;Flame Dash&amp;lt;/span&amp;gt;&lt;br /&gt;
| Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration. &lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Ivy}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Air Drop.png|64px]]&amp;lt;br/&amp;gt;Air Drop&amp;lt;/span&amp;gt;&lt;br /&gt;
| Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends.&lt;br /&gt;
While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally. &lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Kelvin}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Ice Path.png|64px]]&amp;lt;br/&amp;gt;Ice Path&amp;lt;/span&amp;gt;&lt;br /&gt;
| Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail.&lt;br /&gt;
Press Shift / Ctrl to travel up or down while in Ice Path.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Lash}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Grapple.png|64px]]&amp;lt;br/&amp;gt;Grapple&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{Hero Card Nav|Mirage}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Tornado.png|64px]]&amp;lt;br/&amp;gt;Tornado&amp;lt;/span&amp;gt;&lt;br /&gt;
| Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Traveler.png|64px]]&amp;lt;br/&amp;gt;Traveler&amp;lt;/span&amp;gt;&lt;br /&gt;
| Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Mo &amp;amp; Krill}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Burrow.png|64px]]&amp;lt;br/&amp;gt;Burrow&amp;lt;/span&amp;gt;&lt;br /&gt;
| Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Paradox}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Paradoxical Swap.png|64px]]&amp;lt;br/&amp;gt;Paradoxical Swap&amp;lt;/span&amp;gt;&lt;br /&gt;
| Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Pocket}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Flying Cloak.png|64px]]&amp;lt;br/&amp;gt;Flying Cloak&amp;lt;/span&amp;gt;&lt;br /&gt;
| Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Shiv}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Slice and Dice.png|64px]]&amp;lt;br/&amp;gt;Slice and Dice&amp;lt;/span&amp;gt;&lt;br /&gt;
| Perform a dash forward, damaging enemies along the path.&lt;br /&gt;
&lt;br /&gt;
Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Sinclair}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Spectral Assistant.png|64px]]&amp;lt;br/&amp;gt;Spectral Assistant&amp;lt;/span&amp;gt;&lt;br /&gt;
| While the Assistant is out, you can press [2] to swap positions with your Assistant.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Vindicta}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Flight.png|64px]]&amp;lt;br/&amp;gt;Flight&amp;lt;/span&amp;gt;&lt;br /&gt;
| Leap into the air and fly. While in flight your weapon deals bonus spirit damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Viscous}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Goo Ball.png|64px]]&amp;lt;br/&amp;gt;Goo Ball&amp;lt;/span&amp;gt;&lt;br /&gt;
| Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Vyper}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Slither.png|64px]]&amp;lt;br/&amp;gt;Slither&amp;lt;/span&amp;gt;&lt;br /&gt;
| You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Warden}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Willpower.png|64px]]&amp;lt;br/&amp;gt;Willpower&amp;lt;/span&amp;gt;&lt;br /&gt;
| Gain a spirit shield and bonus movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Wraith}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Project Mind.png|64px]]&amp;lt;br/&amp;gt;Project Mind&amp;lt;/span&amp;gt;&lt;br /&gt;
| Teleport to the targeted location.&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Card Nav|Yamato}}&lt;br /&gt;
| &amp;lt;span&amp;gt;[[File:Flying Strike.png|64px]]&amp;lt;br/&amp;gt;Flying Strike&amp;lt;/span&amp;gt;&lt;br /&gt;
| Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Prior to the [[Update:April_17,_2025|April 17, 2025 update]], players could use [[Melee Attack#Heavy Melee Cancel|Heavy Melee Cancel]] to maintain momentum from a Heavy Melee attack. However, the update significantly reduced the momentum preservation, making the technique nearly ineffective for movement purposes.&lt;br /&gt;
