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	<updated>2026-09-02T22:09:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://deadlock.wiki/Stamina?diff=61449</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Stamina?diff=61449"/>
		<updated>2026-03-03T12:19:06Z</updated>

		<summary type="html">&lt;p&gt;91.93.229.164: /* Overview */ initial wall jump costing 0.25 has been reverted a while ago&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{plink|Stamina|pic=Springy boots icon|size=32}} is a stat that [[heroes]] start with and can obtain more through [[items]]. Stamina dictates the amount of dashes a hero can use. Stamina regenerates back over time, taking 5 seconds for most heroes without items to regenerate 1 bar.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
A bar of stamina allows the player to perform several different maneuvers. In the following list, the Dash key by default refers to Shift, and Crouch key to Control:&lt;br /&gt;
* By pressing Dash and walking in a direction on the ground, the player can perform a basic Dash.&lt;br /&gt;
* By pressing Dash with a direction input in the air, the player will perform an Air Dash. The momentum during an Air Dash is affected by previous momentum, such as a left or right Air Dash with forward momentum would result in a diagonal trajectory. Only one Air Dash can be performed before touching the ground again.&lt;br /&gt;
* By pressing Jump while in a basic Dash, the player can perform a Dash Jump at the cost of a second bar of stamina in addition to the first bar for the dash. This will maintain the speed of the dash for longer while also providing significant height. This does have a specific timing that is allowed, close to about 2/3 of the way through the initial dash, and if performed incorrectly, the player will be locked out of it for the remainder of the Dash and not allowed to attempt it again.&lt;br /&gt;
* By pressing Jump while in midair, the player can perform an Air Jump/Double Jump. This can be combined with the Dash Jump to cover large amounts of ground very quickly, at the total cost of three stamina for the combination.&lt;br /&gt;
* By double tapping Crouch in midair, the player can perform an Air Dash downwards, descending quickly.&lt;br /&gt;
* By pressing Crouch in the middle of a basic Dash, you can perform a Dash Slide, which will start slowing momentum, but will grant unlimited ammo for the duration, and notably allow the player to cancel out of a Dash if you needed to act quicker than the Dash animation would normally allow. This is useful for things such as repositioning for last hits with melee in lane. The slide will continue as long as the player has momentum, so slopes will extend it or shorten it depending on orientation.&lt;br /&gt;
* Doing a Wall Jump does not cost Stamina while successive Wall Jumps cost 0.5 Stamina.&lt;br /&gt;
&lt;br /&gt;
== Stamina Bars ==&lt;br /&gt;
Heroes start with 2 to 4 stamina bars, and can increase it with items or abilities.&lt;br /&gt;
&lt;br /&gt;
Values referenced from [[Hero Attributes Table]].&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HeroDataArrays|heroStaminaTable}}&lt;br /&gt;
&lt;br /&gt;
== Cooldown ==&lt;br /&gt;
&#039;&#039;&#039;Stamina Cooldown&#039;&#039;&#039; is a stat that determines how long a hero takes to recover a stamina bar. Most heroes begin with {{#invoke:HeroData|get_hero_var|hero_atlas|StaminaCooldown|3}}s cooldown, with the exception of {{PageRef|Bebop}}, who has {{#invoke:HeroData|get_hero_var|hero_bebop|StaminaCooldown|3}}s, {{PageRef|Kelvin}}, who has {{#invoke:HeroData|get_hero_var|hero_kelvin|StaminaCooldown|3}}s, and {{PageRef|Mina}}, who has {{#invoke:HeroData|get_hero_var|hero_vampirebat|StaminaCooldown|3}}s.&lt;br /&gt;
&lt;br /&gt;
Stamina Cooldown is affected by the Stamina Recovery stat.&lt;br /&gt;
&lt;br /&gt;
== Dash Speed ==&lt;br /&gt;
&#039;&#039;&#039;Dash Speed&#039;&#039;&#039; is a stat that determines how fast a hero performs a dash.&lt;br /&gt;
&lt;br /&gt;
All dashes cover the same distance  ({{HeroData|Abrams|GroundDashDistanceInMeters}}m for ground dashes, {{HeroData|Abrams|AirDashDistanceInMeters}}m for air dashes), but take different durations. Ground dashes are slower than air dashes, but cover more distance. The &amp;quot;Dash Speed&amp;quot; stat uses the ground dash speed.&lt;br /&gt;
&lt;br /&gt;
{{#invoke:HeroDataArrays|heroDashTable}}&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
