<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://deadlock.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DingoHazel</id>
	<title>The Deadlock Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://deadlock.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DingoHazel"/>
	<link rel="alternate" type="text/html" href="https://deadlock.wiki/Special:Contributions/DingoHazel"/>
	<updated>2026-09-14T02:34:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0</generator>
	<entry>
		<id>https://deadlock.wiki/User:DingoHazel?diff=51874</id>
		<title>User:DingoHazel</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/User:DingoHazel?diff=51874"/>
		<updated>2026-01-06T06:42:44Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== welcome to my shop of curiosity ==&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/DingoHazel|&#039;&#039;Edits...&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ideaboard:&#039;&#039;&lt;br /&gt;
* Nothin yet!&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Bebop?diff=17851</id>
		<title>Bebop</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Bebop?diff=17851"/>
		<updated>2024-12-26T03:53:39Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox hero&lt;br /&gt;
| key = hero_bebop&lt;br /&gt;
| weapon_name = Humble Pie&lt;br /&gt;
| art = Bebop full.png&lt;br /&gt;
| card = Bebop card.png&lt;br /&gt;
&lt;br /&gt;
|has_max_range=true&lt;br /&gt;
|max_range= 32{{PI|2}}&lt;br /&gt;
| no_spirit_resist=true &lt;br /&gt;
|max_health = {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|MaxHealth|3}}{{PI|41}}&lt;br /&gt;
|bullet_damage= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletDamage|3}}{{PI|0.29}}&lt;br /&gt;
|light_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|LightMeleeDamage|3}}{{PI|2.67}}&lt;br /&gt;
|heavy_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|HeavyMeleeDamage|3}}{{PI|4.91}}&lt;br /&gt;
|bullet_resist=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletResist|3}}{{PI|1.25}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A modified scrap golem with a big heart and a bigger hook arm, &#039;&#039;&#039;Bebop&#039;&#039;&#039; is a potent threat on the battlefield when supported by his team. Not only can he Hook enemies and pull them into his allies, Bebop can attach sticky bombs to nearby foes and launch them in any direction with a powerful uppercut. For any foes left standing, Bebop&#039;s Hyper Beam can cut across the battlefield and finish them off.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|(1) Exploding Uppercut=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Bebop&lt;br /&gt;
| ability_num=1&lt;br /&gt;
| notes=&lt;br /&gt;
* Uppercut affects all valid targets within ~5m to the front of Bebop and ~2-3m around him. &lt;br /&gt;
* Uppercut first tries to launch all nearby allied troopers, enemy troopers, and enemy Heroes.&lt;br /&gt;
* If there are no valid enemy targets at all near Bebop on cast, then Uppercut will try to launch nearby allied Heroes as well.&lt;br /&gt;
* Launched enemies cannot receive the area damage.&lt;br /&gt;
* Launched enemies and enemies in the landing area all receive the fire rate slow debuff.&lt;br /&gt;
* Trajectory is affected by Bebop facing angle, i.e. facing down reduces airtime, and facing upward increases airtime.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(2) Sticky Bomb=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Bebop&lt;br /&gt;
| ability_num=2&lt;br /&gt;
| notes=&lt;br /&gt;
* Damage gain per stack is permanent for the rest of the game.&lt;br /&gt;
* The percentage damage increase is applied to the total damage of the bomb. Formula: ((Base dmg + Upgrade + Spirit scaling) * stack multiplier).&lt;br /&gt;
** EX: With the &amp;quot;+80 Damage&amp;quot; upgrade, 6 bomb stacks (+15% damage), and 33 Spirit; Sticky Bomb will deal &amp;lt;u&amp;gt;264.14 damage&amp;lt;/u&amp;gt; (120 &#039;&#039;[Base]&#039;&#039; + 80 &#039;&#039;[Upgrade]&#039;&#039; + 33*0.9 &#039;&#039;[Spirit scaling]&#039;&#039;) * 1.15 &#039;&#039;[Stack Multiplier]&#039;&#039;&lt;br /&gt;
* Can target allies.&lt;br /&gt;
* Can target self by using alt-cast functionality.&lt;br /&gt;
* Bombs instantly explode if the target dies.&lt;br /&gt;
* Also gains stacks for enemy heroes that die while a bomb is attached to them. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(3) Hook=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Bebop&lt;br /&gt;
| ability_num=3&lt;br /&gt;
| notes=&lt;br /&gt;
* Hook damage is dealt after Bebop finishes reeling in the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(4) Hyper Beam=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Bebop&lt;br /&gt;
| ability_num=4&lt;br /&gt;
| notes=&lt;br /&gt;
* Hyper Beam has 3 damage areas: area near arm, the beam itself (2.9m width), and area around the end of the beam.&lt;br /&gt;
* Hyper Beam deals damage in an area 5m radius centered around the beam arm, and 4m radius centered around the end of the beam, indicated by purple circles.&lt;br /&gt;
* Any Hyper Beam damage that occurs within about ~9m radius of the beam arm is reduced by 25%, even main beam and end-of-beam damage.&lt;br /&gt;
* This reduced damage penalty area scales with cast range bonuses; for example, +35% cast range will increase the penalty area from ~9m to ~12m.&lt;br /&gt;
* Hyper Beam has a short &amp;quot;cast time&amp;quot; before the laser is fully deployed and active.&lt;br /&gt;
* Bebop levitates in the air during deployment time and also while the beam is active. &lt;br /&gt;
* Cancelling Hyper Beam during the deployment time does not consume the cooldown.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|key=hero_bebop}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Bebop/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;A FATE&#039;S TALE&#039;&#039;&#039;|&lt;br /&gt;
&lt;br /&gt;
Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn&#039;t have.  Together they would work in the iron yard during the day, and listen to jazz at night.  But now, Bebop&#039;s creator has fallen ill and while Miss Shelly wouldn&#039;t approve of the activities that Bebop does at night to pay for her medicine, what she doesn&#039;t know can&#039;t hurt her.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
Bebop wants to retire from fighting in the [[Bear Pit]] once he gets his wish to save Miss Shelly from her illness.&amp;lt;ref&amp;gt;[[Bebop/Quotes#Conversations|Bebop and Krill conversation, Bebop and Wraith conversation]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character interactions ==&lt;br /&gt;
&lt;br /&gt;
* He has an ongoing feud with [[Lash]]. Several voice lines reference their feud and rivalry in blood sport. Bebop once won a fight against Lash.&amp;lt;ref&amp;gt;[[Lash/Quotes#Conversations|Lash and Wraith conversation]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bebop card.png|Portrait&lt;br /&gt;
File:Bebop MM.png|Minimap icon&lt;br /&gt;
File:Bebop Render.png|In-game render&lt;br /&gt;
File:Bebop winter.png|Winter skin&lt;br /&gt;
File:Bebop Reference Sheet.png|Model sheet&lt;br /&gt;
File:Bebop visual novel.png|Visual novel art&lt;br /&gt;
File:Bebop Weapon.png|Weapon - Humble Pie&lt;br /&gt;
File:Bebop Neon Prime.png|[[Neon Prime]] Bebop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Bebop&#039;s current model is inherited from his original design in &#039;&#039;[[Neon Prime]].&#039;&#039; His portrait artwork is different from his in-game model and possibly hints at what his final design will be like. This updated design can also be seen in [[The Binding of Oathkeeper|&#039;&#039;The Binding of Oathkeeper&#039;&#039;]] [https://youtu.be/nn_C9nQ_Ri0?si=m6WF1b3kDfIb2R9R&amp;amp;t=1547 Chapter 5D.]&lt;br /&gt;
* Bebop is voiced by [[wikipedia:JB Blanc|JB Blanc]], who is known for voiceworks in many popular videogames (e.g. Diablo in &#039;&#039;Diablo III&#039;&#039;, Braum in &#039;&#039;League of Legends&#039;&#039;, Saxton Hale in &#039;&#039;Team Fortress 2&#039;&#039;, etc.).&lt;br /&gt;
* Bebop is named after the jazz style [[wikipedia:Bebop|bebop]]. During Hyper Beam, a saxophone-like instrument can be heard playing erratically, akin to jazz improvisation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Bebop/Quotes]]&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;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Dynamo?diff=16721</id>
		<title>Dynamo</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Dynamo?diff=16721"/>
		<updated>2024-12-07T10:32:17Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox hero&lt;br /&gt;
| key=hero_dynamo&lt;br /&gt;
| weapon_name = The Vonnegun&lt;br /&gt;
| art = Dynamo full.png&lt;br /&gt;
| card = Dynamo card.png&lt;br /&gt;
| no_bullet_resist=true &lt;br /&gt;
| no_spirit_resist=true &lt;br /&gt;
| no_sprint=true&lt;br /&gt;
|max_health = {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|MaxHealth|3}}{{PI|44}}&lt;br /&gt;
|bullet_damage= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletDamage|3}}{{PI|0.70}}&lt;br /&gt;
|light_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|LightMeleeDamage|3}}{{PI|2.67}}&lt;br /&gt;
|heavy_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|HeavyMeleeDamage|3}}{{PI|4.91}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Professor &#039;&#039;&#039;Dynamo&#039;&#039;&#039; is a man of wit, using his brawns and abilities to provide support to his teammates by healing them, teleporting them with him which grants his allies (and himself) a boost to their firing rate, knocking oponents infront of him into the air or, when the time comes, unleashing a Singularity which damages and pulls in enemies.&lt;br /&gt;
&lt;br /&gt;
Once just a mere professor for Columbia College, this would change when, letting his excitement get the best of him, he approached a rift in time which reduced his physical body to a small dying star. Although his body may be gone, his spirit and curiosity live on, with the situation only further fueling his desire for knowledge.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|(1) Kinetic Pulse=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Dynamo&lt;br /&gt;
| ability_num=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(2) Quantum Entanglement=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Dynamo&lt;br /&gt;
| ability_num=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(3) Rejuvenating Aurora=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Dynamo&lt;br /&gt;