&lt;br /&gt;
== Further reading ==&lt;br /&gt;
* [https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing Deadlock Movement] community document&lt;br /&gt;
* [https://dlmovement.wiki/doku.php/start Deadlock Movement Wiki] (work in progress)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Navbox}}&lt;/div&gt;</summary>
		<author><name>81.5.56.43</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Soul_Urn?diff=24374</id>
		<title>Soul Urn</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Soul_Urn?diff=24374"/>
		<updated>2025-04-18T02:02:24Z</updated>

		<summary type="html">&lt;p&gt;81.5.59.195: /* Carrying the Soul Urn */ per https://forums.playdeadlock.com/threads/04-17-2025-update.61382/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Soul Urn Render.png|right|frameless|278x278px]]{{Quotation|Soul Urn|You&#039;d think people would be more excited about a jar of souls!}}&lt;br /&gt;
The &#039;&#039;&#039;Soul Urn&#039;&#039;&#039;, also known as &#039;&#039;&#039;Spirit Urn, Soul Jar&#039;&#039;&#039; or &#039;&#039;&#039;Spirit Jar&#039;&#039;&#039;, is an object in the game that spawns at the 10 minutes mark and respawns in 5 minute intervals thereafter.&lt;br /&gt;
&lt;br /&gt;
Players can choose to pick up the urn and deliver it to the other Soul Urn location on the other side of the map. Doing so will grant the team who delivered the urn some [[souls#Soul Orbs|Soul Orbs]]; a [[Golden statue]] buff; and the courier themselves is granted an [[Ability Point]], as well as additional Souls.&lt;br /&gt;
&lt;br /&gt;
The Soul Urn will respawn after delivery on the side it was delivered to.&lt;br /&gt;
&lt;br /&gt;
== Carrying the Soul Urn ==&lt;br /&gt;
After 10 minutes has elapsed in a match, the Soul Urn will spawn in one of two positions located in either of the two outermost lanes; beside the overhanging bridge at York Street (Yellow Lane) or beside the bridge at Park Avenue (Green Lane). It will start by descending slowly from the sky and can only be grabbed after fully landing, which takes 30 seconds. Once landed, standing near the urn will cause the player to pick it up, taking 2 seconds. The player carrying the urn will be [[Status Effects#Silence|silenced]].&lt;br /&gt;
&lt;br /&gt;
While carrying the urn, the urn courier will have their [[Sprint Speed]] set to and limited to 15 m/s no matter what, but will be completely [[Status Effects#Disarmed|disarmed]] and silenced. The courier is revealed on the [[Minimap]] to the enemy team 15 seconds after picking it up. Couriers are also incapable of riding [[Ziplines]] or taking [[Teleporter]]s, forcing them to run directly to the urn drop off point. &lt;br /&gt;
&lt;br /&gt;
The courier can choose to drop the urn at any moment by pressing their [[parry]] key. &lt;br /&gt;
&lt;br /&gt;
A heavy melee attack or any [[Status_Effects|stun]] from an enemy will also force the courier to drop the urn. Dropped urns can be collected by any player, including the enemy team, and will walk back to its spawn point if left on the ground for too long.&lt;br /&gt;
&lt;br /&gt;
The urn&#039;s drop-off point is on the opposite side of the map, indicated by a small green box on the Minimap. If one team is in the lead (measured by total soul delta, currently 15%), the drop-off point will be closer to the losing team&#039;s side. It takes 2 seconds to properly drop off the urn, which then rewards the courier&#039;s team with soul orbs and additional bonuses. When the opposing team is carrying the Soul Urn, the green drop off box will appear red. The first time the Soul Urn spawns into the match at 10 minutes will never have a team-side spawn preference.&lt;br /&gt;
&lt;br /&gt;
== Soul Urn Reward ==&lt;br /&gt;
The Soul Urn Bounty is currently 1725 + 230/min (10 min spawn is 4,025) (Patch 15-10-24) &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot;&amp;gt; [https://docs.google.com/document/d/1lMBE7Nli_sVJ42d-kPHjF3MBaXZdIM46gNJQC_fMGMU/edit Unofficial Deadlock FAQ] &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* A random Golden Statue buff is granted to each member of the capturing team.&lt;br /&gt;
