Knowledge Base · Reference

Mechanics

Technical index of every core stat and mechanic in Deadlock — how each value is defined, scaled and interacts in-match.

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, ... Boons Boons measure a hero's power growth as souls are gathered. Each level grants a boon; the maximum is 35. Boons increase base bullet and melee damage, health and Spirit Power by hero-specific… 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... Cosmic Veil Cosmic Veils are visual barriers at Juke Rooms and beneath most structural arches. Heroes can move through them. One face appears gray and the other has a rainbow sheen, giving the barrier… Crowd control Crowd control (CC) restricts or changes an opponent's actions, movement or timing. Hero abilities and items can apply it. Some effects also become shorter when applied in quick succession. 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… 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... Death and respawning A hero dies at zero health. A death timer appears, kill and assist recipients receive souls, and unsecured souls drop in a container that other heroes can collect. The hero returns to… 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 Attack and Parry Every hero can press melee (Q by default) for an instant light attack or hold it for a heavier, wind-up attack. Damage varies by hero and scales with boons, items and 50%… 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 Movement covers traversal, positioning, rotations, pursuit and escape. The game displays distance in meters and speed in meters per second; its Source 2 internal unit is approximately one inch, or 0.0254 m.… 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. Self-damage Self-damage is damage a hero deals to themselves through an ability, item or weapon. It normally cannot kill the user and bypasses barriers, except Rat King's Royal Pestments. Slide Distance Slide Distance is a stat that affects how far the player will travel while sliding. Souls Souls serve as currency for Curiosity Shop items and as progression toward Boons. Every player starts with 600. Unit rewards are called bounties. Neutral sources can grant Haunted Souls, which can be… 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... Stats Stats describe a hero's combat, survival and ability properties. Items, levels, buffs and scaling, most commonly with Spirit Power, can change them. The source groups them into Weapon, Vitality and Spirit, with… Status effects Status effects alter units after conditions are met. Positive effects are buffs and negative effects debuffs. They generally last a set duration unless cleared, and may appear above the health bar, as… Unit A unit is an entity with stats that can perform tasks. The wiki groups units as follows: 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

The mechanics index is a reference to individual gameplay terms. Search for a term, open its entry, and follow related concepts when you need the details behind a hero, item or interaction. The index includes combat, movement, abilities and survival concepts.

Weapons and damage

Bullet damage, fire rate and damage per second describe different parts of weapon output. The index defines DPS as a function of bullet damage and fire rate. Ammo describes the rounds a weapon can hold; reload time describes how long it takes to refill that count. Falloff range concerns distance and weapon damage, while bullet velocity describes projectile travel speed. Bullet radius and bullet evasion are separate concepts: one concerns projectile size, the other a chance for incoming bullets to miss.

Weapon damage, melee damage and melee distance have their own entries. Damage amplification changes damage dealt to affected targets, while damage resistance concerns incoming bullet, melee and spirit damage. The index also lists pure damage and barriers; open the individual entries for their specific context rather than assuming they work alike.

Abilities and effects

Ability cooldown is the wait before an ability is usable again; duration describes how long an effect lasts, and range describes reach. Charges are stored uses. Build-up, charge-up, stacks and scaling are distinct entries: look at the relevant entry to understand what increases, what causes it and what is affected.

Spirit power is described as increasing the effectiveness of abilities and items, including effects beyond spirit damage. Imbue and damage amplification have separate entries. An ability's details and current in-game description matter when applying a general definition.

Survival and movement

Health measures damage a unit can take; health regeneration and healing describe ways to recover it. Lifesteal returns health from a portion of damage dealt. Debuff resist concerns the duration of negative effects, which is different from reducing incoming damage.

Move speed, movement slow, stamina, slide distance and gravity scale describe different aspects of movement. Read the specific mechanic before comparing an item or ability: a speed change, a slow and additional stamina are not interchangeable measurements.

Use the index

Search the displayed materials by name and open the entry for its full explanation. The index also includes a hero comparison table. For practical decisions, pair these definitions with item guides or hero guides; check the current game version before relying on numerical interactions.