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	<title>The Deadlock Wiki - User contributions [en]</title>
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	<updated>2026-09-01T22:38:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://deadlock.wiki/Charges?diff=90681</id>
		<title>Charges</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Charges?diff=90681"/>
		<updated>2026-07-10T21:32:45Z</updated>

		<summary type="html">&lt;p&gt;~2026-ParadoxLightReturn611: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Charges]] are stored uses of [[Hero]] [[Ability|abilities]]. When an ability with charges is used, a single charge is consumed. When an ability runs out of charges, it cannot be used again until the next charge is ready.&lt;br /&gt;
&lt;br /&gt;
An ability with charges is displayed with a smaller bar above it. The bar&#039;s segments represent the number of charges. A white segment represents a usable charge, a purple partially-filled segment represents a charge that is being restored, and a grey segment represents a fully expended charge.&lt;br /&gt;
&lt;br /&gt;
Abilities with charges are still subject to a shorter [[cooldown]] between uses. This cooldown varies by ability, and is not affected by [[Cooldown Reduction|cooldown reduction]].&lt;br /&gt;
&lt;br /&gt;
== Restoring Charges ==&lt;br /&gt;
&lt;br /&gt;
As long as an ability does not have its maximum number of charges, it will passively restore charges over time. An ability&#039;s [[cooldown]] represents the length of time it takes to restore a single charge.&lt;br /&gt;
&lt;br /&gt;
Charges are restored one at a time, not all at once.&lt;br /&gt;
&lt;br /&gt;
Some abilities do not replenish with time and instead use other condition to gain a charge. For example {{HeroIcon|Wraith}}&#039;s {{AbilityIcon|Card Trick}} gains a charge when she deals damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== Maximum Charges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Maximum Charges on Ability Upgrades.png|thumb|[[Infernus]]&#039; [[Infernus#Napalm|napalm ability]] upgrades, the first upgrade being to increase the number of charges the ability has.]]&lt;br /&gt;
&lt;br /&gt;
Abilities with charges can store up to a maximum number of them. Each ability has its own default maximum amount.&lt;br /&gt;
&lt;br /&gt;
Some abilities have upgrades that can increase the number of maximum charges they have. Additionally, specific [[items]] can be purchased which grant additional [[#Bonus Ability Charges|Bonus Ability Charges]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Bonus Ability Charges ==&lt;br /&gt;
&lt;br /&gt;
[[File:Bonus Ability Charges.png|thumb|[[Shiv]]&#039;s Serrated Knives [[Ability|ability]] with (right) and without (left) [[Rapid Recharge]] granting additional [[Bonus Ability Charges]].]]&lt;br /&gt;
&lt;br /&gt;
[[Bonus Ability Charges]] grant [[Ability|abilities]] with charges additional uses before needing to wait for their cooldown, and are gained from [[Items|items]] purchased in the [[Shop|shop]].&lt;br /&gt;
&lt;br /&gt;
Bonus ability charges cannot be added to [[Ability|abilities]] that do not already use [[charges]].&lt;br /&gt;
&lt;br /&gt;
=== Sources of Bonus Ability Charges ===&lt;br /&gt;
&lt;br /&gt;
{{ItemBox|itemName = Extra Charge}}&lt;br /&gt;
{{ItemBox|itemName = Rapid Recharge}}&lt;br /&gt;
{{ItemBox|itemName = Omnicharge Signet}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Charged Abilities ==&lt;br /&gt;
&lt;br /&gt;
Here are all abilities that use Charge mechanic. Some of the abilities do not start out as charged but gain charges and relevant interactions when they get a specific upgrade.&lt;br /&gt;
&lt;br /&gt;
{{AbilityTable|charges}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* [[Echo Shard]], when used after a charged ability, will only restore a single charge. However, [[Refresher]] will restore &#039;&#039;&#039;all charges&#039;&#039;&#039;.&lt;br /&gt;
* Both [[Echo Shard]] and [[Refresher]] additionally reset the cooldown between uses of the ability.&lt;br /&gt;
&lt;br /&gt;
{{Stats}}&lt;/div&gt;</summary>
		<author><name>~2026-ParadoxLightReturn611</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Trooper?diff=90677</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Trooper?diff=90677"/>
		<updated>2026-07-10T20:32:34Z</updated>

		<summary type="html">&lt;p&gt;~2026-ParadoxLightReturn611: /* Street Brawl Super Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Ranged Trooper =&lt;br /&gt;
{{Infobox unit&lt;br /&gt;
|can_move=true|name=Ranged Trooper|Image=Ranged Troopers.png|max_health={{NpcData|trooper_normal|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_normal|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_normal|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_normal|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}}&lt;br /&gt;
|-|Melee Trooper =&lt;br /&gt;
{{Infobox unit&lt;br /&gt;
|name=Melee Trooper|can_move=true|Image=Melee Troopers.png|max_health={{NpcData|trooper_melee|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|attack_range={{NpcData|trooper_melee|MeleeAttemptRange|1}}m|melee_damage={{NpcData|trooper_melee|MeleeDamage}}|move_speed={{NpcData|trooper_melee|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_melee|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}}&lt;br /&gt;
|-|Medic Trooper =&lt;br /&gt;
{{Infobox unit&lt;br /&gt;
|name=Medic Trooper|Image=Medic Troopers.png|max_health={{NpcData|trooper_medic|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_medic|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_medic|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_medic|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_medic|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1|can_move=true}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;{{Quotation|[[Mirage]]|Sometimes, the small things make all the difference.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Troopers&#039;&#039;&#039;, also colloquially called &#039;&#039;&#039;Creeps&#039;&#039;&#039; or &#039;&#039;&#039;Minions&#039;&#039;&#039;, are common offensive units summoned by the [[Patron]]. They are the primary force for pushing lanes and {{Souls}} [[Souls|Soul]] farming throughout the game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Troopers appear to be small humanoid automata with a large burning candle atop their head. In combat, the amount of wax on the candle directly reflects the amount of health a trooper has. There are 3 types of basic troopers: Ranged Troopers, Melee Troopers and Medic Troopers. Each trooper wave has 2 Ranged, 1 Melee and 1 Medic.&lt;br /&gt;