* 60% of the total Soul value is immediately given to the capturing team.&lt;br /&gt;
** The remaining 40% of Souls are given in Soul Orbs, which may be Denied.&lt;br /&gt;
* The courier receives an extra 25% of the share of Souls and an [[Ability Point]].&lt;br /&gt;
* If the capturing team is behind, extra Souls are granted based on the magnitude of the deficit (Patch 06-13-24) &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Approximate Reward Breakdown =====&lt;br /&gt;
* The courier will receive 20.83% of the urn value (12.5% instantly, 8.33% in Soul Orbs).&lt;br /&gt;
* The courier&#039;s teammates will receive 16.67% of the urn value (10% instantly, 6.66% in Soul Orbs). &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Minute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bounty&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bounty+Bonus&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Individual&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Courier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|4,025&lt;br /&gt;
|4,193&lt;br /&gt;
|671&lt;br /&gt;
|838&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|5,175&lt;br /&gt;
|5,390&lt;br /&gt;
|863&lt;br /&gt;
|1,078&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|6,325&lt;br /&gt;
|6,588&lt;br /&gt;
|1,054&lt;br /&gt;
|1,317&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|7,475&lt;br /&gt;
|7,786&lt;br /&gt;
|1,246&lt;br /&gt;
|1,557&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|8,625&lt;br /&gt;
|8,984&lt;br /&gt;
|1,438&lt;br /&gt;
|1,797&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|9,775&lt;br /&gt;
|10,182&lt;br /&gt;
|1,629&lt;br /&gt;
|2,036&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|10,925&lt;br /&gt;
|11,380&lt;br /&gt;
|1,821&lt;br /&gt;
|2,276&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|12,075&lt;br /&gt;
|12,578&lt;br /&gt;
|2,013&lt;br /&gt;
|2,515&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|13,225&lt;br /&gt;
|13,776&lt;br /&gt;
|2,204&lt;br /&gt;
|2,755&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|14,375&lt;br /&gt;
|14,973&lt;br /&gt;
|2,396&lt;br /&gt;
|2,994&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|15,525&lt;br /&gt;
|16,171&lt;br /&gt;
|2,588&lt;br /&gt;
|3,234&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|16,675&lt;br /&gt;
|17,369&lt;br /&gt;
|2,779&lt;br /&gt;
|3,473&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|17,825&lt;br /&gt;
|18,567&lt;br /&gt;
|2,971&lt;br /&gt;
|3,713&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|18,975&lt;br /&gt;
|19,765&lt;br /&gt;
|3,163&lt;br /&gt;
|3,952&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|20,125&lt;br /&gt;
|20,963&lt;br /&gt;
|3,354&lt;br /&gt;
|4,192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Soul Urn/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
[[Trapper]] builds Soul Urns for the New York Municipal Coven.&amp;lt;ref&amp;gt;{{BackgroundCite|name=Trapper|quote=An employee of the New York Municipal Coven; Trapper spends his days building Spirit Urns, luring giant rats, and capturing various invasive species from The Outer Planes.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Urn is sentient and says its job is to keep New York clean by capturing rogue spirits, which should then be released in another location.&lt;br /&gt;
&lt;br /&gt;
The Urn nags heroes to be delivered quickly and believes its work is underappreciated.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It is currently possible to activate the {{ItemIcon|Magic Carpet}} or use [[Ivy]]&#039;s {{AbilityIcon|Air Drop}} before being silenced in a very short timing window, allowing the courier to carry the urn while under the effect of the Magic Carpet.&lt;br /&gt;
* In [[Neon Prime|&#039;&#039;Neon Prime&#039;&#039;]], the Urn was called the &#039;&#039;&#039;Idol&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Soul Urn/Quotes]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}{{Lore Navbox}}&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>81.5.59.195</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mid-Boss?diff=20454</id>
