Maps

Haunt

Haunts are neutral creeps in fixed camps marked by turquoise triangles on the minimap. Each camp always contains the same family and tiers at the same location, including after respawning. All have one eye, which can be hit for critical…

ContentsHide
  1. 1Fighting and rewards
  2. 2Families
  3. 3Locations and appearances
  4. 4Camp strategy and history
  5. 5Sources and editorial notes

Haunts are neutral creeps in fixed camps marked by turquoise triangles on the minimap. Each camp always contains the same family and tiers at the same location, including after respawning. All have one eye, which can be hit for critical damage. Camps do not spawn in Street Brawl, which uses item drafting and fixed boons per round.

Haunts have small, medium and large tiers, with tier-colored eyes and nameplates: blue-green I, yellow II and red III. Health rises 2.1% per match minute and damage 0.5% per minute. Their souls increase from match start, including before a camp spawns. The October 30, 2026 patch increased Haunt base bounty, growth, health and damage by 10%; the table below reproduces the wiki revision’s displayed values without assuming whether every dynamic value has incorporated that patch.

Tier Base health Base souls Souls/min Bullet resist Spirit resist First spawn Camp respawn
Small 142 45 +0.49 50% 45% 2:00 1:25
Medium 354 75 +0.81 50% 45% 5:00 4:50
Large 1,246 199 +2.15 60% 55% 8:00 5:35

These are shared baselines; families have exceptions, including Crabbage Pot ranged attacks. Respawn time begins after the last Haunt in a camp is killed. A small camp has three tier I Haunts and no line under its icon; medium has one line and tier I or II; large has two lines and can contain all three tiers. Large camp compositions are three tier III, one tier III plus two tier II, or one of each. Some medium camps also contain Sinner’s Sacrifice machines; both machines and Haunts must be cleared before their respawn begins. Each Broadway camp next to a small camp contains one machine and two tier II Haunts. The Haunted Lot garage “doubles” camp contains two machines and a Gutter Ghoul II.

Fighting and rewards

Haunts start dormant. Damage is ineffective beyond 38.1 m unless the target is already active. Approaching wakes the camp; damaging one provokes the whole camp. Most ranged basic attacks deal bullet weapon damage, while special attacks usually deal spirit damage. Melee attacks hit harder but have a longer cooldown; some can be parried.

Haunts need line of sight and chase within a camp-specific leash. At Sunken Plaza the limit is 15.2 m (600 source units), with up to another 3 m (120 units) of pursuit if the target remains visible before they return home. They can strafe around a target, and their attacks can hit a different hero without automatically transferring aggro.

Haunts award Haunted Souls directly, without soul orbs. The reward is split equally among allies of the last hitter who damaged that Haunt in the last five seconds. An enemy last hit gives the reward to that enemy’s eligible team instead. A player whose last damage to that Haunt was more than five seconds earlier receives nothing. At match minute M, for base value B and C eligible contributors, the source models each share as floor(B × (1 + 0.0108 × M) / C).

Families

Family Tiers Traits and special attack
Barrel Mimic II, III Channels 4 seconds, then explodes for area spirit damage; III has a larger radius.
Past Dues I, II I has no melee; II is melee-only and channels a ground aura that builds sleep on heroes inside; killing it removes the aura.
Festival Spirit II, III No melee. Fires three or five homing rockets respectively, each dealing 66 area spirit damage.
Slum Shroom II, III Launches three or four mines; each deals 50 spirit damage, slows, reduces healing by 50%, and poisons for 5 spirit damage per tick. III mines have larger activation range.
Crabbage Pot I, II, III II and III use a parryable circular thorn attack dealing 125 and 187 bullet damage respectively. I and II fire slower; II fires bursts of three.
Stage Hand I, II, III II and III fire a tracking piercing laser: 1 spirit damage per tick on the beam and 30/50 per tick on its lingering ground trail.
Specimen I, II II explodes on death for 75 spirit damage and slows movement and sprint speed.
Gutter Ghoul I, II, III II launches one toxic projectile and III launches ten, leaving damaging spirit puddles that slow movement and sprint.
Underhand I, II, III No melee. II and III share Stage Hand’s piercing laser and ground-trail damage.

Small camps are useful between lane waves; large camps’ high resistances make them harder to clear. The source describes Cultist Sacrifice as an option against tier III Haunts, awarding 270% of their soul value and a persistent stat buff. Midboss is technically a neutral Haunt but follows different mechanics; underground cockroaches can be killed for one soul.

The wiki revision’s Past Dues narrative still describes an older attack that throws six books for 20 spirit damage each and then sleeps targets. The October 30 patch changed it to the channeled build-up aura described above; the source’s summary table already reflects that change.

Locations and appearances

Gutter Ghouls appear across the city despite their association with York. They resemble garbage bags with limbs and an eye; tier III is larger with a red tie. Underhands appear on side-lane rooftops, in tunnels and at the Haunted Lot basketball court; they are winged, hooded creatures and have no melee attack. Stage Hands inhabit the Theater District and animate marionettes with a shadowy hand.

Medium Barrel Mimics inhabit the Haunted Lot and large ones the York shipyard; they emerge from oil and gunpowder barrels respectively. Specimens are found near Times Square and resemble hands emerging from jars. Past Dues appear near Greenwich and in the Plaza District: tier I resembles a flying book, while tier II is a stack of books carrying a stamp.

Crabbage Pots appear in Chinatown and at one Central Park camp; they resemble plants in pots. Festival Spirits are Chinatown lantern-like creatures with a floating eye symbol. Slum Shrooms inhabit a fungus-filled Haunted Lot building: the source counts two camps with six units. Their tier II caps are yellow and tier III caps dark red.

Camp strategy and history

Players can clear camps between trooper waves or take enemy-side camps to deny resources. Area damage, sustain and resistance reduction improve clearing, but invading exposes a player to enemy attacks. Leaving one Haunt alive prevents a camp’s other Haunts from respawning. Small camps provide early supplementary income and a source of lifesteal healing; some medium camps are easier to clear than others.

The September 29, 2026 update reworked neutrals into Haunt families. Previously they stood in fixed positions, used ranged attacks and had no specials; in-game reports called them Denizens. The May 22 update moved medium-camp initial spawn from 6 to 5 minutes, and March 21 raised small neutrals’ spirit resistance from 35% to 45%.

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: Past Dues’ older narrative conflicts with the October 30 patch and is labeled above. Cosmetic gallery and extended lore descriptions are condensed; see the source for models and historical images.