| ability_num=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(4) Singularity=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Dynamo&lt;br /&gt;
| ability_num=4&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|key=hero_dynamo}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;A FATE&#039;S TALE&#039;&#039;&#039;|&lt;br /&gt;
&lt;br /&gt;
As a Scientist, Professor Dynamo always had an inquisitive mind. So when a rift in space and time opened up in central park he was first on the scene to investigate – and while he expected such a majestic sight to be life changing, he was thinking more in a metaphorical way as opposed to having his body atomized and reduced to a tiny dying star.&lt;br /&gt;
&lt;br /&gt;
But while his body is gone, his spirit and lust for knowledge lives on. A tenured professor at Columbia College, Dynamo looks to learn more about his condition while maintaining his class load, after all; he has future minds to inspire.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Dynamo/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dynamo is also referred to as &#039;&#039;&#039;prof&#039;&#039;&#039; (Professor) in the game files.&lt;br /&gt;
* Dynamo in &#039;&#039;[[Neon Prime]]&#039;&#039; was called &#039;&#039;&#039;Sumo&#039;&#039;&#039;.&lt;br /&gt;
* Dynamo is voiced by [[wikipedia:John Patrick Lowrie|John Patrick Lowrie]],&amp;lt;ref&amp;gt;2024-11-29 - [https://x.com/johnpatricklowr/status/1862535570838495730 @johnpatricklowr] on X - &#039;&#039;&amp;quot;Glad to be the voice of Dynamo in the new Valve game Deadlock!&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt; who is known for voicework in other popular Valve titles (e.g. Sniper in &#039;&#039;Team Fortress 2,&#039;&#039;Pudge in &#039;&#039;Dota 2.)&#039;&#039;&lt;br /&gt;
** In &#039;&#039;[[The Binding of Oathkeeper]]&#039;&#039;, Dynamo seems to be voiced by a different actor, speculated to be [[wikipedia:Fred_Tatasciore|Fred Tatasciore]].&lt;br /&gt;
* Dynamo is married to a woman named Marlowe.&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Dynamo|file=Prof kill hornet 01.mp3|transcription=For a minute there, I thought Marlowe was going to be a widow!}}&amp;lt;/ref&amp;gt; She is an acquaintance of [[Haze]].&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Haze|file=Haze match start dynamo haze convo01_01.mp3|context=(to Dynamo)|transcription=Marlowe wanted me to tell you that the offer still stands.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dynamo was an acquaintance of [[Maximilian Fairfax]]. They had a group of friends called &amp;quot;the Squid Boys&amp;quot;.&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Dynamo|file=Prof monologue 04.mp3|transcription=And that&#039;s Jake, me, Ixiv (?) and Fairfax. We called ourselves &#039;The Squid Boys&#039;, which made little sense, since only one of us had a squid head.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The name of Dynamo&#039;s weapon, &#039;&#039;the Vonnegun,&#039;&#039; is a homage to American author [[wikipedia:Kurt_Vonnegut|Kurt Vonnegut]].&lt;br /&gt;
* In a concept artwork and in &#039;&#039;[[The Binding of Oathkeeper]]&#039;&#039;, Dynamo has a different design. He has concentric circles around his belly, symbols drawn in his body, wears gloves, and has a different head shape that&#039;s attached to his neck instead of floating magnetically.&lt;br /&gt;
* One of Dynamo&#039;s early concept designs was a paranormal pizza delivery guy called &#039;&#039;&#039;Lil&#039; Dynamo&#039;&#039;&#039;.&amp;lt;ref&amp;gt;2024-08-10 - [[Yoshi]], Deadlock Discord - &#039;&#039;&amp;quot;Reminds me of a pizza delivery concept we didn&#039;t go with&amp;quot; (...) &amp;quot;That was a version of dynamo yeah, he had a diff ability then&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dynamo plays a weekly poker game with [[Wraith]].&amp;lt;ref&amp;gt;{{VoiceLineCite|name=Dynamo|file=Prof kill wraith 04.mp3|context=(killed Wraith)|transcription=Probably won&#039;t be invited to the poker game this week.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dynamo card.png|Portrait&lt;br /&gt;
File:Dynamo MM.png|Minimap icon&lt;br /&gt;
File:Dynamo Render.png|In-game render&lt;br /&gt;
File:Dynamo Reference Sheet.png|Model sheet&lt;br /&gt;
File:Dynamo concept art.png|Concept art&lt;br /&gt;
File:Dynamo VN.png|Visual novel art&lt;br /&gt;
File:Dynamo tuxedo VN.png|Visual novel art - Tuxedo&lt;br /&gt;
File:Dynamo Weapon.png|Weapon - The Vonnegun&lt;br /&gt;
File:Lil Dynamo.png|Concept art - &amp;quot;Lil&#039; Dynamo&amp;quot;&lt;br /&gt;
File:Hero neon prime Sumo.png|Sumo ([[Neon Prime]])&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Infernus?diff=14768</id>
		<title>Infernus</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Infernus?diff=14768"/>
		<updated>2024-11-20T06:45:18Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: /* Trivia */ Is &amp;quot;Hank&amp;quot; mentioned anywhere else?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox hero&lt;br /&gt;
| key = hero_inferno&lt;br /&gt;
| card = Infernus card.png&lt;br /&gt;
| no_bullet_resist=true &lt;br /&gt;
| no_spirit_resist=true &lt;br /&gt;
| no_sprint=true&lt;br /&gt;
|max_health = {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|MaxHealth|3}}{{PI|33}}&lt;br /&gt;
|bullet_damage= {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|BulletDamage|3}}{{PI|0.28}}&lt;br /&gt;
|light_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|LightMeleeDamage|3}}{{PI|2.67}}&lt;br /&gt;
|heavy_melee=  {{#invoke:HeroData|get_hero_var|{{#var:hero_key_or_en}}|HeavyMeleeDamage|3}}{{PI|4.91}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infernus&#039;&#039;&#039; is an [[Ixia]]n with a powerful control of flame that he uses to enhance his speed and ignite his enemies. Combining his Flame Dash with the ability to spew a napalm Catalyst, Infernus can chase down and ignite his foes with a deadly Afterburn. Any targets left standing will be subject to his explosive Concussive Combustion, knocking them out and leaving them vulnerable to further immolation.&lt;br /&gt;
&lt;br /&gt;
As a creature from Ixia, Infernus had a troubled and intense youth while he was raised in the United States. Despite a rash of deadly crime as a teenager, he found himself tending a bar in his adulthood and learning to calm his intense emotions. With quality music and interesting people to talk to, Infernus rarely has a need these days to call up his dangerous supernatural abilities.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|(1) Catalyst=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Infernus&lt;br /&gt;
| ability_num=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(2) Flame Dash=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Infernus&lt;br /&gt;
| ability_num=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-|(3) Afterburn=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Infernus&lt;br /&gt;
| ability_num=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afterburn&#039;s buildup is affected by distance falloff. For example: if you are at a distance where you would do 50% damage due to distance falloff, a body shot will build up 5% Afterburn (instead of 10%).&lt;br /&gt;
&lt;br /&gt;
|-|(4) Concussive Combustion=&lt;br /&gt;
{{Ability card v2&lt;br /&gt;
| hero_name=Infernus&lt;br /&gt;
| ability_num=4&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|key=hero_inferno}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;A FATE&#039;S TALE&#039;&#039;&#039;|&lt;br /&gt;
&lt;br /&gt;
Like most teenagers; Infernus was wild, rebellious, and impetuous. Unlike most teenagers, Infernus was a creature from another planet and had a supernatural mastery over fire. Needless to say: his youth was filled with no small amount of arson, murder, and evidence disposal. But that was then. Now an adult, Infernus has mellowed out considerably. He’s happy working at a bar with good live music, and talking to interesting people. That being said when someone at the bar gets belligerent or violent, he’s not afraid to dust off the skills he once honed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Infernus/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Infernus during &#039;&#039;Deadlock&#039;&#039; Pre-Alpha (&#039;&#039;Neon Prime&#039;&#039;) was named &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
* Infernus is voiced by [[wikipedia:Phil_Morris_(actor)|Phil Morris]].&lt;br /&gt;
* When starting a match, the Patron may tell Infernus that &amp;quot;Hank&amp;quot; is counting on him.&lt;br /&gt;
&lt;br /&gt;
{{Hero Navbox}}&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Ixia?diff=14764</id>
		<title>Ixia</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Ixia?diff=14764"/>
		<updated>2024-11-20T06:39:42Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;Ixia&#039;&#039;&#039; is another plane of existence from ours, connected through a series of gates to Earth. South Ixia is the 52nd state of the United States, after Puerto Rico. &amp;lt;ref&amp;gt;[[The New York Oracle]] - &#039;&#039;&amp;quot;Next week will mark the 5-year anniversary of South Ixia officially joining the United States as its 52nd state.&amp;quot;&#039;&#039; &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Ixians are the origin of what was historically known as Demons. Some Ixians have a supernatural control of fire, manifested in {{HeroIcon|Infernus}} and in {{HeroIcon|Grey Talon}}&#039;s step-daughter. Even though {{HeroIcon|Abrams}} is an Ixian, he isn&#039;t currently known to have control over fire.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Template:Hero_Navbox?diff=14415</id>
		<title>Template:Hero Navbox</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Template:Hero_Navbox?diff=14415"/>
		<updated>2024-11-12T02:22:31Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{|style=&amp;quot;display:inline;border: 2px solid transparent;margin-top:10px;margin-bottom:10px;background-color:transparent;margin: auto;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;display:block;border-radius: 8px;text-align: center; background-image: linear-gradient(#c1a671, #d0bb95); font-family: &#039;PT Serif&#039;,&#039;Palatino&#039;,&#039;Georgia&#039;,serif; font-size:22px;&amp;quot;| [[Hero|&amp;lt;span style=&amp;quot;color:#FFF5E8; font-family: &#039;Retail Demo&#039;, &#039;PT Serif&#039;,&#039;Palatino&#039;,&#039;Georgia&#039;,serif; font-weight:bold; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);&amp;quot;&amp;gt;Heroes&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; gap: 3px; align-items: center; justify-content: center; margin: auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:HeroData/nav|get_hero_nav_cards&lt;br /&gt;
