Ability unlocks
Abilities are unlocked with Ability Unlocks earned at 600, 1200, 2100 and 3600 soul thresholds (Boon levels 0, 2, 4 and 6). The first 3 non-ultimate
abilities can be unlocked in any order, while the ultimate ability can only be unlocked at level 6. Ability unlocks cannot be refunded.
Ability points

Infernus
Napalm showing the 3 levels of upgrades an ability can have, at 1, 2 and 5 points.
Ability Points are earned at every boon that does not give an ability unlock. These are used to upgrade the power of unlocked
abilities, granting additional bonuses and better stats. All
abilities have 3 tiers for upgrades, costing 1, 2, and 5 points to unlock. Unspent points are shown under your ability icons.
You can refund an upgrade by clicking its slot up to 10 seconds after unlocking it, if you haven’t used any
abilities in that time window.
All 32 ability points can be earned by leveling up.
Types of abilities
Abilities come in three main categories: active, passive, and partially passive.
Active
Active
abilities are
abilities that are used by pressing the input key, and have a cooldown before they can be used again. An active ability is linked to a hero’s power and when it is on cooldown gives a window of opportunity for counterplay (see strategy for more). Active
abilities cannot be used if the player is under the effects of a stun, silence or displacement. Active
abilities can have a range of properties including being instant, channeled or having
charges.
An instant ability is an ability that can be used only once immediately before being put on cooldown. It is seen as the most basic and straightforward type of
abilities. An example of an instant active ability is
Bebop‘s
Sticky Bomb. Some active
abilities can be recast during a specific timeframe, such as
Mina‘s
Sanguine Retreat, but will still go on cooldown after the first use while the recast timer is active.
A channeled ability is an ability that requires channeling it for a duration, indicated by a filled bar slowly diminishing on the characters HUD. The channel can be stopped before the channel duration is complete, and goes on cooldown after it’s first press before the channel duration has completed. Channeled
abilities often prohibit the player from movement but this is not a rule. F. ex.
Kelvin‘s
Arctic Beam allows walking around though at a slowed movement speed and crouching, but not dashing and jumping (the jumping key is default the key to cancel channeling).
Dynamo‘s
Singularity blocks all movement inputs from the player while channeling.
Channeled
abilities can be stopped preemptively by and opponent by using a stun or interrupt, but a silence or displacement will not stop an ongoing channeled ability. This does not affect the cooldown of the ability.

An ability with
charges, showing 3 ready
charges on the left and 5 ready
charges on the right.
A charged ability – or, an ability with
charges – is an ability that can be used multiple times in a row, and has a separate cooldown for the time between
charges and the time for a charge to be restored.
This is indicated by a white bar over the ability icon on your HUD, and is split by a thin black line for the amount of
charges the ability currently possess. A charge that is currently on cooldown is indicated by a gray bar slowly filling up in place of the white bar. Some
abilities will also start as instant active, and gain
charges with levels.
See the table of charged
abilities:
| Hero | Ability | Time Between |
Notes | |
|---|---|---|---|---|
Billy |
Bashdown |
1 | 8s | +1 charge on T2 upgrade. |
Celeste |
Radiant Daggers |
1 | 2s | +2 |
Dynamo |
Kinetic Pulse |
1 | 5s | +1 charge on T1 upgrade. |
Graves |
Jar of Dead |
4 | 13s | Has a conditional charge. |
Grey Talon |
Charged Shot |
1 | 4s | +1 charge on T1 upgrade. 1s time between |
Haze |
Smoke Bomb |
– | – | Becomes charged on T2 upgrade with 2 |
Holliday |
Powder Keg |
2 | 7.5s | +1 charge on T2 upgrade. |
Holliday |
Bounce Pad |
1 | 3.5s | – |
Infernus |
Napalm |
1 | 6s | +1 charge on T1 upgrade. |
Infernus |
Flame Dash |
– | – | Becomes charged on T3 upgrade with 2 |
Ivy |
Entangling Thorns |
1 | 5s | +1 charge on T1 upgrade. |
Kelvin |
Frost Grenade |
2 | 7s | – |
Lady Geist |
Life Drain |
– | – | Becomes charged on T3 upgrade with 3 |
Lash |
Grapple |
1 | 2s | +1 charge on T3 upgrade. |
McGinnis |
Mini Turret |
1 | 3s | +2 |
Mirage |
Fire Scarabs |
2 | 1s | +2 |
Paige |
Bookwyrm |
1 | 7s | +1 charge on T2 upgrade. |
Paradox |
Time Wall |
– | – | Becomes charged on T3 upgrade with 3 |
Rem |
Pillow Toss |
1 | 8s | +1 charge on T3 upgrade. |
Seven |
Lightning Ball |
1 | 6s | +1 charge on T1 upgrade. |
Shiv |
Serrated Knives |
2 | 2s | +2 |
Sinclair |
Vexing Bolt |
1 | 3s | – |
The Doorman |
Call Bell |
1 | 6s | +1 charge on T1 upgrade. |
Venator |
Consecrating Grenade |
– | – | Becomes charged on T3 upgrade with 1 charge and 3s time between |
Venator |
Hex-Lined Snap Trap |
2 | 8s | +1 charge on T3 upgrade. |
Victor |
Jumpstart |
1 | 8s | +1 charge on T3 upgrade. |
Vindicta |
Assassinate |
2 | 2.5s | – |
Viscous |
Puddle Punch |
1 | 1.7s | +1 charge on T1 upgrade. |
Vyper |
Screwjab Dagger |
2 | 4s | +1 charge on T1 upgrade. |
Wraith |
Card Trick |
2 | – | +2 |
Yamato |
Flying Slash |
– | – | Becomes charged on T3 upgrade with 3 |
Passive
A passive ability is an ability that is not directly activatable by the player, but by some condition of the game. Passive
abilities can not be turned off or deactivated in any way after they have been unlocked.
