Mechanics

Damage

Damage reduces health, although barriers and other defenses can absorb or mitigate it. Deadlock distinguishes weapon, spirit and pure damage. An ability’s damage type is not necessarily the same as the stat from which it scales.

ContentsHide
  1. 1Weapon and melee damage
  2. 2Critical damage
  3. 3Pure damage and executes
  4. 4Source tables
  5. 5Critical bonus scale
  6. 6Ability critical bonus
  7. 7Weapon-scaling abilities
  8. 8Execute thresholds
  9. 9Pure damage abilities
  10. 10Pure damage items
  11. 11Pure damage mitigation abilities
  12. 12Pure damage mitigation items
  13. 13Weapon Damage sources
  14. 14Sources and editorial notes

Damage reduces health, although barriers and other defenses can absorb or mitigate it. Deadlock distinguishes weapon, spirit and pure damage. An ability’s damage type is not necessarily the same as the stat from which it scales.

Weapon and melee damage

Base bullet damage is hero-specific and grows with boons. Percentage Weapon Damage increases the base; flat Weapon Damage is added afterward and does not itself gain that percentage bonus. Falloff, resistance and critical modifiers still apply to the flat bonus. The source gives:

Final bullet damage = [(base damage × damage multiplier) + flat bonus] × falloff × resistances × critical multiplier.

Target Bullet Resist and the attacker’s Bullet Resist Reduction combine multiplicatively. Increased Bullet Damage is a debuff applied at the end of the calculation and also amplifies flat bonuses. Most weapon-scaling abilities use bonus Weapon Damage from items and shop investment; Paradox’s Kinetic Carbine instead uses base burst damage and therefore grows with boons.

Melee is weapon damage and scales at 50% of the Weapon Damage stat. Effects triggered by “weapon damage” include melee, but effects specifying bullets differ: Metal Skin and Toxic Bullets do not apply to melee, while Slowing Bullets and Weighted Shots do. Bullet Resist and Melee Resist both affect melee; the source notes Venator’s innate Spirit-scaled Bullet Resist as an apparent exception.

For spreadshots each pellet is normally calculated separately. Drifter, Grey Talon’s Rain of Arrows and Split Shot instead deal the same bullet damage to a target regardless of pellets hit. Paige’s shots pierce targets until hitting a map surface, cannot deal headshot bonus damage but can trigger headshot items. The Doorman’s shots also pierce and can headshot, but deal half damage after the first enemy.

Falloff reduces damage linearly from 100% to 10% across a hero’s falloff range. The target health-bar dot indicates the fraction: red 10–20%, orange 20–35%, yellow 35–75%, and transparent 75–100%.

Critical damage

Troopers, neutrals, Lane Guardians and heroes have weak points that normally take 1.65 times bullet damage. The source states crit multiplier = 1 + [(0.65 + crit bonus scale) × crit resist]. Deadman Danny, Graves, Paige, Viscous’s alternate fire and Yamato’s alternate fire cannot deal critical damage; Paige can still trigger headshot items. Certain abilities use their own bonus in place of the standard 65%.

Pure damage and executes

Pure damage is neither weapon, spirit nor melee damage and is not mitigated by ordinary Damage Resistance. It appears as white numbers and a gray bar in the damage report. Some white-number effects are post-mitigation amplifications: the underlying damage has already been reduced. An execute immediately kills a qualifying target, ignoring barriers and damage reduction; most require a health threshold.

Pure damage does not trigger Mystic Reverb or contribute to its calculation. It was introduced in the Six New Heroes update; the affected effects previously dealt spirit damage while bypassing resistance, with different interactions. Armor Piercer bullets and Tankbuster’s proc bypass weapon and spirit resistance respectively but are not pure damage. Plated Armor mitigates pure damage applied by bullets, including Ira Domini and Siphon Bullets.

Source tables

The following tables preserve the source’s data and restrictions. The wiki table has a template error in Solomon’s execute threshold. The October 30 official update states that Develop Queen executes heroes below 100 health plus 5 per boon at base, with Tier 2 adding 150 to that threshold. The malformed wiki cell remains below for traceability.

Critical bonus scale

Hero Crit Bonus Scale (%)
Baba -20
Billy -20
Celeste -25
The Doorman -30
Drifter -45
Kelvin -25
Nurse Harrow -40
Rem -20
Solomon -20
Violet -20
Vyper -30

Ability critical bonus

Hero Ability Crit Damage (%)
Paradox Kinetic Carbine 14
Venator Ira Domini 30
Vindicta Assassinate 20

Weapon-scaling abilities

Execute thresholds

Hero Ability Tier Threshold Notes
Grey Talon Guided Owl 3 22%
Mina Rake 0 60 Non-heroes only
Shiv Killing Blow 1 18%
Shiv Killing Blow 3 28%
Solomon Develop Queen 2 150 Boon xProp not found: Develop Queen/Upgrades.2.CheckmateThreshold.Scale
Venator Gutshot 3 8% Heavy melee when Blessed
Venator Ira Domini 0 8% Blessed stakes
Unstable Concoction — — — Self-damage execute