|in_herolabs=false&lt;br /&gt;
|text_size={{{text_size|11}}}&lt;br /&gt;
|card_size={{{card_size|88}}}&lt;br /&gt;
|sticker_size={{{sticker_size|30}}}&lt;br /&gt;
|herolabs_text_size={{{herolabs_text_size|6}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;display:inline;border: 2px solid transparent;margin-top:10px;margin-bottom:10px;background-color:transparent;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-radius: 8px;text-align: center; background-image: linear-gradient(#ce9b54, #674915); font-family: &#039;PT Serif&#039;,&#039;Palatino&#039;,&#039;Georgia&#039;,serif; font-size:22px;&amp;quot;| [[Hero Labs|&amp;lt;span style=&amp;quot;color:#FFF0D6; font-family: &#039;Retail Demo&#039;, &#039;PT Serif&#039;,&#039;Palatino&#039;,&#039;Georgia&#039;,serif; font-weight:bold; text-shadow: 1px 1px rgba(0, 0, 0, 0.3); display: flex; justify-content: center; align-items: center;&amp;quot;&amp;gt;Hero Labs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; gap: 3px; align-items: center; justify-content: center; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:HeroData/nav|get_hero_nav_cards&lt;br /&gt;
|in_herolabs=true&lt;br /&gt;
|text_size={{{text_size|11}}}&lt;br /&gt;
|card_size={{{card_size|88}}}&lt;br /&gt;
|sticker_size={{{sticker_size|30}}}&lt;br /&gt;
|herolabs_text_size={{{herolabs_text_size|6}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Hero_Labs?diff=14414</id>
		<title>Hero Labs</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Hero_Labs?diff=14414"/>
		<updated>2024-11-12T02:18:24Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hero Labs&#039;&#039;&#039; is a unique gamemode in Deadlock. It is a limited testing environment where new [[Heroes]] can be tested while they are still in very early development. There are currently &#039;&#039;&#039;{{Heroes count|HeroLabs}}&#039;&#039;&#039; heroes exclusive to Hero Labs.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Hero Labs is currently on limited testing hours, available between &#039;&#039;&#039;6:00 PM - 8:00 PM Pacific Standard Time (PST)&#039;&#039;&#039;. In order to access the mode, players are required to have played 50 standard games previously.&lt;br /&gt;
&lt;br /&gt;
Hero Labs matches are identical to standard games, save for the addition of new work-in-progress heroes. Most of these heroes are very early in development, some with temporary names, abilities, and assets that are all subject to change. Heroes in this mode will often be removed, updated or re-added as they develop.&lt;br /&gt;
&lt;br /&gt;
Players that queue for a new hero and don&#039;t get them selected will be given higher priority in subsequent games until they get one.&lt;br /&gt;
&lt;br /&gt;
== Currently Available Heroes ==&lt;br /&gt;
Besides existing [[Heroes]], the following work-in-progress heroes are available for selection in Hero Labs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
{{HeroRosterCard|key=hero_nano|hero=Calico|Ability1=Sekhmet&#039;s Spirit|Ability2=Pounce|Ability3=Nekomata Ward|Ability4=Queen of Shadows}}&lt;br /&gt;
{{HeroRosterCard|key=hero_slork|hero=Fathom|Ability1=Scalding Spray|Ability2=Breach|Ability3=Bloodletting|Ability4=Reefdweller Harpoon}}&lt;br /&gt;
{{HeroRosterCard|key=hero_astro|hero=Holliday|Ability1=Powder Keg|Ability2=Bounce Pad|Ability3=Crackshot|Ability4=Spirit Lasso}}&lt;br /&gt;
{{HeroRosterCard|key=hero_magician|hero=Magician|Ability1=Vexing Bolt|Ability2=Spectral Assistant|Ability3=Rabbit Hex|Ability4=Paradoxical Swap}}&lt;br /&gt;
{{HeroRosterCard|key=hero_trapper|hero=Trapper|Ability1=Bottled Phantasmicide|Ability2=Silktrap|Ability3=Pest Barrier|Ability4=Crawling Plague}}&lt;br /&gt;
{{HeroRosterCard|key=hero_viper|hero=Viper|Ability1=Hook Blade|Ability2=Lethal Venom|Ability3=Slither|Ability4=Petrify}}&lt;br /&gt;
{{HeroRosterCard|key=hero_wrecker|hero=Wrecker|Ability1=Wrecking Ball|Ability2=Consume|Ability3=Bio Blast|Ability4=Astral Walk}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update History ==&lt;br /&gt;
{{Update history table|contents={{Update history table/row&lt;br /&gt;
| update = October 24, 2024&lt;br /&gt;
| changes = &lt;br /&gt;
[ Hero Labs ]&lt;br /&gt;
* Added Hero Labs, a new experimental hero matchmaking mode.&lt;br /&gt;
** Added new hero {{HeroIcon|Calico}} to Hero Labs.&lt;br /&gt;
** Added new hero {{HeroIcon|Fathom}} to Hero Labs.&lt;br /&gt;
** Added new hero {{HeroIcon|Holliday}} to Hero Labs.&lt;br /&gt;
** Added new hero {{HeroIcon|Magician}} to Hero Labs.&lt;br /&gt;
** Added new hero {{HeroIcon|Viper}} to Hero Labs.&lt;br /&gt;
** Added new hero {{HeroIcon|Wrecker}} to Hero Labs.&lt;br /&gt;
}}}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Talk:Deadlock_Wiki?diff=11227</id>
		<title>Talk:Deadlock Wiki</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Talk:Deadlock_Wiki?diff=11227"/>
		<updated>2024-10-15T05:23:36Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Needed Pages ==&lt;br /&gt;
Making a little tally of the additional pages we probably need - feel free to add / delete as they get done.&lt;br /&gt;
# [[Rejuvenator]] needs citations &lt;br /&gt;
# Pages for items all need to have a unified look,an Update History table and accurate up to date description. Please visit [[Talk:Items]] for guidelines and reference material.&lt;br /&gt;
#[[Updates]] page is unfinished.&lt;br /&gt;
#[[Strategy]] could use some love.&lt;br /&gt;
# FAQ&lt;br /&gt;
# [[Deadlock]] needs citations&lt;br /&gt;
&lt;br /&gt;
[[User:Dragon Installman|Dragon Installman]] ([[User talk:Dragon Installman|talk]]) 01:07, 28 September 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images of Upcoming Heroes ==&lt;br /&gt;
Is it OK to upload additional images of unreleased heroes (i.e. screenshots from Hero Sandbox or a model viewer)? [[User:DingoHazel|DingoHazel]] ([[User talk:DingoHazel|talk]]) 05:23, 15 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/User:DingoHazel?diff=9029</id>
		<title>User:DingoHazel</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/User:DingoHazel?diff=9029"/>
		<updated>2024-09-29T23:00:33Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: Created page with &amp;quot;&amp;#039;&amp;#039;{{HeroIcon|Viscous| }} gathering goo&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;{{HeroIcon|Viscous| }} gathering goo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Rejuvenator?diff=9028</id>
		<title>Rejuvenator</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Rejuvenator?diff=9028"/>
		<updated>2024-09-29T22:52:31Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Image 2024-09-14 031427710.png|right|thumb|The Rejuvenator.]]&lt;br /&gt;
The &#039;&#039;&#039;Rejuvenator&#039;&#039;&#039; is a rune that spawns above the &#039;&#039;[[Mid-Boss]]&#039;&#039; after it is slain. It appears as a large, green crystal. After the &#039;&#039;Mid-Boss&#039;&#039; is killed, the Rejuvenator descends and cannot be claimed until it fully touches the ground. Once it lands, any player in the match can smash it with a Heavy [[Melee attack|melee attack]], granting their team the &amp;quot;Rejuvenation Credit&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
==Rejuvenation Credit==&lt;br /&gt;
Each player of the team that claims the Rejuvenator will be granted the &amp;quot;Rejuvenation Credit&amp;quot; buff. The buff lasts three minutes or until death, whichever comes first. It also provides the following benefit:&lt;br /&gt;
*Halves each player&#039;s next respawn time&lt;br /&gt;
**Currently-dead players will consume the credit immediately to halve their &#039;remaining&#039; respawn time&lt;br /&gt;
&lt;br /&gt;
The following benefits apply to the entire team for 3 minutes, regardless of whether the credit is available:&lt;br /&gt;
*Converts [[Trooper|Troopers]] into Super Troopers (50% HP Buff). {{Citation needed}}&lt;br /&gt;
*Increases fire rate by 20% for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
*Increases max health by 200HP for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
*Increases movement speed by 1m/s for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Rejuvenator?diff=9026</id>
		<title>Rejuvenator</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Rejuvenator?diff=9026"/>
		<updated>2024-09-29T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: Undo revision 9001 by 159.196.168.129 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Image 2024-09-14 031427710.png|right|thumb|The Rejuvenator.]]&lt;br /&gt;
The &#039;&#039;&#039;Rejuvenator&#039;&#039;&#039; is a rune that spawns above the &#039;&#039;[[Mid-Boss]]&#039;&#039; after it is slain. It appears as a large, green crystal. After the &#039;&#039;Mid-Boss&#039;&#039; is killed, the Rejuvenator descends and cannot be claimed until it fully touches the ground. Once it lands, any player in the match can claim it with a Heavy [[Melee attack|melee attack]], granting their team the &amp;quot;Rejuvenation Credit&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
==Rejuvenation Credit==&lt;br /&gt;
Each player of the team that claimed the Rejuvenator, will be granted the &amp;quot;Rejuvenation Credit&amp;quot; buff. The buff lasts three minutes or lost upon death, whichever comes first. It also provides the following benefit:&lt;br /&gt;
*Halves each player&#039;s next respawn time&lt;br /&gt;
**Currently-dead players will consume the credit immediately to halve their &#039;remaining&#039; respawn time&lt;br /&gt;
&lt;br /&gt;
The following benefits apply to the entire team for 3 minutes, regardless of whether the credit is available:&lt;br /&gt;
*Converts [[Trooper|Troopers]] into Super Troopers (50% HP Buff). {{Citation needed}}&lt;br /&gt;
*Increases fire rate by 20% for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
*Increases max health by 200HP for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
*Increases movement speed by 1m/s for the player and the player&#039;s allies. {{Citation needed}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Update:September_26,_2024?diff=9011</id>
		<title>Update:September 26, 2024</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Update:September_26,_2024?diff=9011"/>
		<updated>2024-09-29T22:09:29Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update layout&lt;br /&gt;
