Deadlock basics and how to earn more Souls · as of 2026-10-24 · numbers may change with patches · terms follow the game's English client
1. What is Deadlock
Key points
You win by destroying the Patron in the enemy base, not by kills
Souls = money + experience. Whoever earns more is stronger
3 lanes (yellow · blue · green); the jungle is in and around the buildings between them
Deadlock is a 6v6 game from Valve that mixes a third-person shooter with a MOBA. You aim and shoot your gun yourself, and every hero has 4 abilities (the 4th is the ultimate). As in League of Legends or Dota, Troopers (minions) keep coming down the lanes, and the Souls you get for killing them buy items that make you stronger. The game is not fully released yet (invite-only test), so patches are frequent. [1]
How to win
Destroy the Patron inside the enemy base. Games are decided by structures, not by kill count. Kills are only a way to earn Souls and take enemies off the map for a while.
Souls = money + experience
You spend Souls on items in the shop, and the Souls you have piled up (net worth) unlock abilities and give ability points. So "the side that earns more Souls is stronger" is the basic rule of the game.
As a shooter
Headshots, movement (Slide, Dash, wall jump) and cover count as skill, just as in any shooter. There are gun-heavy builds and ability-heavy builds.
As a MOBA
Miss the last hit and you still share the Souls just by being nearby, and you shoot the soul orbs floating in the air to secure or deny them (Soul rules).
1.1. Map: Cursed Apple (New York)
Every game is played on one map modeled on Manhattan. There are 3 lanes: the Yellow lane (York) · Blue lane (Broadway, center) · Green lane (Greenwich). Before the February 2025 map rework there were 4 lanes (including a Purple lane), so keep that in mind with older videos. Each lane has a Zipline in its own color running from your base toward the enemy base, so you can get back to lane fast. [2]
The two teams are the Hidden King (orange, factory base) and the Archmother (blue, museum base). The jungle (neutral camps · crates · Sinner's Sacrifice) is in and around the buildings between lanes, and the Mid-Boss sits in the sewers under the Blue lane in the center.
2. New? Start here
Waves come every 30 sec. At 9 min one wave is worth 472 Souls, 944 per min if you take it alone. Leave the lane empty and all of that is lost.
Shoot the floating orbs. Half of a Trooper's value floats into the air. If the enemy shoots it first, they take that share. While reloading, last hit with melee.
Push the wave, then spend the spare 15 sec on one camp or crate. Ranks pull apart here, not in the lane (jungle by 15 min: 1,175 vs 1,740).
Two in one lane get 54% each. Send the carry to a lane they can farm alone, and don't roam in groups of three or more.
Don't die holding jungle Souls. Souls from the jungle, crates and Sinner's Sacrifice are "unsecured" and drop when you die. Spend them as soon as you can buy something.
Check it with Lookout
The overlay's My growth row shows the Souls left to your next ability point and ultimate. The Soul check on this page compares your current net worth with rank averages.
3. System analysis: how top players use the rules
Key points
Structure damage resistance drops over time (0% at 6 min for Guardians, 9 min for Walkers) → first Guardian at 6:22 in top ranks, 7:52 in low ranks
Respawn takes 8 sec at 5 min → 70 sec at 30 min. Early deaths are cheap: top ranks die more by 15 min and are still 1.3k ahead in net worth
The gap comes from the jungle (+576) and structures · bosses, not kills. First Mid-Boss at 18 vs 27 min
Deadlock's rules change over time. Structure resistance drops, respawn timers grow and waves come faster. The better the player, the more they move with these changes. Below, top ranks (rank 11, about the top 2% of ranked games) are compared with low ranks (ranks 1~3) in recent normal games. Public data has no tournament games, so top ranks, where most pros play, stand in for them.[3]
Top ranks
Low ranks
Per match · times are medians
Match length
31:06
37:24
First Guardian destroyed
6:22
7:52
Guardians destroyed by 10 min (of 6, both teams)
3.6
2.0
First Walker destroyed
13:39
15:47
First Mid-Boss kill
18:18
27:18
Rejuvenator stolen by the other team
16.1%
8.3%
Per player average (top 30,245 players · low 536,189 players)
Net worth at 15 min
13,362
12,065
Jungle camp Souls by 15 min
1,722
1,146
Structure · boss Souls by 15 min
959
760
Hero kill Souls by 15 min
1,948
1,787
Share of available Troopers killed
72.4%
66.7%
Deaths by 15 min
2.7
2.3
Souls dropped on death by 15 min
313
185
3.1. Structures get weaker over time
Rule Guardian damage resistance starts at 50% and drops to -50% by 12 min (0% at 6 min). Invulnerable with no enemy Troopers or heroes within 24m.[4] Walkers go from 65% to -65% at 18 min (0% at 9 min). If heroes hit a Walker before the wave reaches it, it takes 65% less damage and regenerates 65 per sec (backdoor protection); invulnerable with no enemies within 22m.[5]
How top players use it They bring a wave to the Guardian around 6 min, when its resistance hits 0. First Guardian at 6:22 (1 min 30 sec earlier than low ranks), 3.6 down across both teams by 10 min (low ranks: 2.1). Walkers come after their resistance hits 0, with a wave. First Walker at 13:39 (low ranks: 15:47).