{{Item stat table|Stamina}}&lt;br /&gt;
There are several items and abilities that affect Stamina usage, but do not increase Stamina bars.&lt;br /&gt;
* {{ItemIcon|Restorative Locket}} has an active that replenishes two stamina points by consuming all stacks.&lt;br /&gt;
&lt;br /&gt;
=== Stamina Recovery ===&lt;br /&gt;
{{Item stat table|Stamina Recovery}}&lt;br /&gt;
&lt;br /&gt;
=== Stamina Disable ===&lt;br /&gt;
&lt;br /&gt;
* {{ItemIcon|Capacitor}} disables Stamina of its target for {{#invoke:ItemData|get_prop|Capacitor|SlowDuration}}s.&lt;br /&gt;
* {{ItemIcon|Fury Trance}} disables Stamina of its user for {{#invoke:ItemData|get_prop|Fury Trance|AbilityDuration}}s.&lt;br /&gt;
* {{AbilityIcon|Entangling Bola}} disables Stamina of its target for {{#invoke:Abilities|get_ability_prop|Entangling Bola|DebuffDuration}}s, with +{{#invoke:Abilities|get_ability_upgrade_prop|Entangling Bola|2|DebuffDuration}}s at tier 2.&lt;br /&gt;
&lt;br /&gt;
=== Dash Distance Reduction ===&lt;br /&gt;
{{Item stat table|Dash Distance}}&lt;br /&gt;
&lt;br /&gt;
=== Map spawns ===&lt;br /&gt;
* [[Powerup]] runes can provide a temporary Movement buff that provides from +&#039;&#039;&#039;2&#039;&#039;&#039; to +&#039;&#039;&#039;4&#039;&#039;&#039; Stamina, +&#039;&#039;&#039;20&#039;&#039;&#039;% to +&#039;&#039;&#039;50&#039;&#039;&#039;% Stamina Regeneration Rate, and +&#039;&#039;&#039;40&#039;&#039;&#039;% to +&#039;&#039;&#039;80&#039;&#039;&#039;% Zipline Boost (the buffs grow stronger as the game progresses) for 160 seconds.&lt;br /&gt;
&lt;br /&gt;
{{Stat navbox}}&lt;/div&gt;</summary>
		<author><name>91.93.229.164</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Souls?diff=51303</id>
		<title>Souls</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Souls?diff=51303"/>
		<updated>2025-12-21T11:42:34Z</updated>

		<summary type="html">&lt;p&gt;91.93.236.198: /* Gathering Souls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.|282x282px]]&lt;br /&gt;
[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]&lt;br /&gt;
{{souls|Souls}} are a crucial element in &#039;&#039;[[Deadlock]]&#039;&#039;, serving both as currency and experience points (XP) for heroes. Players collect souls by various means, including shooting &#039;&#039;&#039;Soul Orbs&#039;&#039;&#039; released when certain entities die, taking [[Guardian]]s/[[Walker]]s, killing enemy players, and finding &#039;&#039;&#039;Unsecured Souls&#039;&#039;&#039; in boxes or crates. Unsecured souls are added to your total immediately but can drop upon death for other players to collect.&lt;br /&gt;
&lt;br /&gt;
Every player starts the game with {{souls|600}}.&lt;br /&gt;
&lt;br /&gt;
==Soul Orbs==&lt;br /&gt;
&lt;br /&gt;
[[Trooper|Troopers]] and the [[Soul Urn]] release souls in a &#039;&#039;&#039;Soul Orb&#039;&#039;&#039;. These orbs may be shot or hit with [[Melee Attack|melee]] to confirm (or deny) the souls and grant them to the attacker. If they are not attacked, then the souls will be granted to the killer automatically after around 1 second. Certain abilities like [[Shiv#(1) Serrated Knives|Serrated Knives]] or [[Lady Geist#(3) Malice|Malice]] can also confirm or deny orbs. &lt;br /&gt;
&lt;br /&gt;
The soul orbs spawn dark-colored, and can only be shot and confirmed once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny the souls to the killer and grant them to the player who hit it. Orbs can be claimed by a single bullet or pellet, regardless of damage. The bullet that hit the orb is refunded to the player&#039;s magazine. &lt;br /&gt;
&lt;br /&gt;
Soul confirmation accounts for latency, which in some situations can cause the player to lose the orb even if they visually seem to have hit it first. The ally team has confirm advantage. &lt;br /&gt;
&lt;br /&gt;
Soul orbs can be divided into &amp;quot;local&amp;quot; and &amp;quot;global&amp;quot; soul orbs:&lt;br /&gt;
&lt;br /&gt;
; Local : These orbs grant souls to the killer/attacker and are shared with any nearby allies. These are the most common kind of soul orb and are gained from killing Troopers and players&lt;br /&gt;
; Global : These orbs grant souls to the entire team of the player who claims them. These are earned by turning in the [[Soul Urn]]&lt;br /&gt;
&lt;br /&gt;
===Local Soul Sharing===&lt;br /&gt;
&lt;br /&gt;
When souls are to be shared, the game checks two distances to add allied heroes to the &amp;quot;pool&amp;quot; of heroes to split the received souls:&lt;br /&gt;