&lt;br /&gt;
Troopers serve as the primary means to pushing lanes. The waves spawn as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Trooper wave spawn rate&lt;br /&gt;
!Match duration&lt;br /&gt;
!Spawn frequency&lt;br /&gt;
|-&lt;br /&gt;
|0 to 20 min&lt;br /&gt;
|30s&lt;br /&gt;
|-&lt;br /&gt;
|20 to 35 min&lt;br /&gt;
|25s&lt;br /&gt;
|-&lt;br /&gt;
|over 35 min&lt;br /&gt;
|20s&lt;br /&gt;
|}&lt;br /&gt;
Initially the waves consist of 3 Ranged Troopers and 1 Medic Trooper; after 5 minutes they become 2 Ranged, 1 Melee and 1 Medic. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way.&lt;br /&gt;
&lt;br /&gt;
During laning phase, Troopers are also the most reliable source of [[Souls]]. Slain Troopers will drop a [[Soul Orb]] on the ground that can be picked up by nearby ally players for {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the soul bounty, and release a floating Soul Orb that can be confirmed or denied by players for the remaining {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% souls. Killing a Trooper with a [[melee attack]] prevents orbs from spawning and awards 100% of the value on kill.&lt;br /&gt;
&lt;br /&gt;
=== Combat Stats ===&lt;br /&gt;
Troopers have a complex set of resistances and vulnerabilities that change based on the game&#039;s state and their opponents.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+Trooper Combat Stats&lt;br /&gt;
!Enemy Type&lt;br /&gt;
!Damage Output (DPS)&lt;br /&gt;
!Damage Resist (%)&lt;br /&gt;
|-&lt;br /&gt;
|Players&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSPlayer|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSPlayer|DamageResist}}&lt;br /&gt;
|-&lt;br /&gt;
|Troopers&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSTrooper|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSTrooper|DamageResist}}&lt;br /&gt;
|-&lt;br /&gt;
|Guardians&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSGuardian|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
|Walkers&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSWalker|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSWalker|DamageResist}}&lt;br /&gt;
|-&lt;br /&gt;
|Base Guardians&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSWatcher|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSWatcher|DamageResist}}&lt;br /&gt;
|-&lt;br /&gt;
|Shrines&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSShrine|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
|Patron&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSPatron|BaseDPS}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |{{NpcData|trooper_normal|VSPatron|DamageResist}}&lt;br /&gt;
|}&lt;br /&gt;
Note: Player damage resist is applied against [[Bullet Damage]], but not against [[Melee Damage]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other combat stats&#039;&#039;&#039;&lt;br /&gt;
* They gradually gain spirit resistance over time, reaching 20% at 25 minutes and 70% at 50 minutes.&lt;br /&gt;
* Troopers gain {{NpcData|trooper_base|EnemyBaseDamageReduction}}% damage resistance when near/in the enemy base.&lt;br /&gt;
* At 35 minutes, all Troopers gain +50% HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sight Range&#039;&#039;&#039;&lt;br /&gt;
* Troopers have two different sight ranges:&lt;br /&gt;
** &#039;&#039;&#039;Vs. NPCs:&#039;&#039;&#039; {{NpcData|trooper_normal|SightRangeNPCs|2}}m&lt;br /&gt;
** &#039;&#039;&#039;Vs. Heroes:&#039;&#039;&#039; {{NpcData|trooper_normal|SightRangePlayers|2}}m&lt;br /&gt;
&lt;br /&gt;
=== Health Regen ===&lt;br /&gt;
Troopers have 7 out of combat [[Health Regen|health regen]].&lt;br /&gt;
&lt;br /&gt;
=== Math ===&lt;br /&gt;
Trooper bounty is divided by {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% in the ground Orb and {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% in the floating Orb, or 100% on death if killed by a melee attack.&lt;br /&gt;
&lt;br /&gt;
The total Soul bounty per Trooper is equal to {{Souls|{{DataProp|Convar|citadel_trooper_gold_reward}}}} + ({{Souls|{{DataProp|Convar|citadel_trooper_gold_reward_bonus_per_minute}}}} per min).&lt;br /&gt;
{{SoulsValueTable&lt;br /&gt;
| trooper = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, they are divided among nearby ally players at the rates listed in table below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Players&lt;br /&gt;
!% share to each player&lt;br /&gt;
!Total %&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|2}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|3}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|4}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|5}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|{{#invoke:GenericData|get_trooper_gold_share_frac|6}}&lt;br /&gt;
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trooper types ==&lt;br /&gt;
&lt;br /&gt;
=== Ranged Trooper ===&lt;br /&gt;
&#039;&#039;&#039;Ranged Troopers&#039;&#039;&#039; are the most common type of Trooper. They attack with a ranged weapon that has a range of &#039;&#039;&#039;{{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m&#039;&#039;&#039;, resorting to a [[Melee attack|melee]] if enemies get too close.&lt;br /&gt;
&lt;br /&gt;
=== Melee Trooper ===&lt;br /&gt;
&#039;&#039;&#039;Melee Troopers&#039;&#039;&#039; are bulkier and tougher units with &#039;&#039;&#039;{{NpcData|trooper_melee|MaxHealth}}&#039;&#039;&#039; health and a faster walk speed of &#039;&#039;&#039;{{NpcData|trooper_melee|WalkSpeed|2}}&#039;&#039;&#039; m/s. They engage enemies with a melee attack within a &#039;&#039;&#039;{{NpcData|trooper_melee|MeleeAttemptRange|1}}m&#039;&#039;&#039; range. Melee Troopers only start spawning after 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Melee Troopers can be [[parry|parried]] and get stunned. However, this doesn&#039;t reset the player&#039;s parry cooldown and doesn&#039;t end the parry early.&lt;br /&gt;
&lt;br /&gt;
=== Medic Trooper ===&lt;br /&gt;
[[File:Medic pack.png|thumb|224x224px|A medic pack dropped by a medic trooper]]&lt;br /&gt;
&#039;&#039;&#039;Medic Troopers,&#039;&#039;&#039; also referred to as &#039;&#039;&#039;Banner Troopers,&#039;&#039;&#039; are a special type of Trooper that can heal nearby Heroes and Troopers when they are killed. They are distinguished by carrying a large banner with a health symbol. &lt;br /&gt;