		<title>Mid-Boss</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mid-Boss?diff=20454"/>
		<updated>2025-01-19T10:01:40Z</updated>

		<summary type="html">&lt;p&gt;81.5.57.244: more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox unit&lt;br /&gt;
| name = Mid-Boss&lt;br /&gt;
| Image = Midboss.png&lt;br /&gt;
| max_health = 6000&lt;br /&gt;
| health_regen = 0&lt;br /&gt;
| bullet_resist = 0&lt;br /&gt;
| spirit_resist = 0&lt;br /&gt;
| dps = 20&lt;br /&gt;
| bullet_damage = 20&lt;br /&gt;
| attack_range = 1500&lt;br /&gt;
| melee_damage = 0&lt;br /&gt;
| move_speed = 0&lt;br /&gt;
| sprint_speed = 0&lt;br /&gt;
| soul_value = 0&lt;br /&gt;
| soul_orbs = -&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Mid Boss&#039;&#039;&#039; and &#039;&#039;&#039;The Boss&#039;&#039;&#039;&#039;&#039;,&#039;&#039; is a powerful neutral jungle boss with strong attacks and a regenerating shield to defend itself. Teams of [[Heroes]] may attempt to kill Mid-Boss to harvest a potent [[Rejuvenator]] buff, improving the strength of their entire team, including [[Troopers]]. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
After 10 minutes have elapsed in a match, the Mid-Boss will spawn in the center of the map inside a large building. Its arrival is announced through a loud roar, followed by the [[Patron]]&#039;s announcement &#039;&#039;&amp;quot;The Mid-Boss has arrived&amp;quot;&#039;&#039;. While Mid-Boss is alive, a golden [[Rejuvenator]] symbol will appear at its location.&lt;br /&gt;
&lt;br /&gt;
The Mid-Boss is initially dormant and will not attack anyone outside its pit. As soon as a player has entered the pit, Mid-Boss will attack by channeling a bright purple beam onto them. If multiple players are inside the pit, it will prioritize the closest one. Additionally, Mid-Boss can only be damaged by players who are inside its pit, and will be completely invulnerable to outside attacks. &lt;br /&gt;
&lt;br /&gt;
Unlike most units, Mid-Boss has a special shield surrounding it at all times that prevents it from taking health damage. In order to actually harm it, enough damage needs to be dealt to deplete the constantly regenerating shield, which can prove difficult for individual or unprepared players. Once Mid-Boss has reached 60% Health, it will roar once again, announcing to both teams that it is close to death.  &lt;br /&gt;
&lt;br /&gt;
=== Health Scaling ===&lt;br /&gt;
Mid-Boss&#039; Health scales linearly the longer a match goes on for. For every minute that passes, it gains an additional &#039;&#039;&#039;425&#039;&#039;&#039; Health which is added to its &#039;&#039;&#039;6000&#039;&#039;&#039; Base Health.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Time&lt;br /&gt;
!Total Health&lt;br /&gt;
|-&lt;br /&gt;
|10:00&lt;br /&gt;
|6,000&lt;br /&gt;
|-&lt;br /&gt;
|15:00&lt;br /&gt;
|8,125&lt;br /&gt;
|-&lt;br /&gt;
|20:00&lt;br /&gt;
|10,250&lt;br /&gt;
|-&lt;br /&gt;
|30:00&lt;br /&gt;
|14,500&lt;br /&gt;
|-&lt;br /&gt;
|40:00&lt;br /&gt;
|18,750&lt;br /&gt;
|-&lt;br /&gt;
|60:00&lt;br /&gt;
|27,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When Mid-Boss is slain, a [[Rejuvenator]] will spawn above it and begin its slow descent, which takes just under nine seconds. The Rejuvenator is not targetable as it descends and cannot be claimed until it has landed onto the ground fully. Once landed, attacking it with a heavy [[melee attack]] will grant the attacker&#039;s team a &#039;&#039;&#039;Rejuvenator Credit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Rejuvenator Credit ===&lt;br /&gt;
{{Main|Rejuvenator}}&lt;br /&gt;
The Rejuvenator credit grants the killing team a buff that improves respawn time, Trooper Health, Fire Rate, Hero Health, and Move Speed at the following rates: &lt;br /&gt;
&amp;lt;!--See [[Module:GenericData]] for how the {{#invoke}} works--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Death 1 !! Death 2 !! Death 3+ &lt;br /&gt;
|-&lt;br /&gt;