| prev_update = September 19, 2024&lt;br /&gt;
| current_update = September 26, 2024&lt;br /&gt;
| next_update = September 27, 2024&lt;br /&gt;
| source = https://forums.playdeadlock.com/threads/09-26-2024-update.33015/&lt;br /&gt;
| source_title = 09-26-2024 Update&lt;br /&gt;
| notes = === General Changes ===&lt;br /&gt;
* Added new hero, {{HeroIcon|Mirage}}.&lt;br /&gt;
* Added an initial Anti-Cheat detection system. When a user is detected as cheating, during the game session the opponents will be given a choice between banning the user immediately and ending the match or turning the cheater into a frog for the rest of the game and then banning them afterwards. The system is set to conservative detection levels as we work on a v2 anti-cheat system that is more extensive. We will turn on the banning of users in a couple of days after the update is out. When a match is ended this way, the results will not count for other players.&lt;br /&gt;
* Added global quickcast support. You can now configure your abilities and/or items to be on quickcast mode globally. You can also customize each ability individually to be quickcast or not. This also supports grenade style abilities.&lt;br /&gt;
* Hero specific keybinds now say the ability name instead of ability 1-4&lt;br /&gt;
* Added Zipline hotkey that can be independently bound from space/jump&lt;br /&gt;
* Fixed per-hero keys not inheriting user-defined default keys properly&lt;br /&gt;
* Added keybind indicator for hero-specific binds showing which keys have been bound for that hero&lt;br /&gt;
* Added Custom Match play mode&lt;br /&gt;
* Private lobbies now have an option to turn on cheats&lt;br /&gt;
* Private lobbies now let you select the specific servers to use&lt;br /&gt;
* Private lobbies now have an option to make the match publicly visible or private to only the players&lt;br /&gt;
* Private lobbies now support post-game and replays properly&lt;br /&gt;
* Private lobbies now allow picking specific lanes (solo and dual lane colors are displayed)&lt;br /&gt;
* Added a cheat report option in-game and post-game&lt;br /&gt;
* Can now mute and report enemy players using ESC while in-game&lt;br /&gt;
* Updated the game access invite UI to make it clear when users have been accepted (in most cases we look into where a user said their friend wasn&#039;t accepted, the user was actually accepted but they never claimed the game on the Steam notifications side)&lt;br /&gt;
* Added voice indicators for when players are speaking in party and team chat (green for party, white for team)&lt;br /&gt;
* Updated Player Card and action menu when clicking on a player in the friend list or ESC menu&lt;br /&gt;
* Fixed Rich Presence for Steam and in-game friend lists&lt;br /&gt;
* Party Code is now hidden when you enable Streamer Mode&lt;br /&gt;
* Added Region indicator to the matches on the watch tab&lt;br /&gt;
* Fixed search by MatchID not working for games that are live&lt;br /&gt;
* Added Spectator Fog of War toggle (hotkeys available in settings)&lt;br /&gt;
* Added South Africa servers&lt;br /&gt;
* Added Italian localization&lt;br /&gt;
* Instead of showing the total number of favorites for each build, we now tag popular builds using a mix of both recent and historical usage so that newer builds are easier to find&lt;br /&gt;
* Builds that haven&#039;t been updated in 30 days now have a distinct visual&lt;br /&gt;
* General rendering performance improvements&lt;br /&gt;
* Shadow quality improvements for higher shadow settings&lt;br /&gt;
* Fixed issues with player outline rendering in FSR2&lt;br /&gt;
* Fixed regression with saturation volumes outline not showing up&lt;br /&gt;
* Displacement mapping no longer an official option and will likely be cut (it can be enabled with a ConVar after the game starts)&lt;br /&gt;
* Lighting improvements in map&lt;br /&gt;
* Picking up a powerup will now list all the stats they modify in the HUD instead of a generic name like &#039;Casting&#039; or &#039;Gun&#039;&lt;br /&gt;
* Spirit scaling is now always shown on the tooltips without needing to hold alt/tab&lt;br /&gt;
* Updated {{HeroIcon|Viscous}} icon to look more different from {{HeroIcon|Dynamo}}&lt;br /&gt;
* Added frosted shell effect on the rejuv crystal when {{AbilityIcon|Frozen Shelter}} is active&lt;br /&gt;
* Music and Sound effects will now pause during game pause&lt;br /&gt;
* Fixed [[Guardian]] trying to shoot people unsuccessfully behind cover&lt;br /&gt;
* Fixed {{ItemIcon|Quicksilver Reload}} bonus damage not working correctly with things like {{AbilityIcon|Scorn}} and {{AbilityIcon|Flog}}&lt;br /&gt;
* Added timer sound to the last couple seconds of {{AbilityIcon|Flying Cloak}}&lt;br /&gt;
* Wall Jumps now use better animations to communicate directionality&lt;br /&gt;
* Fixed jumping between ziplines consuming stamina&lt;br /&gt;
* Fixed Magic Reverb not getting increased bonus damage from damage amps&lt;br /&gt;
* Improved preloading during queue time&lt;br /&gt;
* Updated {{AbilityIcon|Killing Blow}} effects&lt;br /&gt;
* Updated {{AbilityIcon|Lightning Ball}} effects to reduce some visual noise&lt;br /&gt;
* Fixed some issues with {{AbilityIcon|Crimson Slash}} effect not appearing reliably&lt;br /&gt;
* {{HeroIcon|Viscous}} {{AbilityIcon|Puddle Punch}} will now show a red preview for when the punch is out of range but within 2x of the cast range&lt;br /&gt;
* Fixed {{ItemIcon|Ricochet}} not respecting LOS when picking the targets&lt;br /&gt;
* No longer play low ammo sounds when firing while sliding&lt;br /&gt;
* Fixed not being able to bind Reload to Mouse Wheel Up/Down&lt;br /&gt;
* Minimap line colors now match the color of the hero drawing them&lt;br /&gt;
* Fixed spectator keybinds not showing correctly&lt;br /&gt;
* Updated {{AbilityIcon|Flying Strike}} effects to reduce some visual noise&lt;br /&gt;
* Fixed Flex Slot unlock order not matching the usual order of unlocks&lt;br /&gt;
* Updated {{AbilityIcon|Sleep Dagger}} projectile, impact and sleeping debuff visuals&lt;br /&gt;
* Fixed imbue and active abilities dialog not responding to keybinds if your ability/item binds included a modifier key or were bound to the mouse wheel&lt;br /&gt;
* Fixed {{HeroIcon|Dynamo}} not playing an animation during the cast delay on {{AbilityIcon|Singularity}}&lt;br /&gt;
* Updated bullet shield break effects&lt;br /&gt;
* Updated {{ItemIcon|Unstoppable}} effects to be clearer at cast time&lt;br /&gt;
* {{ItemIcon|Warp Stone}}: Casting while on the ground will no longer stop the player in place, will try to move forward along the ground instead&lt;br /&gt;
* {{ItemIcon|Warp Stone}}: Fixed cases of {{ItemIcon|Warp Stone}} getting caught on geometry&lt;br /&gt;
* Fixed various projectiles going through bosses ({{HeroIcon|Wraith}} cards, {{HeroIcon|Lady Geist|Geist}}{{sic}} bombs, etc)&lt;br /&gt;
* Fixed Dash not always breaking breakables&lt;br /&gt;
* Breakables will now wait to spawn if a player is in the way&lt;br /&gt;
* {{HeroIcon|Abrams}} now has a new custom heavy melee animation&lt;br /&gt;
* Updated {{HeroIcon|Haze}} VO&lt;br /&gt;
* Fixed a bug where {{HeroIcon|Kelvin}} desperation VO for {{AbilityIcon|Arctic Beam}} and {{AbilityIcon|Ice Path}} were flipped&lt;br /&gt;
* Turned off a {{HeroIcon|Shiv}} line where he referenced slowing down enemies when he wasn&#039;t actually doing so&lt;br /&gt;
* Removed reason 31 of why {{HeroIcon|Lash}} is better than {{HeroIcon|Bebop}} and replaced it with reason 26 of why Lash is better than Bebop (fixed a bug with Lash&#039;s hero select lines)&lt;br /&gt;
* Replaced a {{HeroIcon|Grey Talon}} select line to make his intentions more clear&lt;br /&gt;
* {{HeroIcon|Infernus}} will no longer appear in every bot match&lt;br /&gt;
* Bots can now choose to play {{HeroIcon|Lady Geist}}, {{HeroIcon|Mirage}}, {{HeroIcon|Shiv}}, and {{HeroIcon|Warden}}&lt;br /&gt;
* Fixed min/max falloff range displaying incorrectly on Weapon Stats Tooltip&lt;br /&gt;
* Updated Rejuvenator buff effect&lt;br /&gt;
* Updated wall bounce effects for {{HeroIcon|Viscous}} in ball form&lt;br /&gt;
* Added {{code|citadel_give_gold}} cheat command&lt;br /&gt;
* Improved read on the connecting rope for {{AbilityIcon|Flying Strike}} and reduced visual obstruction of the ending slash&lt;br /&gt;
* Music bug fixes for replay and spectating&lt;br /&gt;
* Allow announcer lines for kill streaks and various hero lines to play while the player is in an active combat encounter&lt;br /&gt;
* Timing critical music and sfx will pause and resume in response to game pause&lt;br /&gt;
&lt;br /&gt;
=== Misc Gameplay ===&lt;br /&gt;
* Side lanes are now a little further apart from the middle lanes&lt;br /&gt;
* Added a First Blood bonus bounty for the first kill each player gets. Grants 150 bonus souls.&lt;br /&gt;
* Lane setup is now always 1-2-2-1&lt;br /&gt;
* Zipline Boost now starts on cooldown again&lt;br /&gt;
* [[Trooper]] damage reduction from Guardians reduced from 35% to 28% (they die a little faster to Guardians now)&lt;br /&gt;
* Trooper share radius reduced (from allied hero to allied hero 50m-&amp;gt;40m, from orb to allied hero 40m-&amp;gt;35m)&lt;br /&gt;
* Reverted recent creep sharing duplication changes (back to how it was over a week ago, we want to see if it&#039;s still an issue with the other changes in this patch)&lt;br /&gt;
* Some latency-related calculation improvements that help orbs be a little less deny favored&lt;br /&gt;
* Orbs now appear a little smaller to the enemy that is trying to deny them&lt;br /&gt;
* Added a Soul Generator (like the one in hero sandbox) in the respawn area. Starts spawning orbs at 3 minutes. Each orb is worth 10 souls when shot. (primary purpose for this is cases when you are very close to an item purchase)&lt;br /&gt;
* Fire Rate slows now stack diminishingly&lt;br /&gt;
* Rejuv bonus creep HP increased from 50% to 70%&lt;br /&gt;
* Rejuv bonus is no longer consumed for dead players, they have it on their next life now&lt;br /&gt;
* Troopers no longer give half bounty when base guardians are destroyed for that lane&lt;br /&gt;
* Killer to Assist bounty ratio reduced from 2.0 to 1.7 (slightly more to assists)&lt;br /&gt;
* Midgame respawn time increased a bit (reaches 50s at 20 min instead of 40s at 20 min)&lt;br /&gt;
* Teleporter delay reduced from 5s to 4s&lt;br /&gt;
* Guardians now deal 10% more damage to players&lt;br /&gt;
* [[Sinner&#039;s Sacrifice]] now grants a permanent golden statue bonus when it is killed&lt;br /&gt;