&lt;br /&gt;
Killing a Medic Trooper will drop a &#039;&#039;&#039;Medic Pack&#039;&#039;&#039; that has to be picked up by a player. It heals allies in a 35m radius, based on the following formula:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heal = ({{MiscData|medic_trooper_aoe_health_pickup_amber|MissingPctRegen|Base}}% of hero&#039;s missing [[Health|HP]] + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|Base}} HP + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|PerMinuteAfterStart	}} HP per minute) / Number of nearby heroes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medic Packs cannot be picked up by the Trooper&#039;s own team. &lt;br /&gt;
&lt;br /&gt;
Medic Packs pickup range increases from 18m at 10 minutes to 30m at 18 minutes. &lt;br /&gt;
&lt;br /&gt;
Troopers are also healed by a small amount when the Medic Pack is picked up by a player.&lt;br /&gt;
&lt;br /&gt;
=== Super Troopers ===&lt;br /&gt;
&lt;br /&gt;
Once an enemy [[Shrine]] has been destroyed, allied Troopers from that Shrine&#039;s lane (and for the Blue lane once either Shrine has been destroyed) become &#039;&#039;&#039;Super Troopers&#039;&#039;&#039;, gaining {{NpcData|trooper_base|ShrinesDownBuffModifier|DamageScale}}% damage and {{#expr:({{NpcData|trooper_base|ShrinesDownBuffModifier|HealthScale}}-1)*100}}% health for the rest of the match. They also yield 15% less bounty when killed by enemies.&lt;br /&gt;
&lt;br /&gt;
In [[Street Brawl]], after 3 minutes the round goes into Overtime and normal Troopers become &#039;&#039;&#039;Super Troopers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Rift Troopers ===&lt;br /&gt;
When an {{PageRef|Unstable Rift}} is captured, Rift Troopers will spawn in that lane for the winning team. They are larger and colored black, and don&#039;t drop souls when killed. They spawn at a minimum of 5 troopers，every 0.3 seconds. If the trailing team wins the rift, they get up to +9 Rift Troopers (14 total) based on how behind they are.&lt;br /&gt;
&lt;br /&gt;
On the first rift, they have +100% health and damage compared to normal troopers, as well as {{MiscData|citadel_koth_cashin|TrooperModifier|MeleeResistPercents|1}}% [[Melee Resist]], and {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}% [[Spirit Resist]]. The bonus health and damage increases by +{{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}}}% (additively) for each consecutive rift, up to {{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|4}}%, and the bonus spirit resist increases by +{{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}}}%, up to {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|4}}% (the melee resist does not increase).&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:New troopers.png|The Archmother&#039;s and the Hidden King&#039;s troopers&lt;br /&gt;
File:Ranged Troopers.png|Ranged troopers&lt;br /&gt;
File:Medic Troopers.png|Medic troopers&lt;br /&gt;
File:Melee Troopers.png|Melee troopers&lt;br /&gt;
File:Rift troopers.png|Rift troopers&lt;br /&gt;
File:Trooper.png|Old Trooper icon&lt;br /&gt;
File:Trooper sandbox icon.png|Old trooper in the Sandbox menu button&lt;br /&gt;
File:Ranged Trooper.png|Old Ranged trooper&lt;br /&gt;
File:Banner Trooper.png|Old Banner trooper&lt;br /&gt;
File:Melee Trooper.png|Old Melee trooper&lt;br /&gt;
File:Troopers combat.png|Old troopers in combat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To summon Entities, in this case troopers (requires sv_cheats 1):&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;npc_create [unit_name|npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]&amp;lt;/syntaxhighlight&amp;gt;To summon specific troopers, use the following as unit names:&lt;br /&gt;
&lt;br /&gt;
trooper_melee, trooper_nano etc.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There&#039;s an unused Trooper model in the game files labeled &#039;&#039;&#039;Trooper_Jetpack&#039;&#039;&#039;, which has flying animations. The Jetpack Trooper was also present in [[Neon Prime|&#039;&#039;Neon Prime&#039;&#039;]].&lt;br /&gt;
** There&#039;s another unused Trooper model in the game files labeled &#039;&#039;&#039;trooper_siege&#039;&#039;&#039;, which has a rocket launcher.&lt;br /&gt;
* Before the [[Old Gods, New Blood]] update, both teams&#039; Troopers were candle-shaped. The weapon carried by Ranged and Medic Troopers was shaped like a [[wikipedia:Candle_snuffer|candle snuffer]].&lt;br /&gt;
{{Unit Navbox}}&lt;/div&gt;</summary>
		<author><name>~2026-ParadoxLightReturn611</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=89825</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=89825"/>
		<updated>2026-07-10T04:37:47Z</updated>

		<summary type="html">&lt;p&gt;~2026-ParadoxLightReturn611: /* Interactive Objects */&lt;/p&gt;
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&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An item build]]{{Quotation|[[Bebop]]|I got enough of these for everyone!&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics are generally broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian]] and a [[Walker]] that a team will need to destroy to progress and destroy the [[Patron]].&lt;br /&gt;
&lt;br /&gt;
Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{{Main|Stats}}&lt;br /&gt;
&lt;br /&gt;
Stats are the attributes that define a hero&#039;s strengths and weaknesses, and can be improved by [[Boon|leveling up]] and using [[abilities]] and [[items]].&lt;br /&gt;
&lt;br /&gt;
See [[Hero Comparison Table]] for a list of every hero&#039;s base stats and scaling.&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
* Every Hero has a weapon that fires a ranged projectile that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
{{Main|Melee Attack}}&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack (Default key: &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;) to strike at point-blank range. Players can perform either a light or heavy melee attack. Light melee attacks are fast but deal low damage, heavy melee attacks take longer to charge, but have greater damage and range.&lt;br /&gt;
&lt;br /&gt;
; Parry&lt;br /&gt;
