Knowledge Base · Reference

Mechanics

About this page Browse Deadlock mechanics and terminology covering combat, movement, economy, objectives, and status effects. Each entry explains a specific system and links it to related terms for deeper reference.

Abilities An ability is a unique skill of a hero that does damage, grants utility, or both. All heroes have 4 base abilities that are unlocked throughout the earl... Ability Cooldown Ability Cooldown is the time it takes for an Ability to be usable again. Ability Duration Ability Duration determines how long the effect of abilities and items last. Ability Range Shiv's Slice and Dice ability, improved by bonus Ability Range and Spirit Power stats. Ammo Ammo, also known as Clip Size, is a stat that dictates the maximum number of rounds that can be stored and fired from a weapon. As the weapon is fired, ... Build-Up Infernus stacking build-up from Afterburn and Toxic Bullets on Bebop Bullet Damage Bullet Damage is a stat that heroes start with and can obtain more through items. Bullet Evasion Bullet Evasion is a stat that prevents a percentage of incoming bullets from hitting the target. Instead, the bullets will phase through the target, pot... Bullet Radius Bullet Radius or Bullet Size is a stat that determines the size of a player's bullets, in centimeters or inches. It cannot be increased with items (with... Bullet Velocity Bullet Velocity is a stat that dictates how fast bullets or projectiles fired from the primary weapon will travel in meters per second (m/s). Charge-Up Charge-up is a mechanic that causes items to build up their effects over time. Charges Charges are stored uses of Hero abilities. When an ability with charges is used, a single charge is consumed. When an ability runs out of charges, it ca... Damage Amplification Damage Amplification or Damage Amp is a stat that multiplies the damage caused by the player to affected enemies and NPCs. It can be both positive and n... Damage Barrier "Cannot waste time." Damage per second Damage per second, or DPS, is a function of a hero's Bullet Damage and Fire Rate. It refers to the amount of damage per second the hero's weapons deals ... Damage Resistance Damage Resistance refers to the Bullet, Melee, and Spirit Resist statistics which reduce incoming damage taken. Bullet Resist reduces all weapon and mel... Debuff Resist Debuff Resist is a stat which reduces the length of time negative effects affect a hero. Falloff Range Falloff Range is a stat that determines the minimum and maximum distance in which a Hero can deal Weapon Damage to a target. Fire Rate Fire Rate, also known as Bullets per second, is a stat that determines the amount of ammo that will be fired by the weapon per second. Several heroes ha... Gravity Scale Gravity Scale is a Stat that modifies how gravity acceleration affects the player. Healing Healing is the act of recovering a unit's current health, which includes various methods such as Lifesteal, Health Regen, and Item effects. Health Health measures the amount of damage that can be taken before dying, and is fundamental to all heroes and units. Units and players with health are allow... Health Regen Health Regen is a stat that heroes start with and can obtain more through items. Per second, heroes will regenerate their amount of health regeneration ... Hero Comparison Table Heroes Imbue Purchasing Compress Cooldown as Shiv presents the option to Imbue an ability. Lifesteal Lifesteal is a mechanic which heals a player by a portion of the damage they deal to an opponent. There are two main types of lifesteal, each with an as... Melee Damage Melee Damage is a stat that Heroes start with and determines how much damage a hero's Melee Attack deals. Melee Distance Melee Distance is a stat that affects how far the player will travel when attacking with melee. Move Speed Move Speed is a stat that heroes start with and can obtain more through items. Move speed dictates how many meters per second the hero will move. Movement Slow Movement Slow is a status effect applied by many items and abilities that slows move speed by a percentage. Pure Damage Pure Damage from Venator's Ira Domini (grey bar only) Reload Time Reload Time is the time it takes for a hero to reload their weapon's ammo count. Scaling Scaling refers to Stats or properties of Abilities and Items that increase incrementally based on another stat. Slide Distance Slide Distance is a stat that affects how far the player will travel while sliding. Spirit Damage "Let's get started, shall we?" Spirit Power Spirit Power is a stat that increases the effectiveness of abilities and items. In addition to increasing Spirit Damage, Spirit Power can also increase ... Stack A Stack is a scaling effect or buff that can be increased through specific means or actions. Stacks are most often applied through dealing damage, where... Stamina Stamina is a stat that heroes start with and can obtain more through items. Stamina dictates the amount of dashes a hero can use. Stamina regenerates ba... Weapon Damage Weapon Damage is a stat that determines your Bullet Damage, and also increases their Melee Damage. Some abilities can deal Weapon Damage.
About this page

Mechanics

Browse Deadlock mechanics and terminology covering combat, movement, economy, objectives, and status effects. Each entry explains a specific system and links it to related terms for deeper reference.