Pure damage abilities

Hero Ability Notes
Billy Blasted Post-mitigation damage amp
Grey Talon Guided Owl T3 execute only (below health threshold)
Lady Geist Soul Exchange
Mina Rake Non-hero execute only
Nurse Harrow Wretched Vapors Specter Crash damage
Shiv Killing Blow Execute only (below health threshold)
Solomon Develop Queen T2 execute only (below health threshold)
Venator Consecrating Grenade Burn damage only
Venator Gutshot T3 upgrade Blessed melee only (can also execute)
Venator Ira Domini While Blessed only (can also execute)
Victor Jumpstart
Victor Aura of Suffering Self Damage only

Pure damage items

Name Cost Category Notes
Blood Tribute Souls 3,200 Weapon Self Damage part
Siphon Bullets Souls 6,400 Vitality
Focus Lens Souls 6,400 Spirit Post-mitigation damage amp
Unstable Concoction Legendary Spirit Self-damage execute

Pure damage mitigation abilities

Hero Ability Notes
Rat King Royal Pestments Base and T3, T3 caps Pure Damage received at 250.
Shiv Bloodletting Pure Damage gets deferred and cleared.

Pure damage mitigation items

Name Cost Category Notes
Plated Armor Souls 6,400 Vitality Mitigates Pure Damage applied by bullets such as Ira Domini, or Siphon Bullets.

Weapon Damage sources

Troopers, Guardians, Haunts, Base Turrets and Midboss deal weapon damage with their attacks. Weapon item investment provides an automatic category bonus:

Weapon category souls Incremental Weapon Damage (%) Total Weapon Damage (%)
800 +9 +9
1600 +3 +12
2400 +3 +15
3200 +3 +18
4800 +28 +46
6400 +8 +54
8000 +8 +62
11200 +12 +74
16000 +12 +86
22400 +14 +100
28800 +15 +115

Items with a listed Weapon Damage bonus:

Name Souls Cost Category Stat change
Close Quarters 800 Weapon +20% Weapon Damage
Extended Magazine 800 Weapon +8% Weapon Damage
High-Velocity Rounds 800 Weapon +8% Weapon Damage
Restorative Shot 800 Weapon +6% Weapon Damage
Fleetfoot 1,600 Weapon +6% Weapon Damage
Long Range 1,600 Weapon +40% Weapon Damage
Opening Rounds 1,600 Weapon +8% Weapon Damage
Recharging Rush 1,600 Weapon +10% Weapon Damage
Titanic Magazine 1,600 Weapon +14% Weapon Damage
Cultist Sacrifice 3,200 Weapon +10% Weapon Damage
Escalating Resilience 3,200 Weapon +18% Weapon Damage
Express Shot 3,200 Weapon +8% Weapon Damage
Headhunter 3,200 Weapon +5% Weapon Damage
Hollow Point 3,200 Weapon +35% Weapon Damage
Point Blank 3,200 Weapon +50% Weapon Damage
Sharpshooter 3,200 Weapon +10% Weapon Damage
Sharpshooter 3,200 Weapon +60% Weapon Damage
Weighted Shots 3,200 Weapon +30% Weapon Damage
Armor Piercer 6,400 Weapon +8% Weapon Damage
Glass Cannon 6,400 Weapon +85% Weapon Damage
Battle Vest 1,600 Vitality +22% Weapon Damage
Bullet Lifesteal 1,600 Vitality +10% Weapon Damage
Fury Trance 3,200 Vitality +10% Weapon Damage
Colossus 6,400 Vitality +15% Weapon Damage
Inhibitor 6,400 Vitality +10% Weapon Damage
Leech 6,400 Vitality +12% Weapon Damage
Phantom Strike 6,400 Vitality +15% Weapon Damage
Siphon Bullets 6,400 Vitality +15% Weapon Damage
Vampiric Burst 6,400 Vitality +10% Weapon Damage
Bullet Resist Shredder 1,600 Spirit +9% Weapon Damage
Unstable Concoction Legendary Spirit +150% Weapon Damage

Monster Rounds adds 25% against NPCs. Berserker adds 7% per stack from sustained damage; Intensifying Magazine reaches 45% after continuous fire. Opening Rounds adds 25% against targets above 50% health; Ballistic Enchantment adds 20% per stack when the imbued ability hits; Golden Goose Egg can grant permanent Weapon Damage. Headshot Booster adds 45 flat weapon damage on headshots; Headhunter adds 75 with boon scaling ×4; Lucky Shot has a 25% chance per bullet to deal 100% additional bonus Weapon Damage.

Sources and editorial notes

Adapted from Deadlock Wiki contributors; checked 2026-11-01. Source-derived text and factual tables are adapted under Creative Commons Attribution-ShareAlike 4.0. Game content may be subject to separate rights.

Editorial coverage note: The source displays a template error in Solomon’s execute threshold; it is reproduced as such.