* [[Melee Attack#Parry|Parries]] (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move available to every Hero, letting them block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it&#039;s used, but is instantly refunded on a successful parry against another Hero or a Guardian. Troopers can also be parried, but doing so does not refund the cooldown.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Hero Abilities&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Boon|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities provide tools for Heroes to enhance their playstyle in several different ways, such as dealing damage, empowering themselves or allied Heroes, weakening enemies, or assisting in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping (Default key: &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt;) while in mid air, which cost 1 [[Stamina]]. By default, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
* Most Heroes have unique dash speeds, this can be viewed in their Vitality stats.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent &#039;&#039;dashing&#039;&#039;. &lt;br /&gt;
* The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the Stamina bar turning blue while &#039;&#039;dashing.&#039;&#039; While the Stamina bar is blue, the player can press jump to successfully &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
* If players miss the timing of a &#039;&#039;dash jump&#039;&#039; by pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; too early or too late, the Hero will continue to dash and players will not be able to attempt the &#039;&#039;dash jump&#039;&#039; again until the initial dash is completed.&lt;br /&gt;
&lt;br /&gt;
; Slide&lt;br /&gt;
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].&lt;br /&gt;
&lt;br /&gt;
; Down Dash&lt;br /&gt;
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump costs no [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Slide&lt;br /&gt;
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
&lt;br /&gt;
; Mantle&lt;br /&gt;
* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in while jumping.&lt;br /&gt;
&lt;br /&gt;
; Mantle Glide&lt;br /&gt;
* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
&lt;br /&gt;
=== General Strategy ===&lt;br /&gt;
{{Main|Strategy}}&lt;br /&gt;
; Laning&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green; also referred to as Greenwich). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
* The &#039;&#039;&#039;laning phase&#039;&#039;&#039; refers to the early game where players organize in lanes to gain strength (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Ganking&lt;br /&gt;
* Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes.&lt;br /&gt;
&lt;br /&gt;
; Farming&lt;br /&gt;
* Farming is the process of focusing on gaining souls and buffs to increase your Hero&#039;s strength and buy more items. Farming typically consists of killing [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner&#039;s Sacrifice]] machines.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
&lt;br /&gt;
=== Comeback Mechanics ===&lt;br /&gt;
{{Main|Souls}}&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
&lt;br /&gt;
* Killing an enemy hero will award more souls if that hero is stronger than the killer team&#039;s average networth, regardless of which team is leading in souls.&lt;br /&gt;
* The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% 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;
* The Soul Urn will give additional souls to a team that is behind.&lt;br /&gt;
&lt;br /&gt;
=== Pausing ===&lt;br /&gt;
Each player may pause the game once per match. Each team is limited to three pauses per match, meaning that after three different players on the same team have used their pause, that team can no longer pause the game. This allows for a maximum of six pauses per match.&lt;br /&gt;
&lt;br /&gt;
When a pause is called, all in-game action stops. The game timer, player movement, abilities, projectiles, and all other gameplay elements are frozen until game resumes.&lt;br /&gt;
&lt;br /&gt;
The player who called the pause may end it at any time. Otherwise, the pause becomes available for anyone to end after 30 seconds. There is no maximum pause duration.&lt;br /&gt;
&lt;br /&gt;
Players are able to move their camera while the game is paused. Any camera movement made during the pause is not retained and will reset to its original position when the game resumes.&lt;br /&gt;
&lt;br /&gt;
Pausing is not allowed in [[Street Brawl]].&lt;br /&gt;
&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|The Cursed Apple}}&lt;br /&gt;
The map is where all of the fighting in &#039;&#039;Deadlock&#039;&#039; takes place. Known as &amp;quot;The Cursed Apple&amp;quot; and based on Midtown and Lower Manhattan in New York City, the map contains all of the unique features of &#039;&#039;Deadlock&#039;s&#039;&#039; gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{{main|Minimap}}&lt;br /&gt;
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information.&lt;br /&gt;
* The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions).&lt;br /&gt;
* The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations.&lt;br /&gt;
&lt;br /&gt;
=== Structures and Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each Patron, sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] per enemy Walker destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Base_guardians.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrines.png|110px]] || The fourth objective is the Shrines. They have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 50% HP, it will become invulnerable, transform and move into their team&#039;s Pit. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat.&lt;br /&gt;
When the Mid-Boss dies, it drops the [[Rejuvenator]]. The Rejuvenator must be claimed by landing heavy melee attacks on it, it requires 3 hits to fully collect. Each successful hit immediately grants every member of your team a &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039;.&lt;br /&gt;
If a hero dies while holding a Rejuvenation Credit, they will respawn at their death location and the credit is consumed. The credit does not affect deaths that happened before it was earned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interactive Objects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing hero will receive a few minor stat buffs, and several [[Soul Orbs]] will spawn from the deposit point. &lt;br /&gt;
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.&lt;br /&gt;
&lt;br /&gt;