A passive ability can affect either the hero itself, such as
Abrams‘s
Infernal Resilience or an enemy hero such as
Infernus‘s
Afterburn, and heroes with a passive ability will often have this ability as a defining trait signifying how they are played and built.
The passive
abilities in Deadlock are:
| Hero | Ability |
|---|---|
Abrams |
Infernal Resilience |
Graves |
Essence Theft |
Drifter |
Bloodscent |
Haze |
Fixation |
Holliday |
Crackshot |
Infernus |
Afterburn |
Mina |
Love Bites |
Victor |
Shocking Reanimation (Has a cooldown) |
Vyper |
Slither |
Partial Passive
Partial passive
abilities are active
abilities with passive components or a passive ability with an active trigger (and are therefore affected by silences, stuns, etc). These are:
-
Billy‘s
Blasted which has a passive component of reloading
ammo and marking enemies, but can be activated. The passive effect persists through the active cooldown. -
Mirage‘s
Djinn’s Mark which can be activated early, but the mark will build and trigger even if silenced. -
Shiv‘s
Bloodletting has both deferring damage as a passive, and an active to clear said deferred damage. -
Victor‘s
Pain Battery where the damage storing is handled as a passive, but the actual usage of the ability behaves as an active ability.
Ability Scaling and damage
Abilities can
scale their properties based on other stats.
Scaling
Most
abilities scale on
Spirit Power, but they can also scale with Boons,
Melee Damage and
Weapon Damage. The
scaling type of an ability usually indicated its damage type, but there can be exceptions, such as
Paradox‘s
Kinetic Carbine
scaling with
Weapon Damage but dealing
Spirit Damage. The
scaling type is indicate by the icon next to the
scaling integer, while the damage type is indicated by the icon next to the damage value.
A few
abilities have no
scaling at all, only increasing in power when spending Ability Points to upgrade them. This includes
Lash‘s
Grapple,
Mo & Krill‘s
Sand Blast and
Grey Talon‘s
Rain of Arrows and
Spirit Snare.
Some
abilities apply their spirit
scaling not in increased damage, but in other aspects of how they work. These vary wildly, and include
Lash‘s
Death Slam which increases its throwing range, and
McGinnis‘s
Medicinal Specter which extends its duration.
Spirit Damage
Spirit Damage is the main form of ability damage in Deadlock, and the vast majority of
abilities deals all or some of its damage as
spirit damage. This damage is generally split into two parts: the base damage represented by an integer, and the spirit
scaling damage represented by a percentage of the heros
spirit power.
The base damage is a base value that can only be changed via leveling up the ability using Ability Points, the spririt
scaling damage can be increased by obtaining more
spirit power via items, golden statues, powerups or the rejuvenator.
Melee Damage
Melee damage means that the ability deals a percentage of the hero’s current
melee damage on contact. This will also apply any effect currently attributed to the melee of the hero, such as
Spirit Strike or
Melee Lifesteal.
Conversely, this also means the damage is reduced by a hero’s
melee damage resist from items like
Close Quarters. Some heroes can upgrade their
abilities to instead apply heavy
melee damage, and this applies item effects that benefit from this such as
Melee Charge.
This will not, however, work with mechanics needing heavy melee attacks such as a sinner’s sacrifice, powerup or a rejuvenator.
Abilities dealing
melee damage:
| Hero | Ability | Base Damage | Light Melee |
Notes |
|---|---|---|---|---|
Bebop |
Exploding Uppercut |
0.01 | ×1 | – |
Bebop |
Grapple Arm |
0 | ×0.7 | – |
Billy |
Bashdown |
0 | ×0.9 | on T3 becomes ×0.5 Heavy Melee |
Calico |
Leaping Slash |
10 | ×0.8 | on T3 gets +60 base damage (total 70). |
Drifter |
Rend |
0 | ×1.2 | on T3 becomes ×0.55 Heavy Melee |
Silver |
Boot Kick |
0 | ×0.9 | – |
| Silver (Transformed) | Go For The Throat | 0 | ×1.5 | on T1 gets +30 base damage (total 30). |
| Silver (Transformed) | Mauling Leap | 0 | ×1.5 | – |
Viscous |
Puddle Punch |
20 | ×0.6 | on T1 gets +20 base damage (total 40). on T3 becomes 40 base damage with ×0.6 Heavy Melee |
Yamato |
Flying Slash |
0 | ×1 | – |
Utility
Some
abilities will have no damage dealt, but will instead provide the hero with some sort of utility to use while playing. This is a wide topic and can be anything from
Calico‘s
Ava providing mobility and eventually
health regeneration,
Mo & Krill‘s
Sand Blast providing a disarm status effect on enemies, and
Paige‘s
Plot Armor providing a barrier and
weapon damage.