| [[Trooper]] Health || {{#invoke:GenericData|get_rejuv_param|TrooperHealthMult|1}}x || x{{#invoke:GenericData|get_rejuv_param|TrooperHealthMult|2}}x || {{#invoke:GenericData|get_rejuv_param|TrooperHealthMult|3}}x&lt;br /&gt;
|-&lt;br /&gt;
| [[Hero]] Respawn Time|| {{#invoke:GenericData|get_rejuv_param|PlayerRespawnMult|1}}x || x{{#invoke:GenericData|get_rejuv_param|PlayerRespawnMult|2}}x || {{#invoke:GenericData|get_rejuv_param|PlayerRespawnMult|3}}x &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero]] Fire Rate || 1.2x || 1.2x   || 1.2x&lt;br /&gt;
|-&lt;br /&gt;
| [[Hero]] Maximum Health || +200hp || +200hp  || +200hp  &lt;br /&gt;
|-&lt;br /&gt;
| [[Hero]] Move Speed  || +1m/s || +1m/s  || +1m/s &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Respawn ==&lt;br /&gt;
The Mid-Boss respawn seven minutes after it is killed.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history table&lt;br /&gt;
| contents = &lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = October 10, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
[Misc Gameplay]&lt;br /&gt;
* Mid Boss now has 15 regen&lt;br /&gt;
* Mid Boss creep buff rescaled from 70% to 50/70/90% for the 1/2/3rd mid boss death (further deaths don&#039;t increase)&lt;br /&gt;
* Mid Boss rejuv respawn rescaled from 50% to 40/50/60% for the 1/2/3rd mid boss death (further deaths don&#039;t increase)&lt;br /&gt;
* Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units)&lt;br /&gt;
[Hero Changes]&lt;br /&gt;
* {{HeroIcon|Vindicta}}: {{AbilityIcon|Crow Familiar}} % damage no longer affects Mid Boss&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbox}}&lt;/div&gt;</summary>
		<author><name>81.5.57.244</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mid_Boss?diff=20453</id>
		<title>Mid Boss</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mid_Boss?diff=20453"/>
		<updated>2025-01-19T09:42:34Z</updated>

		<summary type="html">&lt;p&gt;81.5.57.244: Redirected page to Mid-Boss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mid-Boss]]&lt;/div&gt;</summary>
		<author><name>81.5.57.244</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Soul_Urn?diff=20452</id>
		<title>Soul Urn</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Soul_Urn?diff=20452"/>
		<updated>2025-01-19T09:40:20Z</updated>

		<summary type="html">&lt;p&gt;81.5.57.244: /* Carrying the Soul Urn */ clarify the specific percentage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Soul Urn Render.png|right|frameless|370x370px]]{{Quotation|Soul Urn|You&#039;d think people would be more excited about a jar of souls!}}&lt;br /&gt;
The &#039;&#039;&#039;Soul Urn&#039;&#039;&#039;, also known as &#039;&#039;&#039;Spirit Urn, Soul Jar&#039;&#039;&#039; or &#039;&#039;&#039;Spirit Jar&#039;&#039;&#039;, is an object in the game that spawns at the 10 minutes mark and respawns in 5 minute intervals thereafter.&lt;br /&gt;
&lt;br /&gt;
Players can choose to pick up the urn and deliver it to the other Soul Urn location on the other side of the map. Doing so will grant the team who delivered the urn some [[souls#Soul Orbs|Soul Orbs]]; a [[Golden statue]] buff; and the courier themselves is granted an [[Ability Point]], as well as additional Souls.&lt;br /&gt;
&lt;br /&gt;
The Soul Urn will respawn after delivery on the side it was delivered to.&lt;br /&gt;
&lt;br /&gt;
== Carrying the Soul Urn ==&lt;br /&gt;
After 10 minutes has elapsed in a match, the Soul Urn will spawn in one of two positions located in either of the two outermost lanes; beside the overhanging bridge at York Street (Yellow Lane) or beside the bridge at Park Avenue (Purple Lane). It will start by descending slowly from the sky and can only be grabbed after fully landing, which takes 30 seconds. Once landed, standing near the urn will cause the player to pick it up, taking 2 seconds. The player carrying the urn will be [[Status Effects#Silence|silenced]].&lt;br /&gt;
&lt;br /&gt;
While carrying the urn, the urn courier will gain +2m/s [[Sprint Speed]] (+6m/s if on the losing team), but will be completely [[Status Effects#Disarmed|disarmed]] and silenced. The courier is revealed on the [[Minimap]] to the enemy team 20 seconds after picking it up. Couriers are also incapable of riding [[Ziplines]] or taking [[Teleporter]]s, forcing them to run directly to the urn drop off point. &lt;br /&gt;