The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstable Rift]] || [[File:Unstable_rift_objective_2.png|110px]] || After 11 minutes of game time, Unstable Rift capture points will periodically appear on a side lane&#039;s bridge after 80 seconds. The winning team will receive [[Souls]] and Rift Troopers will spawn for that lane. After a minute of a tied contest, neutral [[Soul Orbs]] will spawn to be claimed by either team.&lt;br /&gt;
Rifts spawn every 6-8 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a [[crate]] or a [[golden statue]]. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
2 pairs of Teleporters which can be used to quickly traverse the map horizontally .&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_stam_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_zip_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_zip_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_regen_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_regen_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_sprint_min|{{#expr: {{#var:mov_sprint_raw_min}} * 0.0254 round 1 }}}}&lt;br /&gt;
{{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerups}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction&lt;br /&gt;
#* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]&lt;br /&gt;
#* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +{{#var:mov_stam_min}} [[Stamina]], +{{#var:mov_sprint_min}}m/s [[Sprint Speed]], +{{#var:mov_regen_min}}% Stamina Regeneration Rate, and +{{#var:mov_zip_min}}% Zipline Boost&lt;br /&gt;
#* Ends at +{{#var:mov_stam_max}} Stamina, +{{#var:mov_sprint_max}}m/s Sprint Speed, +{{#var:mov_regen_max}}% Stamina Regeneration Rate, and +{{#var:mov_zip_max}}% Zipline Boost&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]&lt;br /&gt;
#* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>~2026-ParadoxLightReturn611</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=89824</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=89824"/>
		<updated>2026-07-10T04:36:33Z</updated>

		<summary type="html">&lt;p&gt;~2026-ParadoxLightReturn611: /* Interactive Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An item build]]{{Quotation|[[Bebop]]|I got enough of these for everyone!&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics are generally broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian]] and a [[Walker]] that a team will need to destroy to progress and destroy the [[Patron]].&lt;br /&gt;
&lt;br /&gt;
Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{{Main|Stats}}&lt;br /&gt;
&lt;br /&gt;
Stats are the attributes that define a hero&#039;s strengths and weaknesses, and can be improved by [[Boon|leveling up]] and using [[abilities]] and [[items]].&lt;br /&gt;
&lt;br /&gt;
See [[Hero Comparison Table]] for a list of every hero&#039;s base stats and scaling.&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
* Every Hero has a weapon that fires a ranged projectile that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
{{Main|Melee Attack}}&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack (Default key: &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;) to strike at point-blank range. Players can perform either a light or heavy melee attack. Light melee attacks are fast but deal low damage, heavy melee attacks take longer to charge, but have greater damage and range.&lt;br /&gt;
&lt;br /&gt;
; Parry&lt;br /&gt;
* [[Melee Attack#Parry|Parries]] (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move available to every Hero, letting them block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it&#039;s used, but is instantly refunded on a successful parry against another Hero or a Guardian. Troopers can also be parried, but doing so does not refund the cooldown.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Hero Abilities&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Boon|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities provide tools for Heroes to enhance their playstyle in several different ways, such as dealing damage, empowering themselves or allied Heroes, weakening enemies, or assisting in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping (Default key: &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt;) while in mid air, which cost 1 [[Stamina]]. By default, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
* Most Heroes have unique dash speeds, this can be viewed in their Vitality stats.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent &#039;&#039;dashing&#039;&#039;. &lt;br /&gt;
* The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the Stamina bar turning blue while &#039;&#039;dashing.&#039;&#039; While the Stamina bar is blue, the player can press jump to successfully &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
* If players miss the timing of a &#039;&#039;dash jump&#039;&#039; by pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; too early or too late, the Hero will continue to dash and players will not be able to attempt the &#039;&#039;dash jump&#039;&#039; again until the initial dash is completed.&lt;br /&gt;
&lt;br /&gt;
; Slide&lt;br /&gt;
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].&lt;br /&gt;
&lt;br /&gt;
; Down Dash&lt;br /&gt;
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump costs no [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Slide&lt;br /&gt;
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
&lt;br /&gt;
; Mantle&lt;br /&gt;
* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in while jumping.&lt;br /&gt;
&lt;br /&gt;
; Mantle Glide&lt;br /&gt;
* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
&lt;br /&gt;
=== General Strategy ===&lt;br /&gt;
{{Main|Strategy}}&lt;br /&gt;
; Laning&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green; also referred to as Greenwich). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
* The &#039;&#039;&#039;laning phase&#039;&#039;&#039; refers to the early game where players organize in lanes to gain strength (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Ganking&lt;br /&gt;
* Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes.&lt;br /&gt;
&lt;br /&gt;
; Farming&lt;br /&gt;
* Farming is the process of focusing on gaining souls and buffs to increase your Hero&#039;s strength and buy more items. Farming typically consists of killing [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner&#039;s Sacrifice]] machines.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
&lt;br /&gt;
=== Comeback Mechanics ===&lt;br /&gt;