Troopers deal about 40% of structure damage (on Guardians: top 38.4%, low 42.9%). Heroes hitting without a wave are that much slower, and Walkers also get backdoor protection.
3.2. Early deaths are cheap, late deaths are expensive
Rule Respawn takes 8 sec at 5 min → 38 sec at 20 min → 70 sec at 30 min → 85 sec at 40 min (max 90 sec). After 10 min, dying while 15% or more ahead in net worth adds 6~22 sec.[6]
How top players use it By 15 min they die more (2.7 times, low ranks 2.3) and drop more Souls on death (313, low ranks 185), yet have 1,297 more net worth. They trade an 8-sec respawn for a Guardian or a camp.
So an early 1-for-1 trade pays off if you take structures or camps meanwhile. After 20 min one death costs 2~3 waves plus structures, so not dying alone comes first.
3.3. Souls are shared by whoever is nearby
Rule Lanes are split 2-2-2 per team. Two in one lane get 54% each. Waves come every 30 sec until 20 min, every 25 sec at 20~35 min and every 20 sec from 35 min.[7]
How top players use it They kill 72.4% of the Troopers they could have killed (low ranks 66.7%) and earn 576 more from jungle camps between waves by 15 min. The gap in hero kill Souls is small, 161. The gap comes not from kills but from how the 30 sec between waves are spent.
So push the wave, and one of the two goes to the jungle. The longer two stand together, the more it is two players splitting 108% (Soul rules).
3.4. The Mid-Boss is about taking, not killing
Rule Respawns 7 min → 6 min → 5 min after each kill. The Rejuvenator goes to the team that breaks its crystal with a heavy melee, so the team that killed the boss and the team that takes it can differ.
How top players use it First boss at 18:18 (low ranks 27:18, 9 min earlier). The other team steals the Rejuvenator 16.1% of the time (low ranks 8.3%): they contest the boss to the end. The team that takes the Rejuvenator destroys at least one structure within 3 min in 78.2% of games, with a 72.1% win rate.
So when the boss gets low, fight for position in front of the crystal rather than for damage. Once you have the Rejuvenator, go straight to the nearest Walker or Base Guardian.
3.5. You ride the Zipline only as far as you pushed
Rule You can only ride up to where your Troopers have pushed. 21m per sec on outer lanes, 18m in the center. From 6 min, F gives +80% for 32 sec (6-min cooldown). When an enemy hero or structure hits you, you can't ride for 3 sec, and if you are hit within 3 sec of getting on you fall off, taking 15% of max health and a 2.5-sec stun. Destroying a Base Guardian gives that lane's Zipline a permanent +80%.[8]
So a pushed wave is a longer Zipline. Top players reach team fights on time not because their movement is faster, but because they push the lane first and then leave.[9] The boost comes once every 6 min, so save it for joining the Soul Urn (5-min cycle) or Mid-Boss, and don't hop on carelessly near enemies.
3.6. How often does a lead win
At 15 min, a team net worth lead of 3k~8k wins about 67%, 8k+ wins about 83%. This holds across ranks. Then again, even 8k+ behind, 1 game in 6 turns around. The losing team gets up to 26% more Souls (Soul rules no. 6) and the leading team respawns slower, so when behind, hold on by farming and defending, then go for one boss or Walker.
4. How a match flows
Key points
0~10 min laning · farming → enemy Guardian first
10~25 min fights over the Soul Urn · Rift · Mid-Boss → Walker
25 min~ Base Guardians → 2 Shrines → Patron. Win a team fight, go straight to structures
4.1. Lane structures
Each lane has structures standing in the order below, and you must destroy one before you can hit the next. The number is the Souls your team gets for destroying it. [2][10][11]
1
Guardian
1 per lane · about mid-lane
The first defense tower. Attacks enemy heroes and troopers that come close.
Souls 1,375
→
2
Walker
1 per lane · toward the base
A big walking robot turret. Destroying it gives your team 1 Flex slot.
Souls 3,675
→
3
Base Guardian
Base entrance · each lane
Guardians blocking the way into the base. Once destroyed, the attacking team gets a faster Zipline.
Souls 1,000
→
4
Shrine
2 inside the base
Shield generators guarding the Patron. Both must fall before the Patron can be attacked.
Souls 2,000
→
5
Patron
Center of the base
Destroy it to win. From half health it only takes damage from inside the Pit.