* Fixed Sinner&#039;s Sacrifice sharing bounty to nearby allies&lt;br /&gt;
* Added indicator on the hud to help track your passive cooldown items when they are 1s from ready ({{ItemIcon|Headshot Booster|headshot Booster}}{{sic}}, {{ItemIcon|Medic Bullets}}, etc)&lt;br /&gt;
* Boon count increased from 11 to 14 (added to 16/18/20k)&lt;br /&gt;
* Non-Health boon bonuses rescaled over the 14 levels (same total as before)&lt;br /&gt;
* Aggressive crouch spamming within a very narrow window will now cause you to very briefly move progressively slower&lt;br /&gt;
* Added Rejuv drop on a loop in the sandbox mode&lt;br /&gt;
* Added infinite ammo option to sandbox (&amp;quot;No Reload&amp;quot;)&lt;br /&gt;
* Fixed dashing downwards not destroying breakables&lt;br /&gt;
* Silence now deselects your ability if you had it open when silenced&lt;br /&gt;
&lt;br /&gt;
=== Weapon Items ===&lt;br /&gt;
* {{ItemIcon|Monster Rounds}}: Bullet Resist vs NPCs reduced from 35% to 30%&lt;br /&gt;
* {{ItemIcon|High-Velocity Mag}}: Bullet Velocity reduced from +30% to +25%&lt;br /&gt;
* {{ItemIcon|Restorative Shot}}: Cooldown reduced from 6.2s to 5.5s&lt;br /&gt;
* {{ItemIcon|Hollow Point Ward}}: Spirit Shield increased from +85 to +95&lt;br /&gt;
* {{ItemIcon|Headshot Booster}}: Fire Rate reduced from +5% to +4%&lt;br /&gt;
* {{ItemIcon|Kinetic Dash}}: Fire Rate reduced from 25% to 20%&lt;br /&gt;
* {{ItemIcon|Kinetic Dash}}: Fire Rate max duration reduced from 8s to 7s&lt;br /&gt;
* {{ItemIcon|Berserker}}: Damage required per stack reduced from 110 to 100&lt;br /&gt;
* {{ItemIcon|Mystic Shot}}: Damage spirit scaling increased from 0.6 to 0.8&lt;br /&gt;
* {{ItemIcon|Melee Charge}}: Impact now increases your ammo for that mag instead of reloading (so if your ammo is 2/8, it becomes 10/8). Reloads you instantly if in the middle of a reload.&lt;br /&gt;
* {{ItemIcon|Melee Charge}}: Cooldown increased from 8.5s to 10s&lt;br /&gt;
* {{ItemIcon|Intensifying Magazine}}: Max Weapon Damage reduced from 75% to 60%&lt;br /&gt;
* {{ItemIcon|Escalating Resilience}}: Fire Rate reduced from 14% to 12%&lt;br /&gt;
* {{ItemIcon|Headhunter}}: Now requires {{ItemIcon|Headshot Booster}}&lt;br /&gt;
* {{ItemIcon|Headhunter}}: No longer grants +50% Bullet Velocity&lt;br /&gt;
* {{ItemIcon|Headhunter}}: Now grants +5% Fire Rate&lt;br /&gt;
* {{ItemIcon|Headhunter}}: Fixed not being affected by cooldown reduction&lt;br /&gt;
* {{ItemIcon|Pristine Emblem}}: Now requires {{ItemIcon|High-Velocity Mag}}&lt;br /&gt;
* {{ItemIcon|Pristine Emblem}}: Now grants +35% Bullet Velocity&lt;br /&gt;
* {{ItemIcon|Titanic Magazine}}: Ammo increased from 100% to 120%&lt;br /&gt;
* {{ItemIcon|Sharpshooter}}: Fixed falloff reduction not working properly&lt;br /&gt;
* {{ItemIcon|Frenzy}}: Low HP Spirit Resist changed to Bullet Resist&lt;br /&gt;
* {{ItemIcon|Spiritual Overflow}}: Now grants +250 Bullet Shield&lt;br /&gt;
* {{ItemIcon|Silencer}}: Now grants +12 Spirit&lt;br /&gt;
* {{ItemIcon|Ricochet}}: Fire Rate reduced from 12% to 10%&lt;br /&gt;
* {{ItemIcon|Vampiric Burst}}: Fixed casting it interrupting sliding&lt;br /&gt;
* {{ItemIcon|Siphon Bullets}}: Moved to T4 Vitality&lt;br /&gt;
* {{ItemIcon|Shadow Weave}}: Now a T4 Weapon Item&lt;br /&gt;
&lt;br /&gt;
=== Vitality Items ===&lt;br /&gt;
* {{ItemIcon|Melee Lifesteal}}: Melee Damage reduced from 13% to 12%&lt;br /&gt;
* {{ItemIcon|Melee Lifesteal}}: Heal vs non-heroes reduced from 40% to 30%&lt;br /&gt;
* {{ItemIcon|Extra Stamina}}: Stamina Recovery increased from 10% to 14%&lt;br /&gt;
* {{ItemIcon|Restorative Locket}}: No longer requires max stacks to restore a stamina point&lt;br /&gt;
* {{ItemIcon|Divine Barrier}}: Bonus Health reduced from 75 to 50&lt;br /&gt;
* {{ItemIcon|Combat Barrier}}: Fire Rate while shielded reduced from 8% to 6%&lt;br /&gt;
* {{ItemIcon|Combat Barrier}}: Weapon Damage while shielded reduced from 28% to 25%&lt;br /&gt;
* {{ItemIcon|Combat Barrier}}: Bullet Shield increased from +300 to +325&lt;br /&gt;
* {{ItemIcon|Health Nova}}: Weapon Damage increased from 10% to 12%&lt;br /&gt;
* {{ItemIcon|Return Fire}}: While active grants +25% Bullet Resistance&lt;br /&gt;
* {{ItemIcon|Return Fire}}: Bullet Damage Returned reduced from 70% to 60%&lt;br /&gt;
* {{ItemIcon|Return Fire}}: No longer grants +7% Fire Rate&lt;br /&gt;
* {{ItemIcon|Return Fire}}: Spirit Power increased from +7 to +9&lt;br /&gt;
* {{ItemIcon|Return Fire}}: Fixed Ricochet&#039;d bullets not returning the right amount of damage&lt;br /&gt;
* {{ItemIcon|Bullet Armor}}: Bullet Resist increased from 20% to 25%&lt;br /&gt;
* {{ItemIcon|Veil Walker}}: No longer grants +20% Fire Rate&lt;br /&gt;
* {{ItemIcon|Improved Bullet Armor}}: Bullet Resist increased from 45% to 50%&lt;br /&gt;
* {{ItemIcon|Fortitude}}: Bonus Health increased from 275 to 300&lt;br /&gt;
* {{ItemIcon|Lifestrike}}: Cooldown reduced from 5.25s to 5s&lt;br /&gt;
* {{ItemIcon|Lifestrike}}: Fixed proccing heal more than once when hitting multiple targets&lt;br /&gt;
* {{ItemIcon|Shadow Weave}}: Moved to T4 Weapon&lt;br /&gt;
* {{ItemIcon|Siphon Bullets}}: Now a T4 Vitality Item&lt;br /&gt;
* {{ItemIcon|Siphon Bullets}}: No longer grants +28% Weapon Damage&lt;br /&gt;
* {{ItemIcon|Siphon Bullets}}: Now grants +18% Bullet Resistance&lt;br /&gt;
* {{ItemIcon|Colossus}}: Slow radius increased from 12m to 14m&lt;br /&gt;
* {{ItemIcon|Soul Rebirth}}: Increases base respawn rate by +15s&lt;br /&gt;
* {{ItemIcon|Unstoppable}}: Can no longer be cast during channels&lt;br /&gt;
&lt;br /&gt;
=== Spirit Items ===&lt;br /&gt;
* {{ItemIcon|Ammo Scavenger}}: Ammo reduced from 15% to 10%&lt;br /&gt;
* {{ItemIcon|Ammo Scavenger}}: Health reduced from 60 to 40&lt;br /&gt;
* {{ItemIcon|Ammo Scavenger}}: Duration reduced from 35s to 30s&lt;br /&gt;
* {{ItemIcon|Ammo Scavenger}}: Max stacks reduced from 12 to 10&lt;br /&gt;
* {{ItemIcon|Spirit Strike}}: No longer grants +0.8 Health Regen&lt;br /&gt;
* {{ItemIcon|Mystic Reach}}: Ability Range increased from 16% to 18%&lt;br /&gt;
* {{ItemIcon|Mystic Reach}}: Now provides 6% Bullet Resist instead of 6% Spirit Resist&lt;br /&gt;
* {{ItemIcon|Withering Whip}}: No longer grants +8% Fire Rate&lt;br /&gt;
* {{ItemIcon|Withering Whip}}: Spirit Power increased from +4 to +6&lt;br /&gt;
* {{ItemIcon|Withering Whip}}: Now grants +1 Sprint&lt;br /&gt;
* {{ItemIcon|Withering Whip}}: Cast range increased from 24m to 30m&lt;br /&gt;
* {{ItemIcon|Withering Whip}}: Fire Rate slow increased from 40% to 45%&lt;br /&gt;
* {{ItemIcon|Quicksilver Reload}}: No longer triggers if your ammo is at max value already&lt;br /&gt;
* {{ItemIcon|Decay}}: Cooldown increased from 32s to 45s&lt;br /&gt;
* {{ItemIcon|Decay}}: Cast range scaling reduced from 0.2 to 0.16&lt;br /&gt;
* {{ItemIcon|Improved Reach}}: Now provides 12% Bullet Resist instead of 12% Spirit Resist&lt;br /&gt;
* {{ItemIcon|Improved Spirit}}: Spirit Power increased from +21 to +23&lt;br /&gt;
* {{ItemIcon|Knockdown}}: Now causes enemies to fall down faster&lt;br /&gt;
* {{ItemIcon|Torment Pulse}}: Health Bonus increased from 140 to 160&lt;br /&gt;
* {{ItemIcon|Torment Pulse}}: Spirit Power damage scaling increased from 0.25 to 0.33&lt;br /&gt;
* {{ItemIcon|Rapid Recharge}}: Faster Time Between Charges increased from +55% to +65%&lt;br /&gt;
* {{ItemIcon|Rapid Recharge}}: Cooldown Reduction For Charged Abilities increased from +25% to 30%&lt;br /&gt;
* {{ItemIcon|Magic Carpet}}: Fixed it consuming stamina when jumping off&lt;br /&gt;
* {{ItemIcon|Escalating Exposure}}: Fixed the bonus damage being reduced twice by resistance&lt;br /&gt;
* {{ItemIcon|Refresher}}: Bullet Resist increased from 8% to 16%&lt;br /&gt;
* {{ItemIcon|Refresher}}: Spirit Resist reduced from 16% to 8%&lt;br /&gt;
* {{ItemIcon|Echo Shard}}: Now has a 0.3s cast delay (like {{ItemIcon|Refresher}})&lt;br /&gt;
&lt;br /&gt;
=== Hero Changes ===&lt;br /&gt;
* {{HeroIcon|Abrams}}: {{AbilityIcon|Infernal Resilience}} reduced from 16% to 15%&lt;br /&gt;
* {{HeroIcon|Abrams}}: {{AbilityIcon|Infernal Resilience}} T3 reduced from 9% to 8%&lt;br /&gt;
* {{HeroIcon|Abrams}}: {{AbilityIcon|Siphon Life}} spirit scaling increased from 0.2 to 0.3&lt;br /&gt;
* {{HeroIcon|Abrams}}: Fixed Cases where {{AbilityIcon|Shoulder Charge}} was unexpectedly &#039;slamming&#039; in to walls and stairs&lt;br /&gt;
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hook}} range reduced from 30m to 25m&lt;br /&gt;
* {{HeroIcon|Bebop}}: {{AbilityIcon|Hyper Beam}} duration spirit scaling reduced from 0.08 to 0.06&lt;br /&gt;
* {{HeroIcon|Dynamo}}: {{AbilityIcon|Singularity}} radius reduced from 8m to 7m&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: Arrow cycle time reduced from 0.4s to 0.45s (overall dps unchanged)&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: {{AbilityIcon|Rain of Arrows}} can be alternate-casted to remain near the ground&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: Fixed air dash during {{AbilityIcon|Rain of Arrows}} going half the distance&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: {{AbilityIcon|Guided Owl}} bonus spirit on death now has a 3s buffer window&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: {{AbilityIcon|Guided Owl}}: very slight turn rate improvements&lt;br /&gt;
* {{HeroIcon|Grey Talon}}: {{AbilityIcon|Guided Owl}} radius increased from 12m to 13m&lt;br /&gt;
* {{HeroIcon|Haze}}: {{AbilityIcon|Sleep Dagger|Sleep dagger}}{{sic}} hitbox reduced by 10%&lt;br /&gt;
* {{HeroIcon|Haze}}: Fixed refresher not working properly with {{AbilityIcon|Smoke Bomb}}&lt;br /&gt;
* {{HeroIcon|Haze}}: Fixed some items that didn&#039;t proc before: {{ItemIcon|Tesla Bullets}}, {{ItemIcon|Lucky Shot}}, {{ItemIcon|Mystic Shot}}&lt;br /&gt;
* {{HeroIcon|Haze}}: {{AbilityIcon|Bullet Dance}} now more accurately shows who it is shooting&lt;br /&gt;
* {{HeroIcon|Haze}}: Fixed {{AbilityIcon|Bullet Dance}} sometimes not obeying line of sight accurately&lt;br /&gt;
* {{HeroIcon|Haze}}: {{AbilityIcon|Bullet Dance}} bullets are now affected by {{AbilityIcon|Time Wall}}&lt;br /&gt;
* {{HeroIcon|Haze}}: {{AbilityIcon|Bullet Dance}} evasion reduced from 50% to 25%&lt;br /&gt;
* {{HeroIcon|Haze}}: {{AbilityIcon|Bullet Dance}} fire rate reduced from 25% to 15%&lt;br /&gt;
* {{HeroIcon|Ivy}}: {{AbilityIcon|Stone Form}} now works against airborne targets&lt;br /&gt;
* {{HeroIcon|Ivy}}: {{AbilityIcon|Kudzu Bomb}} T3 now also grants +2m Radius&lt;br /&gt;
* {{HeroIcon|Ivy}}: {{AbilityIcon|Kudzu Bomb}} spirit power scaling increased from 0.6 to 0.7&lt;br /&gt;