{{Main|Souls}}&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
&lt;br /&gt;
* Killing an enemy hero will award more souls if that hero is stronger than the killer team&#039;s average networth, regardless of which team is leading in souls.&lt;br /&gt;
* The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% 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;
* The Soul Urn will give additional souls to a team that is behind.&lt;br /&gt;
&lt;br /&gt;
=== Pausing ===&lt;br /&gt;
Each player may pause the game once per match. Each team is limited to three pauses per match, meaning that after three different players on the same team have used their pause, that team can no longer pause the game. This allows for a maximum of six pauses per match.&lt;br /&gt;
&lt;br /&gt;
When a pause is called, all in-game action stops. The game timer, player movement, abilities, projectiles, and all other gameplay elements are frozen until game resumes.&lt;br /&gt;
&lt;br /&gt;
The player who called the pause may end it at any time. Otherwise, the pause becomes available for anyone to end after 30 seconds. There is no maximum pause duration.&lt;br /&gt;
&lt;br /&gt;
Players are able to move their camera while the game is paused. Any camera movement made during the pause is not retained and will reset to its original position when the game resumes.&lt;br /&gt;
&lt;br /&gt;
Pausing is not allowed in [[Street Brawl]].&lt;br /&gt;
&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|The Cursed Apple}}&lt;br /&gt;
The map is where all of the fighting in &#039;&#039;Deadlock&#039;&#039; takes place. Known as &amp;quot;The Cursed Apple&amp;quot; and based on Midtown and Lower Manhattan in New York City, the map contains all of the unique features of &#039;&#039;Deadlock&#039;s&#039;&#039; gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{{main|Minimap}}&lt;br /&gt;
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information.&lt;br /&gt;
* The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions).&lt;br /&gt;
* The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations.&lt;br /&gt;
&lt;br /&gt;
=== Structures and Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each Patron, sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] per enemy Walker destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Base_guardians.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrines.png|110px]] || The fourth objective is the Shrines. They have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 50% HP, it will become invulnerable, transform and move into their team&#039;s Pit. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat.&lt;br /&gt;
When the Mid-Boss dies, it drops the [[Rejuvenator]]. The Rejuvenator must be claimed by landing heavy melee attacks on it, it requires 3 hits to fully collect. Each successful hit immediately grants every member of your team a &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039;.&lt;br /&gt;
If a hero dies while holding a Rejuvenation Credit, they will respawn at their death location and the credit is consumed. The credit does not affect deaths that happened before it was earned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interactive Objects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing hero will receive a few minor stat buffs, and several [[Soul Orbs]] will spawn from the deposit point. &lt;br /&gt;
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.&lt;br /&gt;
&lt;br /&gt;
The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstable Rift]] || [[File:Unstable_rift_objective_2.png|110px]] || After 11 minutes of game time, Unstable Rift capture points will periodically appear on a side lane&#039;s bridge after 80 seconds. The winning team will receive [[Souls]] and Rift Troopers will spawn for that lane. &lt;br /&gt;
After a minute of a tied contest, neutral [[Soul Orbs]] will spawn to be claimed by either team.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a [[crate]] or a [[golden statue]]. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
2 pairs of Teleporters which can be used to quickly traverse the map horizontally .&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_stam_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_zip_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_zip_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_regen_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_regen_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_sprint_min|{{#expr: {{#var:mov_sprint_raw_min}} * 0.0254 round 1 }}}}&lt;br /&gt;
{{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerups}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction&lt;br /&gt;
#* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]&lt;br /&gt;
#* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +{{#var:mov_stam_min}} [[Stamina]], +{{#var:mov_sprint_min}}m/s [[Sprint Speed]], +{{#var:mov_regen_min}}% Stamina Regeneration Rate, and +{{#var:mov_zip_min}}% Zipline Boost&lt;br /&gt;
#* Ends at +{{#var:mov_stam_max}} Stamina, +{{#var:mov_sprint_max}}m/s Sprint Speed, +{{#var:mov_regen_max}}% Stamina Regeneration Rate, and +{{#var:mov_zip_max}}% Zipline Boost&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]&lt;br /&gt;
#* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>~2026-ParadoxLightReturn611</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=89823</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=89823"/>
		<updated>2026-07-10T04:35:50Z</updated>

		<summary type="html">&lt;p&gt;~2026-ParadoxLightReturn611: /* Adde Unstable Rift to Mechanics\Obectives\Interactive Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An item build]]{{Quotation|[[Bebop]]|I got enough of these for everyone!&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics are generally broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Portal:Movement|movement]] tools such as fans, [[Ropes|ropes]], and [[Ziplines]]. Each lane contains a [[Guardian]] and a [[Walker]] that a team will need to destroy to progress and destroy the [[Patron]].&lt;br /&gt;
&lt;br /&gt;
Teams battle AI controlled Troopers, that release Souls when killed. Souls are used to [[Boon|Level-up]] and buy [[items]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
{{Main|Stats}}&lt;br /&gt;
&lt;br /&gt;
Stats are the attributes that define a hero&#039;s strengths and weaknesses, and can be improved by [[Boon|leveling up]] and using [[abilities]] and [[items]].&lt;br /&gt;