&lt;br /&gt;
* 45m from the soul orb itself when it is broken&lt;br /&gt;
* 30m from the hero that killed the Trooper&lt;br /&gt;
&lt;br /&gt;
If an allied hero is within &#039;&#039;&#039;either&#039;&#039;&#039; of these distances, souls are shared between the killer and those allied heroes.&lt;br /&gt;
&lt;br /&gt;
=== Soul Well ===&lt;br /&gt;
Inside each team&#039;s base, there is a soul well that releases orbs worth 10 souls each. Unlike regular orbs, these orbs only grant souls if they are confirmed, and they can be either green or orange-colored.&lt;br /&gt;
&lt;br /&gt;
== Gathering Souls ==&lt;br /&gt;
&lt;br /&gt;
* Teams with fewer souls will gain more souls from all sources (see &#039;&#039;&#039;&#039;&#039;Comeback Mechanics&#039;&#039;&#039;&#039;&#039; below).&lt;br /&gt;
&lt;br /&gt;
===Soul Distribution===&lt;br /&gt;
* [[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:&lt;br /&gt;
** {{#invoke:GenericData|get_hero_gold_share_frac|1}}/{{#invoke:GenericData|get_hero_gold_share_frac|2}}/{{#invoke:GenericData|get_hero_gold_share_frac|3}}/{{#invoke:GenericData|get_hero_gold_share_frac|4}}/{{#invoke:GenericData|get_hero_gold_share_frac|5}}/{{#invoke:GenericData|get_hero_gold_share_frac|6}} (for 1/2/3/4/5/6 players)&lt;br /&gt;
*** EX: 1000 souls between 4 players would grant each player 170 souls (1000 * 17%)&lt;br /&gt;
** Additionally, the total souls count per kill is reduced based on how many players are nearby the hero killed, with the following rate: 100%/92%/68%/56%/44%/40% (for 1/2/3/4/5/6 players)&lt;br /&gt;
* [[Trooper]] souls are distributed between nearby players with the following rate:&lt;br /&gt;
** {{#invoke:GenericData|get_trooper_gold_share_frac|1}}/{{#invoke:GenericData|get_trooper_gold_share_frac|2}}/{{#invoke:GenericData|get_trooper_gold_share_frac|3}}/{{#invoke:GenericData|get_trooper_gold_share_frac|4}}/{{#invoke:GenericData|get_trooper_gold_share_frac|5}}/{{#invoke:GenericData|get_trooper_gold_share_frac|6}} (for 1/2/3/4/5/6 players)&lt;br /&gt;
*** EX: 120 souls between 4 players would grant each player 30 souls (120 * 25%)&lt;br /&gt;
* Before the [[Update:April 17, 2025|2025-04-17]] update, two players in the same lane both received 100% of souls before 8 minutes (soul duplication). Now the soul distribution is the same for the entire match, so both players get 54% per Trooper.&lt;br /&gt;
&lt;br /&gt;
* When a Trooper is killed, 60% of the Trooper&#039;s souls drop as a ground orb that flies to allies within 18m and remains on the ground for 18 seconds (scaling to 40 seconds after 10 minutes), while the remaining 40% fly out as a deniable soul orb that enemies can shoot. Both orbs use Soul distribution among nearby allies; enemy ground orbs are visible but cannot be claimed. Killing the Trooper with a [[Melee Attack|melee attack]] grants 100% of the souls instantly, distributed among nearby allies.&lt;br /&gt;
&amp;lt;!-- [ In case they change it back ]&lt;br /&gt;
&lt;br /&gt;
* For two players, Souls from Troopers are &#039;duplicated&#039; between both players as long as they are within range (See range here. This means a Trooper kill worth 80 souls will grant 80 souls to each player.&lt;br /&gt;
* If 3 or more players attempt to receive souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount.&lt;br /&gt;
* For example: for a Trooper creep worth 80 Souls in a lane of 3 heroes, the killer will receive 80 Souls and both other players will receive 40 Souls each. &amp;lt;ref&amp;gt;https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper Soul split in lane before 8 minutes&amp;lt;/ref&amp;gt; --&amp;gt;&amp;lt;!-- THIS IS HOW IT WAS PRIOR TO SEPT 26th PATCH&lt;br /&gt;
KEEP AROUND IN CASE IT CHANGES AGAIN&lt;br /&gt;
* When the game begins, each lane is &amp;quot;designated&amp;quot; as either a 1-player (Solo) lane or a 2-player (Duo) lane. &lt;br /&gt;
* When a [[Trooper]] is killed, the killer will receive half of the Trooper&#039;s Souls at once, then half again when the Soul Orb is destroyed by themselves, an ally, or it expires.&lt;br /&gt;
* For Duo lanes with two players in it, Souls from Troopers are &#039;duplicated&#039; between both players (about 50m from the kill). This means a Trooper kill worth 50 Souls will grant 50 Souls to &#039;&#039;each&#039;&#039; player.&lt;br /&gt;
* If 3+ players in a Duo lane OR 2+ players in a Solo lane attempt to receive Souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount.&lt;br /&gt;