* {{HeroIcon|Ivy}}: Fixed clicking noise when flying while disarmed&lt;br /&gt;
* {{HeroIcon|Ivy}}: Fixed being able to {{AbilityIcon|Stone Form}} during the Take Flight animation to circumvent the vulnerable cast period&lt;br /&gt;
* {{HeroIcon|Kelvin}}: Headshot bonus damage reduced by 20%&lt;br /&gt;
* {{HeroIcon|Kelvin}}: Bullet damage growth reduced from 1.2 to 0.9&lt;br /&gt;
* {{HeroIcon|Kelvin}}: {{AbilityIcon|Arctic Beam}} movement slow reduced from 70% to 50%&lt;br /&gt;
* {{HeroIcon|Kelvin}}: Moving through breakables while on {{AbilityIcon|Ice Path}} now destroys them&lt;br /&gt;
* {{HeroIcon|Lady Geist}}: {{AbilityIcon|Life Drain}} cooldown reduced from 42s to 30s&lt;br /&gt;
* {{HeroIcon|Lady Geist}}: {{AbilityIcon|Malice}} cooldown reduced from 6.25s to 6s&lt;br /&gt;
* {{HeroIcon|Lady Geist}}: {{AbilityIcon|Malice}} T1 improved from -2.75s Cooldown to -3s&lt;br /&gt;
* {{HeroIcon|Lady Geist}}: Fixed {{AbilityIcon|Life Drain}} not healing extra based on amplifications (like {{ItemIcon|Soul Shredder Bullets|Soul Shredder}}{{sic}} and {{AbilityIcon|Malice}} stacks)&lt;br /&gt;
* {{HeroIcon|Lady Geist}}: Sprint increased from 1 to 1.5&lt;br /&gt;
* {{HeroIcon|McGinnis}}: Fixed looking up circumventing the min range on {{AbilityIcon|Spectral Wall|Wall}}{{sic}} and {{AbilityIcon|Heavy Barrage|Barrage}}{{sic}}&lt;br /&gt;
* {{HeroIcon|McGinnis}}: Can now cast parry to cancel your ult&lt;br /&gt;
* {{HeroIcon|McGinnis}}: Fixed various issues with {{AbilityIcon|Spectral Wall}} indoors and near walls spawning the wrong number of segments&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Combo}} duration reduced from 2.75s to 2.5s&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Combo}} damage spirit scaling increased from 0.8 to 1.1&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Combo}} kill trigger now has a 3s buffer window to get credit&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Sand Blast}} T1 reduced from +1.5s to +1s&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Sand Blast}} range increased from 30m to 35m&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Burrow}} base speed increased from 3 to 4&lt;br /&gt;
* {{HeroIcon|Mo &amp;amp; Krill}}: {{AbilityIcon|Burrow}} T3 speed reduced from +3 to +2&lt;br /&gt;
* {{HeroIcon|Paradox}}: {{AbilityIcon|Pulse Grenade}} T3 now also grants +2% Damage Amp&lt;br /&gt;
* {{HeroIcon|Paradox}}: Fixed being unable to be damaged by multiple {{AbilityIcon|Time Wall}}s&lt;br /&gt;
* {{HeroIcon|Pocket}}: {{AbilityIcon|Affliction}} no longer goes through walls, now respects line of sight&lt;br /&gt;
* {{HeroIcon|Pocket}}: {{AbilityIcon|Barrage}} T3 reduced from +5% to +4%&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Static Charge}} stun duration reduced from 1.1 to 0.9&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Static Charge}} T3 reduced from 1.1 to 0.9&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Static Charge}} radius reduced from 6m to 5m&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Static Charge}} can now be alternate-casted on self (does not stun you)&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Static Charge}} now respects line of sight&lt;br /&gt;
* {{HeroIcon|Seven}}: {{AbilityIcon|Lightning Ball}} T3 now also gives +1m Radius&lt;br /&gt;
* {{HeroIcon|Shiv}}: {{AbilityIcon|Slice and Dice}} T2 reduced from +85 to +75&lt;br /&gt;
* {{HeroIcon|Shiv}}: {{AbilityIcon|Killing Blow}} Rage buildup per spirit damage reduced from 0.02 to 0.013&lt;br /&gt;
* {{HeroIcon|Shiv}}: {{AbilityIcon|Killing Blow}} Rage drain rate increased from 0.3 to 0.35&lt;br /&gt;
* {{HeroIcon|Shiv}}: {{AbilityIcon|Killing Blow}} Full Rage Bonus Damage reduced from 20% to 15%&lt;br /&gt;
* {{HeroIcon|Shiv}}: {{AbilityIcon|Killing Blow}} T2 increased from 5% to 10%&lt;br /&gt;
* {{HeroIcon|Vindicta}}: Gun cycle time increased from 0.19s to 0.22s (same overall dps)&lt;br /&gt;
* {{HeroIcon|Vindicta}}: {{AbilityIcon|Stake}}: distance enemies are allowed to move increased from 6m to 8m&lt;br /&gt;
* {{HeroIcon|Vindicta}}: Max Falloff reduced from 58m to 45m&lt;br /&gt;
* {{HeroIcon|Vindicta}}: Fixed {{AbilityIcon|Flight}} ending if you touch the ground&lt;br /&gt;
* {{HeroIcon|Vindicta}}: Low HP indication now also shows up while unscoped&lt;br /&gt;
* {{HeroIcon|Vindicta}}: {{AbilityIcon|Assassinate}} Base damage reduced from 160 to 140&lt;br /&gt;
* {{HeroIcon|Vindicta}}: {{AbilityIcon|Assassinate}} zoom level reduced a little bit&lt;br /&gt;
* {{HeroIcon|Vindicta}}: {{AbilityIcon|Flight}} duration spirit scaling reduced from 0.2 to 0.15&lt;br /&gt;
* {{HeroIcon|Viscous}}: {{AbilityIcon|The Cube}} cleanse is now part of the T2&lt;br /&gt;
* {{HeroIcon|Viscous}}: {{AbilityIcon|Puddle Punch}} enemy warning time increased from 0.35s to 0.45s&lt;br /&gt;
* {{HeroIcon|Viscous}}: Bullet Damage reduced from 13 to 12&lt;br /&gt;
* {{HeroIcon|Viscous}}: Can now use down dash during {{AbilityIcon|Goo Ball}}&lt;br /&gt;
* {{HeroIcon|Viscous}}: Fixed {{ItemIcon|Phantom Strike}} not positioning you correctly when using it with your {{AbilityIcon|Goo Ball}}&lt;br /&gt;
* {{HeroIcon|Viscous}}: {{AbilityIcon|Splatter}} post cast delay reduced from 0.5s to 0.2s&lt;br /&gt;
* {{HeroIcon|Warden}}: {{AbilityIcon|Binding Word}} escape range and escape time increased by 15%&lt;br /&gt;
* {{HeroIcon|Warden}}: {{AbilityIcon|Last Stand}} spirit scaling increased from 0.9 to 1.2&lt;br /&gt;
* {{HeroIcon|Yamato}}: Bullet damage growth reduced from 0.5 to 0.45&lt;br /&gt;
* {{HeroIcon|Yamato}}: {{AbilityIcon|Crimson Slash}} fire rate slow reduced from 30% to 20%&lt;br /&gt;
* {{HeroIcon|Yamato}}: Fixed various issues with {{AbilityIcon|Flying Strike}} pathing&lt;br /&gt;
* {{HeroIcon|Yamato}}: {{AbilityIcon|Shadow Transformation}} duration reduced from 5s to 4.5s&lt;br /&gt;
* {{HeroIcon|Yamato}}: {{AbilityIcon|Shadow Transformation}} T3 duration increased from +1.5s to +2s&lt;br /&gt;
* {{HeroIcon|Yamato}}: {{AbilityIcon|Shadow Transformation}} no longer provides unlimited ammo&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* Outer lanes at the middle of the map pushed further away from the inner lanes&lt;br /&gt;
* Added connection from canal near the urn platforms through the Radio Station and Apartment buildings&lt;br /&gt;
* Reworked interior corridors of Fish Market/Nursery to exit to the buildings sooner&lt;br /&gt;
* Added interior room partition from the Fish Market/Nursery to the Shops&lt;br /&gt;
* Moved rope to the Fish Market/Nursery rooftop to the back of the building&lt;br /&gt;
* Removed upper interior hallway from rope to the Fish Market/Nursery rooftops&lt;br /&gt;
* Moved truck from in front of archway with cosmic veil to the back of the Fish Market/Nursery&lt;br /&gt;
* Redesigned outer lane path (ziplines and trooper nodes) from Walker to Guardian on Amber Yellow and Sapphire Purple&lt;br /&gt;
* Added interior passage beside Subway Entrance to the outer lanes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Crowd_Control?diff=8452</id>
		<title>Crowd Control</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Crowd_Control?diff=8452"/>
		<updated>2024-09-27T08:48:27Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: /* Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Include an icon for hyperlink preview&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Crowd Control (CC) refers to effects that alter a target&#039;s capability to function, including their movement, ability use, weapon firing, and many others.&lt;br /&gt;
&lt;br /&gt;
They can be applied by [[Heroes|Hero]]&#039;s abilities, or [[Items]] from the [[Shop]].&lt;br /&gt;
&lt;br /&gt;
Crowd Controls can be paired together to no end such that their effects overlap, such as the [[Curse]] [[Items|Item]] which applies nearly all negative CC&#039;s at once.&lt;br /&gt;
&lt;br /&gt;
=Crowd Controls=&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Reduces the target&#039;s movement speed or fire rate.&lt;br /&gt;
&lt;br /&gt;
For example, a 30% slow reduces a 10 meters / second movement speed to 7 m/s.&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
Prevents the target from shooting, using abilities, and moving themselves. Upon stunning the target, they are also [[Crowd Control#Interrupt|Interrupted]].&lt;br /&gt;
&lt;br /&gt;
Examples of stun include Infernus&#039; [[Infernus#(4)_Concussive_Combustion|Concussive Combustion]], Ivy&#039;s [[Ivy#(3)_Stone_Form|Stone Form]], and Dynamo&#039;s [[Dynamo#(4)_Singularity|Singularity]].&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
Similar to [[Crowd Control#Stuns|Stun]], it prevents the target from shooting, using abilities, and moving themselves. However, it does not [[Crowd Control#Interrupt|Interrupt]]. Receiving any damage wakes the target instantly.&lt;br /&gt;
&lt;br /&gt;
Examples of Sleeps include Haze&#039;s Sleep Dagger.&lt;br /&gt;
&lt;br /&gt;
==Root==&lt;br /&gt;
Prevents the target from jumping or moving themselves, but can still be moved by others. Additionally, it prevents the use of movement related abilities, such as Vindicta&#039;s [[Vindicta#(2)_Flight|Flight]]. Lastly, it removes all upwards acceleration, making them fall to the ground.&lt;br /&gt;
&lt;br /&gt;
Examples of Roots include Warden&#039;s Binding Word and Grey Talon&#039;s Immobilizing Trap.&lt;br /&gt;
&lt;br /&gt;
==Silence==&lt;br /&gt;
Prevents the target from activating abilities, though they can still use [[Items|Item]] actives.&lt;br /&gt;
&lt;br /&gt;
A common cause of confusion is that Silence does not [[Crowd_Control#Interrupt|Interrupt]], meaning abilities that have started will always continue through Silence, such as Seven&#039;s [[Seven#Abilities|Storm Cloud]].&lt;br /&gt;
&lt;br /&gt;
==Item Silence==&lt;br /&gt;
Prevents the target from using [[Items|Item]] actives, though they can still use abilities.&lt;br /&gt;
&lt;br /&gt;
Examples include the [[Curse]] [[Items|Item]].&lt;br /&gt;
&lt;br /&gt;
==Disarm==&lt;br /&gt;
Prevents the target from firing their main weapon. Note that abilities that use weapon-damage can still be used while Disarmed, such as Haze&#039;s Bullet Dance.&lt;br /&gt;
&lt;br /&gt;
Examples of Disarm include Mo &amp;amp; Krill&#039;s [[Mo_%26_Krill#(3)_Sand_Blast|Sand Blast]] and Bebop&#039;s [[Bebop#(2)_Sticky_Bomb|Sticky Bomb]].&lt;br /&gt;
&lt;br /&gt;
==Interrupt==&lt;br /&gt;
Interrupts instantly cancel all ability casts and channels. It alone does not prevent further use of abilities. When targets are [[Crowd Control#Stun|Stunned]] they are also Interrupted. &lt;br /&gt;