&lt;br /&gt;
The courier can choose to drop the urn at any moment by pressing their [[parry]] key. &lt;br /&gt;
&lt;br /&gt;
A heavy melee attack or any [[Status_Effects|stun]] from an enemy will also force the courier to drop the urn. Dropped urns can be collected by any player, including the enemy team, and will walk back to its spawn point if left on the ground for too long.&lt;br /&gt;
&lt;br /&gt;
The urn&#039;s drop-off point is on the opposite side of the map, indicated by a small green box on the Minimap. If one team is in the lead (measured by total souls, currently 10%), the drop-off point will be closer to the losing team&#039;s side. It takes 2 seconds to properly drop off the urn, which then rewards the courier&#039;s team with soul orbs and additional bonuses. When the opposing team is carrying the Soul Urn, the green drop off box will appear red. The first time the Soul Urn spawns into the match at 10 minutes will never have a team-side spawn preference.&lt;br /&gt;
&lt;br /&gt;
== Soul Urn Reward ==&lt;br /&gt;
The Soul Urn Bounty is currently 1725 + 230/min (10 min spawn is 4,025) (Patch 15-10-24) &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot;&amp;gt; [https://docs.google.com/document/d/1lMBE7Nli_sVJ42d-kPHjF3MBaXZdIM46gNJQC_fMGMU/edit Unofficial Deadlock FAQ] &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* A random Golden Statue buff is granted to each member of the capturing team.&lt;br /&gt;
* 60% of the total Soul value is immediately given to the capturing team.&lt;br /&gt;
** The remaining 40% of Souls are given in Soul Orbs, which may be Denied.&lt;br /&gt;
* The courier receives an extra 25% of the share of Souls and an [[Ability Point]].&lt;br /&gt;
* If the capturing team is behind, extra Souls are granted based on the magnitude of the deficit (Patch 06-13-24) &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Approximate Reward Breakdown =====&lt;br /&gt;
* The courier will receive 20.83% of the urn value (12.5% instantly, 8.33% in Soul Orbs).&lt;br /&gt;
* The courier&#039;s teammates will receive 16.67% of the urn value (10% instantly, 6.66% in Soul Orbs). &amp;lt;ref name=&amp;quot;Deadlock FAQ&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Minute&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bounty&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bounty+Bonus&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Individual&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Courier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|4,025&lt;br /&gt;
|4,193&lt;br /&gt;
|671&lt;br /&gt;
|838&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|5,175&lt;br /&gt;
|5,390&lt;br /&gt;
|863&lt;br /&gt;
|1,078&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|6,325&lt;br /&gt;
|6,588&lt;br /&gt;
|1,054&lt;br /&gt;
|1,317&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|7,475&lt;br /&gt;
|7,786&lt;br /&gt;
|1,246&lt;br /&gt;
|1,557&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|8,625&lt;br /&gt;
|8,984&lt;br /&gt;
|1,438&lt;br /&gt;
|1,797&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|9,775&lt;br /&gt;
|10,182&lt;br /&gt;
|1,629&lt;br /&gt;
|2,036&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|10,925&lt;br /&gt;
|11,380&lt;br /&gt;
|1,821&lt;br /&gt;
|2,276&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|12,075&lt;br /&gt;
|12,578&lt;br /&gt;
|2,013&lt;br /&gt;
|2,515&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|13,225&lt;br /&gt;
|13,776&lt;br /&gt;
|2,204&lt;br /&gt;
|2,755&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|14,375&lt;br /&gt;
|14,973&lt;br /&gt;
|2,396&lt;br /&gt;
|2,994&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|15,525&lt;br /&gt;
|16,171&lt;br /&gt;
|2,588&lt;br /&gt;
|3,234&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|16,675&lt;br /&gt;
|17,369&lt;br /&gt;
|2,779&lt;br /&gt;
|3,473&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|17,825&lt;br /&gt;
|18,567&lt;br /&gt;