** For example: for a Trooper creep worth 50 Souls in a lane of 3 heroes in a Duo lane, the killer will receive 50 Souls and both other players will receive 25 Souls each. &amp;lt;ref&amp;gt;https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper soul split in lane before 10 minutes&amp;lt;/ref&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Denizens (Jungle Creeps)===&lt;br /&gt;
&lt;br /&gt;
* Jungle camps contain [[Denizens]] that give souls to players on kill. They do not release soul orbs.  &lt;br /&gt;
** In order for Denizens to give souls to both players, both players must deal damage to the Denizen.&lt;br /&gt;
** Souls from Denizens are split between all allied players who dealt damage to said Denizens.&lt;br /&gt;
*Souls from Denizens are &#039;&#039;&#039;unsecured&#039;&#039;&#039; souls&lt;br /&gt;
&lt;br /&gt;
===Breakables===&lt;br /&gt;
* Breaking the wooden crates scattered throughout the map will have a chance to spawn some souls.&lt;br /&gt;
** Chance for any given crate to drop souls when broken is approximately 60%&lt;br /&gt;
** Amount of souls dropped is a function of in-game time:&lt;br /&gt;
*** &#039;&#039;[Souls Dropped] = 23 + 2.0*[Game Time in Minutes]&#039;&#039;&lt;br /&gt;
*** For example: At 30:00 game time, a broken crate will drop 83 souls.&lt;br /&gt;
&lt;br /&gt;
==Unsecured Souls==&lt;br /&gt;
[[File:Unsecured souls.png|thumb|Unsecured souls icon]]&lt;br /&gt;
Souls earned from killing Denizens and destroying Sinner&#039;s Sacrifice machines are &#039;&#039;&#039;unsecured&#039;&#039;&#039; and are lost on death. If a player dies with at least 150 unsecured souls they will be dropped in a &#039;&#039;&#039;Soul Container&#039;&#039;&#039;, which can be claimed by any player by hitting it with a [[Melee Attack|Heavy Melee]]. Soul Containers will despawn after 3 minutes. These containers are marked with a circle icon on the [[Minimap]] and have a green glow effect. If a player dies with fewer than 150 unsecured souls, no Soul Container will drop—they are permanently lost.&lt;br /&gt;
&lt;br /&gt;
Unsecured souls are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Percentage Drain:&#039;&#039;&#039; Each second, &#039;&#039;&#039;0.5%&#039;&#039;&#039; of the player&#039;s &#039;&#039;current&#039;&#039; unsecured souls are converted. This means larger amounts of unsecured souls secure faster initially.&lt;br /&gt;
* &#039;&#039;&#039;Base Drain:&#039;&#039;&#039; In addition to the percentage, a flat amount is secured every second. This starts at &#039;&#039;&#039;1.6 souls/second&#039;&#039;&#039; and increases as the match progresses (scaling with the global bounty growth of ~8% per minute).&lt;br /&gt;
** &#039;&#039;&#039;Example at 10 Minutes:&#039;&#039;&#039; A player carrying &#039;&#039;&#039;1,000 unsecured souls&#039;&#039;&#039; will secure them at a rate of roughly &#039;&#039;&#039;7.9 souls/second&#039;&#039;&#039; (5 from percentage + ~2.9 base).&lt;br /&gt;
** &#039;&#039;&#039;Example at 20 Minutes:&#039;&#039;&#039; That same player carrying &#039;&#039;&#039;1,000 unsecured souls&#039;&#039;&#039; will secure them faster, at a rate of roughly &#039;&#039;&#039;9.2 souls/second&#039;&#039;&#039; (5 from percentage + ~4.2 base), due to the base rate scaling over time.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]&lt;br /&gt;
&lt;br /&gt;
Unsecured souls may be spent in the shop, but are spent &#039;&#039;after&#039;&#039; secured souls. They are indicated by the silver-green ball on the Hero&#039;s hip known internally as a Soul Container, as well as in the number on the HUD with a red icon.&lt;br /&gt;
&lt;br /&gt;
On the character UI, the large souls number is the &#039;&#039;&#039;total&#039;&#039;&#039; number of secured and unsecured souls added together.&lt;br /&gt;
&lt;br /&gt;
== Leveling Up ==&lt;br /&gt;
Gathering souls will directly &amp;quot;level up&amp;quot; your hero gain skill points, [[Boon|Boons]] and other upgrades. See [[Leveling Up|leveling up]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Soul Values ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soul Value:&#039;&#039;&#039; Value of the target at the time = 0m&lt;br /&gt;
* &#039;&#039;&#039;Soul Gain:&#039;&#039;&#039; How the value changes over the time of the match, measured in minutes&amp;lt;!--&lt;br /&gt;
What needs testing:&lt;br /&gt;
* What&#039;s the initial split between trooper instant &amp;amp; orb souls gained?&lt;br /&gt;