&lt;br /&gt;
Examples of Interrupt (other than Stun) include the [[Curse]] and [[Knockdown]] [[Items]].&lt;br /&gt;
&lt;br /&gt;
==Displace==&lt;br /&gt;
Exerts some force on the target that modifies their acceleration or velocity, moving or knocking them around.&lt;br /&gt;
&lt;br /&gt;
Examples include Lash&#039;s [[Lash#(1)_Ground_Strike|Ground Strike]], Bebop&#039;s [[Bebop#(2)_Exploding_Uppercut|Exploding Uppercut]] and [[Bebop#(3)_Hook|Hook]], Vindicta&#039;s [[Vindicta#(1)_Stake|Stake]], the [[Rescue Beam]] and [[Knockdown]] [[Items]], and more.&lt;br /&gt;
&lt;br /&gt;
==Time Stop==&lt;br /&gt;
The target acts as if time is frozen, pausing their movement, animations, casts, channels, (and even voice lines? need confirmation). &lt;br /&gt;
&lt;br /&gt;
The effects of time stopped abilities can still function. For example, if Dynamo is time stopped during his Singularity channel, it still pulls and stuns enemies. Note that this technically lengthens the duration of the singularity.&lt;br /&gt;
&lt;br /&gt;
=Crowd Control Reductions and Immunities=&lt;br /&gt;
Effects that reduce the intensity of crowd control, either partially or completely.&lt;br /&gt;
&lt;br /&gt;
==Slow Resistance==&lt;br /&gt;
Reduce the effectiveness of slows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\mathit{Modified Speed} = \mathit{Base Speed} * (1 - \mathit{Slow} * (1 - \mathit{Slow Resistance}))&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, Infernus&#039; [[Infernus#(2)_Flame_Dash|Flame Dash]] normally moves at 12 meters per second, but with a 30% slow and its innate 50% slow resistance it is slowed down to 10.2m/s.&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
Become unable to be hit or targeted. All projectiles and area effects phase through while you also can not be targeted such as by the [[Curse]] [[Items]].&lt;br /&gt;
&lt;br /&gt;
Examples include the [[Ethereal Shift]] [[Items]] and the transformation phase of Yamato&#039;s Shadow Transformation.&lt;br /&gt;
&lt;br /&gt;
==Purge==&lt;br /&gt;
Instantly remove all debuffs. &lt;br /&gt;
&lt;br /&gt;
Some debuffs delay the crucial negative effect, such as Bebop&#039;s [[Bebop#(2)_Sticky_Bomb|Sticky Bomb]]. Therefore, if the bomb is attached, then the target purges their debuffs, the bomb never explodes.&lt;br /&gt;
&lt;br /&gt;
Examples include Viscous&#039; [[Viscous#(2)_The_Cube|The Cube]], [[Debuff Remover]], and [[Rescue Beam]] [[Items]].&lt;br /&gt;
&lt;br /&gt;
==Immovable==&lt;br /&gt;
Immune to displacements, such as [[Viscous]]&#039;s Puddle Punch.&lt;br /&gt;
&lt;br /&gt;
Examples of Immovable include the [[Unstoppable]] [[Items|Item]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Immovable is not displayed in game texts anywhere, and is therefore a hidden mechanic.&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
Other effects commonly confused with Crowd Control effects include:&lt;br /&gt;
* [[Invincibility]] - Cannot receive damage, but can still receive effects and be targeted&lt;br /&gt;
* [[Unkillable]] - Unable to die, but can still receive damage, effects, and be targeted&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Haze?diff=8441</id>
		<title>Haze</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Haze?diff=8441"/>
		<updated>2024-09-27T07:37:06Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: /* Trivia */ Not necessarily upcoming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox hero&lt;br /&gt;
| name            = Haze&lt;br /&gt;
| art             = Haze full.png&lt;br /&gt;
| card            = Haze card.png&lt;br /&gt;
| summary         = Sneaks in and sprays bullets&lt;br /&gt;
| description     = When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.&lt;br /&gt;
| dps             = 56&lt;br /&gt;
| bullet_damage   = 5.6&lt;br /&gt;
| ammo            = 25 {{ss|0.5}}&lt;br /&gt;
| bullets_per_sec = 10&lt;br /&gt;
| light_melee     = 63&lt;br /&gt;
| heavy_melee     = 116&lt;br /&gt;
| max_health      = 500&lt;br /&gt;
| health_regen    = 2&lt;br /&gt;
| bullet_resist   = 0&lt;br /&gt;
| spirit_resist   = 0&lt;br /&gt;
| move_speed      = 8&lt;br /&gt;
| sprint_speed    = 0&lt;br /&gt;
| stamina         = 3&lt;br /&gt;
| increase1_value = 0.28&lt;br /&gt;
| increase1_stat  = Base Bullet Damage&lt;br /&gt;
| increase2_value = 3.4&lt;br /&gt;
| increase2_stat  = Base Melee Damage&lt;br /&gt;
| increase3_value = 27&lt;br /&gt;
| increase3_stat  = Base Health&lt;br /&gt;
| range           = 22m → 46m&lt;br /&gt;
| weapon_name     = Censure &amp;amp; Penance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A secret agent in the Sandman Division of [[OSIC]], &#039;&#039;&#039;Haze&#039;&#039;&#039; is a secretive and devastating assassin character with a specialty in isolating and eliminating her foes. Her Smoke Bomb lets her sneak up on enemies before knocking them out with a Sleep Dagger and unleashing a hail of gunfire at close range. In desperate situations, &#039;&#039;&#039;Haze&#039;&#039;&#039; can enter her Bullet Dance to avoid return fire while dispatching her remaining targets.&lt;br /&gt;
&lt;br /&gt;
In her position at the Occult Security and Investigation Commission, &#039;&#039;&#039;Haze&#039;&#039;&#039; is regularly tasked with infiltrating the dreams of &amp;quot;Persons of Interest&amp;quot; to determine the threat they pose to the United States. If needed, she will be called upon to terminate those targets that are deemed too dangerous to be left alive.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|(1) Sleep Dagger=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Sleep Dagger&lt;br /&gt;
| cooldown        = 26s&lt;br /&gt;
| description     = Throw a dagger that &#039;&#039;&#039;damages&#039;&#039;&#039; and &#039;&#039;&#039;sleeps&#039;&#039;&#039; the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies&#039; channeling abilities. &lt;br /&gt;
| effect1         = &#039;&#039;&#039;Status Effect:&#039;&#039;&#039; Sleep&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Damage:&#039;&#039;&#039; 70 {{ss|2.8}}&lt;br /&gt;
| effect3         = &#039;&#039;&#039;Wake Up Time:&#039;&#039;&#039; 0.1s {{ss|0.003}}&lt;br /&gt;
| effect4         = &#039;&#039;&#039;Min Sleep Time:&#039;&#039;&#039; 0.2s&lt;br /&gt;
| effect5         = &#039;&#039;&#039;Sleep Duration:&#039;&#039;&#039; 3s&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;Removes 1 stamina&#039;&#039;&#039;&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;-12s&#039;&#039;&#039; Cooldown&lt;br /&gt;
| upgrade3        = Applies &#039;&#039;&#039;-12% Bullet Resist&#039;&#039;&#039; for 6s on wake-up&lt;br /&gt;
}}&lt;br /&gt;
|-|(2) Smoke Bomb=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Smoke Bomb&lt;br /&gt;
| duration        = 8s {{ss|0.2}}&lt;br /&gt;
| cooldown        = 37s&lt;br /&gt;
| description     = Fade out of sight, becoming &#039;&#039;&#039;invisible&#039;&#039;&#039; and gaining &#039;&#039;&#039;sprint speed.&#039;&#039;&#039; Attacking removes invisibility. Close enemies can see through your invisibility.&lt;br /&gt;
| effect1         = &#039;&#039;&#039;Status Effect:&#039;&#039;&#039; Invisible&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Fade Time:&#039;&#039;&#039; 1.5s&lt;br /&gt;
| effect3         = &#039;&#039;&#039;Spot Radius:&#039;&#039;&#039; 18m&lt;br /&gt;
| effect4         = &#039;&#039;&#039;Invis Sprint Speed:&#039;&#039;&#039; +2m/s&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;Cooldown&#039;&#039;&#039; -14s&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;+6m/s&#039;&#039;&#039; Invis Sprint Speed&lt;br /&gt;
| upgrade3        = After invis, gain &#039;&#039;&#039;+30% Bullet Lifesteal&#039;&#039;&#039; for 8s&lt;br /&gt;
}}&lt;br /&gt;
|-|(3) Fixation=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Fixation&lt;br /&gt;
| description     = Shooting a target &#039;&#039;&#039;increases your bullet damage on that target&#039;&#039;&#039;. Gain one &#039;&#039;&#039;stack&#039;&#039;&#039; per bullet hit, two if the hit is a headshot. &lt;br /&gt;
| effect1         = &#039;&#039;&#039;Weapon Damage:&#039;&#039;&#039; +0.2 per stack&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Max Stacks:&#039;&#039;&#039; 30&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;60&#039;&#039;&#039; Spirit damage and &#039;&#039;&#039;15%&#039;&#039;&#039; slow for 2s to target every &#039;&#039;&#039;20&#039;&#039;&#039; stacks.&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;40&#039;&#039;&#039; Max Stacks and &#039;&#039;&#039;+5s&#039;&#039;&#039; Duration&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;+0.2 per stack&#039;&#039;&#039; Weapon Damage&lt;br /&gt;
}}&lt;br /&gt;
|-|(4) Bullet Dance=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Bullet Dance&lt;br /&gt;
| duration        = 3s {{ss|0.065}}&lt;br /&gt;
| range           = 15m&lt;br /&gt;
| cooldown        = 138s&lt;br /&gt;
| description     = Enter a flurry, &#039;&#039;&#039;firing your weapon&#039;&#039;&#039; at nearby enemies with &#039;&#039;&#039;perfect accuracy&#039;&#039;&#039;. During the flurry, Haze gains a fire rate bonus and will evade some of the bullets shot at her. &lt;br /&gt;
| effect1         = &#039;&#039;&#039;Fire Rate:&#039;&#039;&#039; +25%&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Targets Hit Per Shot:&#039;&#039;&#039; 1&lt;br /&gt;
| effect3         = &#039;&#039;&#039;Weapon Damage:&#039;&#039;&#039; +2&lt;br /&gt;
| effect4         = &#039;&#039;&#039;Evasion Chance:&#039;&#039;&#039; 50%&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;+7&#039;&#039;&#039; Weapon Damage&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;-38s&#039;&#039;&#039; Cooldown&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;+1&#039;&#039;&#039; Targets Hit Per Shot&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|Haze}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;A FATE&#039;S TALE&#039;&#039;&#039;|&lt;br /&gt;
&lt;br /&gt;
The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent. It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement.&lt;br /&gt;
&lt;br /&gt;
As a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Haze/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Haze has a model in the files named &#039;&#039;&#039;&amp;quot;Haze_v2,&amp;quot;&#039;&#039;&#039; which includes blue skin and a red beret. Its textures refer to her as &#039;&#039;&#039;&amp;quot;fr_haze.&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* The current main menu background and loading screen show a slightly older version of Haze wearing a yellow jacket instead of orange.&lt;br /&gt;