|2,971&lt;br /&gt;
|3,713&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|18,975&lt;br /&gt;
|19,765&lt;br /&gt;
|3,163&lt;br /&gt;
|3,952&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|20,125&lt;br /&gt;
|20,963&lt;br /&gt;
|3,354&lt;br /&gt;
|4,192&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history table&lt;br /&gt;
| contents = &lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = October 27, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
* NW lead requirement increased from 8% to 10%&lt;br /&gt;
}}&lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = October 24, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
* Urn comeback properties now require an 8% net worth lead to kick in&lt;br /&gt;
* If one team has a soul lead by at least 8%, the urn drop-off location will be closer to the losing team&#039;s side&lt;br /&gt;
* If the Urn hasn&#039;t been delivered within 90 seconds (teamwide timer) of pickup time, it now drains the runner&#039;s health for 1% of Max HP per second. Regen is disabled during this.&lt;br /&gt;
* When the Urn is dropped after 90 seconds of pickup time, it starts moving back to its spawn point immediately and cannot be picked up by the same team for 12 seconds.&lt;br /&gt;
* Increased Urn walking speed&lt;br /&gt;
}}&lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = October 10, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
[General Changes]&lt;br /&gt;
* Increased the time you need to carry the urn before the urn nags about not being delivered&lt;br /&gt;
[Misc Gameplay]&lt;br /&gt;
* Urn now causes the runner to be revealed on the minimap&lt;br /&gt;
* Heavy Melee against the urn runner now causes them to drop the urn&lt;br /&gt;
* Urn delivery now gives each player on your team a Golden Statue permanent buff&lt;br /&gt;
* Urn bounty increased by 15%&lt;br /&gt;
* Urn now falls down from the sky a little bit faster&lt;br /&gt;
}}&lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = September 29, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
* Urn now drops when teleporting with {{HeroIcon|Mirage}}&#039;s {{AbilityIcon|Traveler}}&lt;br /&gt;
}}&lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = September 12, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
[General Changes]&lt;br /&gt;
* Added little spirit frog legs to the Soul Urn&lt;br /&gt;
* Soul Jar return location effects will change color based on the captured state of the Soul Jar&lt;br /&gt;
}}&lt;br /&gt;
{{Update history table/row&lt;br /&gt;
| update = July 18, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
[General Changes]&lt;br /&gt;
* Removed voice lines / fixed text that referenced the urn being delivered to the temple&lt;br /&gt;
[Misc Gameplay]&lt;br /&gt;
* Can no longer use the Teleporter while carrying the Urn&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
[[Trapper]] builds Soul Urns for the New York Municipal Coven.&amp;lt;ref&amp;gt;{{BackgroundCite|name=Trapper|quote=An employee of the New York Municipal Coven; Trapper spends his days building Spirit Urns, luring giant rats, and capturing various invasive species from The Outer Planes.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Urn is sentient and says its job is to keep New York clean by capturing rogue spirits, which should then be released in another location.&lt;br /&gt;
&lt;br /&gt;
The Urn nags heroes to be delivered quickly and believes its work is underappreciated.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It is currently possible to activate the {{ItemIcon|Magic Carpet}} before being silenced in a very short timing window, allowing the courier to carry the urn while under the effect of the Magic Carpet.&lt;br /&gt;
* In [[Neon Prime|&#039;&#039;Neon Prime&#039;&#039;]], the Urn was called the &#039;&#039;&#039;Idol&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Soul Urn/Quotes]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}{{Lore Navbox}}&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>81.5.57.244</name></author>
	</entry>
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