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
| Hero | Ability | Notes |
|---|---|---|
Deadman Danny |
Chimera Mk1 |
— |
Deadman Danny |
Jettison Fuel |
— |
Haze |
Fixation |
Starts |
Paradox |
Kinetic Carbine |
Scales with Base |
Rat King |
Scrap Grenade |
— |
Rat King |
Rule, Ratannia! |
— |
Venator |
Consecrating Grenade |
— |
Venator |
Gutshot |
— |
Venator |
Ira Domini |
— |
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 |
— | — | — |
Pure damage abilities
| Hero | Ability | Notes |
|---|---|---|
Billy |
Blasted |
Post-mitigation damage amp |
Grey Talon |
Guided Owl |
T3 execute only (below |
Lady Geist |
Soul Exchange |
|
Mina |
Rake |
Non-hero execute only |
Nurse Harrow |
Wretched Vapors |
Specter Crash damage |
Shiv |
Killing Blow |
Execute only (below |
Solomon |
Develop Queen |
T2 execute only (below |
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 |
Weapon | Self Damage part | |
Siphon Bullets |
Vitality | ||
Focus Lens |
Spirit | Post-mitigation damage amp | |
Unstable Concoction |
Legendary | Spirit |
Pure damage mitigation abilities
| Hero | Ability | Notes |
|---|---|---|
Rat King |
Royal Pestments |
Base and T3, T3 caps |
Shiv |
Bloodletting |
Pure damage mitigation items
| Name | Cost | Category | Notes |
|---|---|---|---|
Plated Armor |
Vitality | Mitigates 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 |
Incremental |
Total |
|---|---|---|
| 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:
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.



























