&lt;br /&gt;
See [[Hero Comparison Table]] for a list of every hero&#039;s base stats and scaling.&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
* Every Hero has a weapon that fires a ranged projectile that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
{{Main|Melee Attack}}&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack (Default key: &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;) to strike at point-blank range. Players can perform either a light or heavy melee attack. Light melee attacks are fast but deal low damage, heavy melee attacks take longer to charge, but have greater damage and range.&lt;br /&gt;
&lt;br /&gt;
; Parry&lt;br /&gt;
* [[Melee Attack#Parry|Parries]] (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move available to every Hero, letting them block a melee hit from an enemy. On a successful parry, the enemy is stunned and takes 25% more damage from all sources for 2.75s. The parry goes on cooldown once it&#039;s used, but is instantly refunded on a successful parry against another Hero or a Guardian. Troopers can also be parried, but doing so does not refund the cooldown.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Hero Abilities&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Boon|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities provide tools for Heroes to enhance their playstyle in several different ways, such as dealing damage, empowering themselves or allied Heroes, weakening enemies, or assisting in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping (Default key: &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt;) while in mid air, which cost 1 [[Stamina]]. By default, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
* Most Heroes have unique dash speeds, this can be viewed in their Vitality stats.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; is a fast long jump, which can be performed during a dash and costs 1 [[Stamina]], for a total of 2 including the Stamina spent &#039;&#039;dashing&#039;&#039;. &lt;br /&gt;
* The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the Stamina bar turning blue while &#039;&#039;dashing.&#039;&#039; While the Stamina bar is blue, the player can press jump to successfully &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
* If players miss the timing of a &#039;&#039;dash jump&#039;&#039; by pressing &amp;lt;code&amp;gt;Space&amp;lt;/code&amp;gt; too early or too late, the Hero will continue to dash and players will not be able to attempt the &#039;&#039;dash jump&#039;&#039; again until the initial dash is completed.&lt;br /&gt;
&lt;br /&gt;
; Slide&lt;br /&gt;
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].&lt;br /&gt;
&lt;br /&gt;
; Down Dash&lt;br /&gt;
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Jump&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. The first wall jump costs no [[Stamina]], while subsequent wall jumps cost 0.5 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Slide&lt;br /&gt;
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
&lt;br /&gt;
; Mantle&lt;br /&gt;
* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in while jumping.&lt;br /&gt;
&lt;br /&gt;
; Mantle Glide&lt;br /&gt;
* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
&lt;br /&gt;
=== General Strategy ===&lt;br /&gt;
{{Main|Strategy}}&lt;br /&gt;
; Laning&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York (Yellow), Broadway (Blue), and Park (Green; also referred to as Greenwich). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
* The &#039;&#039;&#039;laning phase&#039;&#039;&#039; refers to the early game where players organize in lanes to gain strength (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Ganking&lt;br /&gt;
* Ganking is the act of moving from one lane to another to help kill vulnerable enemy Heroes.&lt;br /&gt;
&lt;br /&gt;
; Farming&lt;br /&gt;
* Farming is the process of focusing on gaining souls and buffs to increase your Hero&#039;s strength and buy more items. Farming typically consists of killing [[Denizen]] camps and destroying breakables such as [[Crates]], [[Golden Statue]]s, and [[Sinner&#039;s Sacrifice]] machines.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
&lt;br /&gt;
=== Comeback Mechanics ===&lt;br /&gt;
{{Main|Souls}}&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
&lt;br /&gt;
* Killing an enemy hero will award more souls if that hero is stronger than the killer team&#039;s average networth, regardless of which team is leading in souls.&lt;br /&gt;
* The losing team gains up to {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}% 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;
* The Soul Urn will give additional souls to a team that is behind.&lt;br /&gt;
&lt;br /&gt;
=== Pausing ===&lt;br /&gt;
Each player may pause the game once per match. Each team is limited to three pauses per match, meaning that after three different players on the same team have used their pause, that team can no longer pause the game. This allows for a maximum of six pauses per match.&lt;br /&gt;
&lt;br /&gt;
When a pause is called, all in-game action stops. The game timer, player movement, abilities, projectiles, and all other gameplay elements are frozen until game resumes.&lt;br /&gt;
&lt;br /&gt;
The player who called the pause may end it at any time. Otherwise, the pause becomes available for anyone to end after 30 seconds. There is no maximum pause duration.&lt;br /&gt;
&lt;br /&gt;
Players are able to move their camera while the game is paused. Any camera movement made during the pause is not retained and will reset to its original position when the game resumes.&lt;br /&gt;
&lt;br /&gt;
Pausing is not allowed in [[Street Brawl]].&lt;br /&gt;
&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|The Cursed Apple}}&lt;br /&gt;
The map is where all of the fighting in &#039;&#039;Deadlock&#039;&#039; takes place. Known as &amp;quot;The Cursed Apple&amp;quot; and based on Midtown and Lower Manhattan in New York City, the map contains all of the unique features of &#039;&#039;Deadlock&#039;s&#039;&#039; gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{{main|Minimap}}&lt;br /&gt;
The Minimap provides players with a view of the battle at large, providing live information regarding relevant match information.&lt;br /&gt;
* The Minimap provides specific information of the location of Camps, friendly and enemy Troopers, Shops, Buffs, and enemy Heroes (under certain conditions).&lt;br /&gt;