* Haze and Yamato are currently the only heroes whose Ammo is directly affected by [[Spirit Power]].&lt;br /&gt;
&lt;br /&gt;
{{Hero Navbox}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Lash?diff=8410</id>
		<title>Lash</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Lash?diff=8410"/>
		<updated>2024-09-27T06:48:44Z</updated>

		<summary type="html">&lt;p&gt;DingoHazel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox hero&lt;br /&gt;
| name            = Lash&lt;br /&gt;
| art             = Lash full.png&lt;br /&gt;
| card            = Lash card.png&lt;br /&gt;
| summary         = Dives down to stomp his foes&lt;br /&gt;
| description     = Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.&lt;br /&gt;
| dps             = 61&lt;br /&gt;
| bullet_damage   = 10&lt;br /&gt;
| ammo            = 29&lt;br /&gt;
| bullets_per_sec = 6.12&lt;br /&gt;
| light_melee     = 63&lt;br /&gt;
| heavy_melee     = 116&lt;br /&gt;
| max_health      = 550&lt;br /&gt;
| health_regen    = 2&lt;br /&gt;
| bullet_resist   = 0&lt;br /&gt;
| spirit_resist   = 15&lt;br /&gt;
| move_speed      = 7&lt;br /&gt;
| sprint_speed    = 1&lt;br /&gt;
| stamina         = 3&lt;br /&gt;
| increase1_value = 0.9&lt;br /&gt;
| increase1_stat  = Base Bullet Damage&lt;br /&gt;
| increase2_value = 3.4&lt;br /&gt;
| increase2_stat  = Base Melee Damage&lt;br /&gt;
| increase3_value = 42&lt;br /&gt;
| increase3_stat  = Base Health&lt;br /&gt;
| range           = 22m → 58m&lt;br /&gt;
| weapon_name     = Tale of The Tape&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Jacob &#039;&#039;&#039;Lash&#039;&#039;&#039; is a brutal bruiser of a Hero, eagerly initiating fights and chasing down fleeing opponents. He leaps into combat with his Grappling hook, Flogging his foes with a life-stealing whip and stomping the ground with a Ground Strike to damage multiple targets. If the enemy team groups up, Lash can pick them all up at once and Death Slam them into the ground.&lt;br /&gt;
&lt;br /&gt;
A former sailor and a champion of an underground fighting arena, Lash has built a reputation as a tough and unsavoury character.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|(1) Ground Strike=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Ground Strike&lt;br /&gt;
| description     = Stomp the ground beneath you, &#039;&#039;&#039;damaging enemies&#039;&#039;&#039; in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m.&lt;br /&gt;
| radius          = 11m&lt;br /&gt;
| cooldown        = 19s&lt;br /&gt;
| effect1         = &#039;&#039;&#039;Stomp Damage:&#039;&#039;&#039; &#039;&#039;&#039;90&#039;&#039;&#039; {{ss|0.8}}&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Damage Per Meter:&#039;&#039;&#039; &#039;&#039;&#039;6&#039;&#039;&#039;  {{ss|0.05}}&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;Cooldown:&#039;&#039;&#039; &#039;&#039;&#039;-9.5s&#039;&#039;&#039; &lt;br /&gt;
| upgrade2        = Struck enemies are popped into the air and slowed by &#039;&#039;&#039;50%&#039;&#039;&#039; for &#039;&#039;&#039;3s&#039;&#039;&#039;&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;Damage Per Meter +110%&#039;&#039;&#039; and improved scaling&lt;br /&gt;
}}&lt;br /&gt;
|-|(2) Grapple=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Grapple&lt;br /&gt;
| description     = &#039;&#039;&#039;Pull yourself through the air&#039;&#039;&#039; toward a target.&lt;br /&gt;
| range           = 30m&lt;br /&gt;
| cooldown        = 42s&lt;br /&gt;
| effect1         = &#039;&#039;&#039;Jump Velocity:&#039;&#039;&#039; &#039;&#039;&#039;20&#039;&#039;&#039;m/s&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;-20&#039;&#039;&#039; Cooldown&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;+20m&#039;&#039;&#039; Cast Range and gain &#039;&#039;&#039;+6&#039;&#039;&#039; Weapon Damage for 10s&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;20%&#039;&#039;&#039; Fire Rate to Weapons Bonus Buff&lt;br /&gt;
}}&lt;br /&gt;
|-|(3) Flog=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Flog&lt;br /&gt;
| description     = Strike enemies with your whip, &#039;&#039;&#039;stealing life&#039;&#039;&#039; from them.&lt;br /&gt;
| range           = 25m&lt;br /&gt;
| cooldown        = 26s&lt;br /&gt;
| effect1         = &#039;&#039;&#039;Damage:&#039;&#039;&#039; 65 {{ss|1.2}}&lt;br /&gt;
| effect2         = &#039;&#039;&#039;Heal vs heroes:&#039;&#039;&#039; 80%&lt;br /&gt;
| effect3         = &#039;&#039;&#039;Attack Angle:&#039;&#039;&#039; 30° {{ss|0.5}}&lt;br /&gt;
| effect4         = &#039;&#039;&#039;Heal vs non-heroes:&#039;&#039;&#039; 30%&lt;br /&gt;
| upgrade1        = Apply &#039;&#039;&#039;35&#039;&#039;&#039;% Movement Slow for 3s&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;-14s&#039;&#039;&#039; Cooldown&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;+105&#039;&#039;&#039; Damage and applies &#039;&#039;&#039;35%&#039;&#039;&#039; Fire Rate Slow&lt;br /&gt;
}}&lt;br /&gt;
|-|(4) Death Slam=&lt;br /&gt;
{{Ability card&lt;br /&gt;
| name            = Death Slam&lt;br /&gt;
| description     = Focus on enemies to connect whips to them. After channeling, connected enemies are &#039;&#039;&#039;lifted and stunned&#039;&#039;&#039; then slammed into the ground. Your victims and any enemies in the landing zone will be &#039;&#039;&#039;damaged and slowed&#039;&#039;&#039;. Press [Fire] to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time  will not be grabbed.&lt;br /&gt;
| radius          = 18m&lt;br /&gt;
| cooldown        = 138s&lt;br /&gt;
| effect1         = &#039;&#039;&#039;Damage:&#039;&#039;&#039; 115 {{ss|1}} &lt;br /&gt;
| effect2         = &#039;&#039;&#039;Max Throw Distance:&#039;&#039;&#039; 12m {{ss|0.3}}&lt;br /&gt;
| effect3         = &#039;&#039;&#039;Movement Slow:&#039;&#039;&#039; 50%&lt;br /&gt;
| effect4         = &#039;&#039;&#039;Slow Duration:&#039;&#039;&#039; 4s&lt;br /&gt;
| effect5         = &#039;&#039;&#039;Charge Time:&#039;&#039;&#039; 0.3s&lt;br /&gt;
| upgrade1        = &#039;&#039;&#039;+100&#039;&#039;&#039; Damage&lt;br /&gt;
| upgrade2        = &#039;&#039;&#039;+8m&#039;&#039;&#039; Max Throw Distance&lt;br /&gt;
| upgrade3        = &#039;&#039;&#039;-56&#039;&#039;&#039; Cooldown&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
{{WeaponCard|Lash}}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;A FATE&#039;S TALE&#039;&#039;&#039;|&lt;br /&gt;
&lt;br /&gt;
Jacob Lash is an asshole.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Lash is speculated to have a sailor background given the various ornaments and ship’s anchor that he wears. However, it is most likely not a traditional nautical sailor, but an aeronaut, a sailor of the skies. Statements from &#039;&#039;Deadlock&#039;&#039; developer &#039;&#039;Yoshi&#039;&#039; indicate that no airplanes exist in the Deadlock world.&amp;lt;ref&amp;gt;[[:File:Yoshi Lore Hint from Discord.jpg|@yoshideadlock&#039;s Discord message]] about how airplanes aren&#039;t a real thing in the Deadlock world and people use wind spirit-powered airships instead.&amp;lt;/ref&amp;gt; Instead, airships use zephyrs, or wind spirits, for air travel. On Lash’s left arm, he adorns a ship’s anchor tattoo surrounded by a cloud-like emblem, or possibly a zephyr.&amp;lt;ref&amp;gt;[[:File:Discord @Willkels- Connection Between Lash Tattoo and Zephyr.jpg|@willkels&#039;s Discord message]] about the connection between Lash&#039;s shoulder tattoo and Zephyrs.&amp;lt;/ref&amp;gt; Additionally, Lash’s aptitude of air mobility and the ship’s horn sound on his ultimate ability “Death Slam” further imply an aeronaut background. Voice lines from [[Mo &amp;amp; Krill]] call Lash a “stevedore”, a person that helps unloads cargo from ships, which suggest that Lash could be a dockworker or a ship rigger that helps in the smuggling business.   &lt;br /&gt;
&lt;br /&gt;
Past the shipping background, Lash is a champion of the [[Bear Pit]], an underground arena of blood sport where spectators can gamble on matches. [[Bebop]] is another known pit fighter who is often referred to as Lash’s titular rival. Lash makes a few remarks to [[Wraith]], leader of New York’s gambling syndicate, mocking her for betting on Bebop.&amp;lt;ref&amp;gt;{{VoiceLineCite|Lash|file=Lash match start lash wraith convo02 01.mp3|transcription=So, you&#039;re the lady who bets on Bebop?}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{VoiceLineCite|Lash|file=Lash kill wraith 02.mp3|transcription=Backed the wrong horse, Wraith... Like always.}}&amp;lt;/ref&amp;gt; Lash also taunts [[Kali]], a former [[Bear Pit]] competitor, for coming out of retirement only to go back to a 2 decade hiatus after losing to Bebop.&amp;lt;ref&amp;gt;{{VoiceLineCite|Lash|file=Lash kill kali 01.mp3|transcription=Not gonna dunk on you, Kali. You were a hell of a fighter before you retired. Lived in obscurity, came out of retirement in a desperate bid for relevancy, only to get injured by Bebop. Ouch! And put on a shelf for the better part of two decades. Uhf.}}&amp;lt;/ref&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
Despite a rambunctious persona, Lash states he donates 3% of his income to his own charity &#039;&#039;Lash-Back&#039;&#039; for children who suck.&amp;lt;ref&amp;gt;{{VoiceLineCite|Lash|file=Lash select 13 charity.mp3|transcription=You know it&#039;s important to give back. That&#039;s why I&#039;m taking three percent of my earnings a day and donating them to Lash Back. It&#039;s my charity dedicated to children who kinda suck.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Main|Lash/Update history|l1=Update history}}&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Lash often references [[Bebop]] in his dialogue, hinting at a rivalry between the two. They share another connection as the only two heroes that start the game with sprint speed, Lash and Bebop having 1m/s and 3m/s respectively.&lt;br /&gt;
* Lash used to fight with uppercuts, but he stopped when Bebop started doing the move.&lt;br /&gt;
* Lash is voiced by [[wikipedia:Andrew Bowen|Andrew Bowen]], who also voices Johnny Cage in the &#039;&#039;Mortal Kombat&#039;&#039; franchise. &lt;br /&gt;
&lt;br /&gt;
{{Hero Navbox}}&lt;/div&gt;</summary>
		<author><name>DingoHazel</name></author>
	</entry>
</feed>