** In the data we can see that it is currently 40 for a trooper orb initially, but we cannot see the initial souls for kills interestingly. See [[Data:GenericData.json]]&lt;br /&gt;
* Does soul growth apply as a % to both the instant &amp;amp; orb amounts, and equally?&lt;br /&gt;
--&amp;gt;&amp;lt;!--See [[Module:GenericData]]--&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GuardianKill|{{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GuardianOrb|{{#invoke:GenericData|get_objective_param|Tier1GoldOrbs}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WalkerKill|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WalkerOrb|{{#invoke:GenericData|get_objective_param|Tier2GoldOrbs}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BaseGuardianKill|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldKill}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BaseGuardianOrb|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldOrbs}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ShrineKill|{{#invoke:GenericData|get_objective_param|ShrinesGoldKill}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ShrineOrb|{{#invoke:GenericData|get_objective_param|ShrinesGoldOrbs}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WeakenedPatronKill|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldKill}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WeakenedPatronOrb|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldOrbs}}}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Source !! Soul Value !! Combined Soul Gain (/min) &lt;br /&gt;
|-&lt;br /&gt;
| [[Heroes]] || 250 || +48.75&lt;br /&gt;
|-&lt;br /&gt;
| [[Trooper]] || 116Total || +1.16&lt;br /&gt;
|-&lt;br /&gt;
| Small [[Denizen]] || {{NpcData|neutral_trooper_weak|GoldReward}} || +0.55&lt;br /&gt;
|-&lt;br /&gt;
| Medium [[Denizen]]  || {{NpcData|neutral_trooper_normal|GoldReward}}  || +0.91&lt;br /&gt;
|-&lt;br /&gt;
| Large [[Denizen]]  || {{NpcData|neutral_trooper_strong|GoldReward}}  || +2.43&lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]  || {{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * 2}} || +{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * {{NpcData|neutral_sinners_sacrifice|GoldRewardBonusPercentPerMinute}} / 100 * 2 round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]]* || 1300 Total || +230&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]]** || {{#var:GuardianKill}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]]** || {{#var:WalkerKill}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardian]]** || {{#var:BaseGuardianKill}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || {{#var:ShrineKill}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Souls#Breakables|Crates]] || 23 || +2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; Soul gain from Urns is divided among the team. The Courier gets slightly more souls.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42;* Soul gain from structures is split with 40% given to nearby allied heroes, while 60% is divided amongst the entire team.&lt;br /&gt;
&lt;br /&gt;
===Comeback Mechanics===&lt;br /&gt;
&lt;br /&gt;
When a team is behind on souls, there are some &amp;quot;comeback mechanics&amp;quot; that come into play to allow the losing team to quickly catch up.&lt;br /&gt;
&lt;br /&gt;
* Killing an enemy Hero will award more souls if your 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 Soul Urn will give 130% additional souls to a team that is behind.&lt;br /&gt;
* The losing team gains up to 30% more souls from Troopers, Denizens, Sinner&#039;s Sacrifices 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;
&lt;br /&gt;
=== Catch up Mechanics ===&lt;br /&gt;
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.&lt;br /&gt;
&lt;br /&gt;
* The two players on each team with the lowest net worth have a passive gain of souls per second based on the total souls gathered by the team (2% and 1% for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min).&lt;br /&gt;
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== Update history ==&lt;br /&gt;
{{Main|Souls/Update history|l1=Update history}}{{Update history|default=Souls}}&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
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{{Navbox gameplay}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>91.93.236.198</name></author>
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