* The Minimap should be checked often to give players insight on the status of their own team, lane status, enemy positions, and camp locations.&lt;br /&gt;
&lt;br /&gt;
=== Structures and Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each Patron, sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the Guardian, who has a laser attack, a melee attack, and a slam attack. The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the Walker who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] per enemy Walker destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Base_guardians.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrines.png|110px]] || The fourth objective is the Shrines. They have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the Patron, which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 50% HP, it will become invulnerable, transform and move into their team&#039;s Pit. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron moves into phase two, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The Mid-Boss is located in the center of the map and is a durable threat that typically requires multiple team members to co-ordinate and defeat.&lt;br /&gt;
When the Mid-Boss dies, it drops the [[Rejuvenator]]. The Rejuvenator must be claimed by landing heavy melee attacks on it, it requires 3 hits to fully collect. Each successful hit immediately grants every member of your team a &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039;.&lt;br /&gt;
If a hero dies while holding a Rejuvenation Credit, they will respawn at their death location and the credit is consumed. The credit does not affect deaths that happened before it was earned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interactive Objects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. The capturing hero will receive a few minor stat buffs, and several [[Soul Orbs]] will spawn from the deposit point. &lt;br /&gt;
These [[Soul Orbs]] default to the capturer; however, they can be denied by opponents or confirmed by teammates to share the bounty.&lt;br /&gt;
&lt;br /&gt;
The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstable Rift]] || [[File:Unstable_rift_objective_2.png|110px]] || After 11 minutes of game time, Unstable Rift capture points will periodically appear on a side lane&#039;s bridge after 80 seconds. The winning team will receive [[Souls]] and Rift Troopers will spawn for that lane. &lt;br /&gt;
After a minute of a tied contest, neutral [[Soul Orbs]] will spawn to be claimed by either team.&lt;br /&gt;
&lt;br /&gt;
The Urn respawns every 5 minutes, and its spawn location is to the side of either bridge on green or yellow, and its capture location will be the opposite spawn (i.e., urn spawns on yellow, so its capture will be at green).&lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a [[crate]] or a [[golden statue]]. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| [[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
2 pairs of Teleporters which can be used to quickly traverse the map horizontally .&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:none;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:pw_dur|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|Duration}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:cast_sp_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_sp_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_min|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:cast_cdr_max|{{#invoke:MiscData|get_misc_var|casting_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:gun_fr_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_fr_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_min|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:gun_ammo_max|{{#invoke:MiscData|get_misc_var|gun_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_stam_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_stam_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_sprint_raw_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_zip_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_zip_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|3|valueMax}}}}&lt;br /&gt;
{{#vardefine:mov_regen_min|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMin}}}}&lt;br /&gt;
{{#vardefine:mov_regen_max|{{#invoke:MiscData|get_misc_var|movement_powerup_pickup|Modifer|ModifierValues|4|valueMax}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:mov_sprint_min|{{#expr: {{#var:mov_sprint_raw_min}} * 0.0254 round 1 }}}}&lt;br /&gt;
{{#vardefine:mov_sprint_max|{{#expr: {{#var:mov_sprint_raw_max}} * 0.0254 round 1 }}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:surv_hp_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_hp_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}}}&lt;br /&gt;
{{#vardefine:surv_regen_min|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMin}}}}&lt;br /&gt;
{{#vardefine:surv_regen_max|{{#invoke:MiscData|get_misc_var|survival_powerup_pickup|Modifer|ModifierValues|2|valueMax}}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerups}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +{{#var:cast_sp_min}} [[Spirit Power]] and +{{#var:cast_cdr_min}}% Cooldown Reduction&lt;br /&gt;
#* Ends at +{{#var:cast_sp_max}} Spirit Power and +{{#var:cast_cdr_max}}% Cooldown Reduction&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +{{#var:gun_fr_min}}% [[Fire Rate]] and +{{#var:gun_ammo_min}}% [[Ammo]]&lt;br /&gt;
#* Ends at +{{#var:gun_fr_max}}% Fire Rate and +{{#var:gun_ammo_max}}% Ammo&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +{{#var:mov_stam_min}} [[Stamina]], +{{#var:mov_sprint_min}}m/s [[Sprint Speed]], +{{#var:mov_regen_min}}% Stamina Regeneration Rate, and +{{#var:mov_zip_min}}% Zipline Boost&lt;br /&gt;
#* Ends at +{{#var:mov_stam_max}} Stamina, +{{#var:mov_sprint_max}}m/s Sprint Speed, +{{#var:mov_regen_max}}% Stamina Regeneration Rate, and +{{#var:mov_zip_max}}% Zipline Boost&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +{{#var:surv_hp_min}} [[Health|Bonus Health]] and +{{#var:surv_regen_min}} [[Health Regen]]&lt;br /&gt;
#* Ends at +{{#var:surv_hp_max}} Bonus Health and +{{#var:surv_regen_max}} Health Regen&lt;br /&gt;
#* Duration: {{#var:pw_dur}}s&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>~2026-ParadoxLightReturn611</name></author>
	</entry>
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