Destroy it to win
Zoom in on the Full map to see where each structure stands.
4.2. Flow by time
Early 0~10 min
Laning and farming. Don't miss waves, and take nearby jungle and crates between waves. Around 6 min the ultimate unlocks at 3,800 net worth and the first fights break out. The goal is to break the enemy Guardian first.
Mid 10~25 min
Fights over map events. The Soul Urn arrives at 10 min and the first Rift opens at 11:20~13:20, and teams fight over the Mid-Boss, which is there from the start (respawns 7 min → 6 min → 5 min after each kill). Killing the Mid-Boss drops the Rejuvenator: hit its crystal with a heavy melee and up to 3 heroes revive once within 3 min, at full health, 3 sec after dying, where they fell. The team that pushes its lanes and gathers 30 sec before an event wins it. Win the team fight, then go straight to the Walker.
Late 25 min~
Base push. Break the pair of Base Guardians to hit the Shrines, and break both Shrines to hit the Patron. Respawn timers get long, so one lost team fight can push you back to your base. Not dying alone matters most.
4.3. The Patron's two phases
The Patron has 12,000 health and guards the base with a laser (440 per sec + 5% of health). Take half its health and it collapses into an orb, the Weakened Patron, which only takes damage from inside the Pit. With 2 or more defenders in the Pit it takes no damage at all, so the end is a fight inside the Pit. [11]
Carries (Victor, Seven, Wraith): get stronger as items stack up and are weak before that. The mid-game goal is to reach the power spike as early as possible. Cut down travel to keep farming efficient to the end. For farming order, see Jungle.
Supports · roamers (Paige, Paradox, Sinclair, Calico): strong in mid-game. They start fights and roam to make kills. In-between heroes like Abrams pick a role by team comp and situation.
A carry who fights while weak grows slower even after a win, and slower still after a loss. Still, punish enemies who overextend. Once the spike comes, farm less and join fights [13].
4.5. The big picture
Never leave every lane empty. Even when gathering for a fight, push each lane's wave toward the enemy. Structures in an empty lane get worn down by Troopers alone.
Structures over kills. Win a team fight and destroy nothing, and the enemy just respawns as before. Right after a win, go to the nearest Guardian, Walker or boss.
When behind, hold on with Souls. The losing team gets up to 26% more Souls (Soul rules no. 6), so farming and defending beat forced fights.
Use the Tab scoreboard to see who has grown most and whether enemy ultimates are up, then decide whether to fight. The Lookout Tab panel shows net worth and enemy ultimate unlocks.
5. Laning in practice
Key points
Shoot Troopers only right before the last hit; otherwise harass the enemy hero
Wave → camp → wave: spend the spare 15 sec after pushing on one nearby spot
Whoever unlocks the ultimate first at 3,800 net worth (6:26 on average) has the kill window
5.1. Laning by the minute
0:00~1:00
Get to know your opponent. Harass the enemy hero rather than Troopers, and shoot Troopers only right before the last hit. Learn the range of their abilities and when they are on cooldown. Split floating orbs with your partner.
1:30
Push this wave fast and you take the 2:00 small camp before the enemy.
2:00~4:30
Wave → camp → wave. Spend the spare 15 sec after pushing on one nearby small camp or crates (from 3:00). Get back to lane before the next wave. When low, heal next to a Medic Trooper, and buy items as soon as you can.
4:30~5:00
Whoever pushed the 4:30 wave takes the 5:00 Power-up and medium camps. If you couldn't push, don't get greedy: wave first.
5:30~6:30
Ultimates unlock. At 3,800 net worth (3,200 Souls earned), 6 min 26 sec on average. If yours comes first, that is your kill window; if theirs comes first, back off behind your Guardian and just take the wave. The Tab panel shows enemy ultimate unlocks.
6:30~8:00
Go for the Guardian. A winning lane goes in with the wave and chips the enemy Guardian (1,375 Souls). Push the 7:30 wave, then head for the 8:00 large camps · Sinner's Sacrifice.
8:00~10:00
Laning wraps up. If your lane's Guardian is down, don't hold alone: push the wave and help the jungle and the next lane. Push the 9:30 wave and gather at the 10:00 Soul Urn. From 10 min ground orbs last 40 sec, so leaving the lane for a moment costs less.
Times follow waves (every 30 sec) and jungle spawn times. Each match drifts by tens of seconds, so in practice check where your lane's wave is first. The jungle and objective side is in Timeline.
5.2. Laning tips
Don't keep shooting Troopers. The most common new-player mistake is shooting nonstop and missing the last hit while reloading. Harass the enemy hero until Troopers get low, and switch to them only right before the last hit. [14]
Keep cover on the left of your screen and step out to the right to fight. The third-person camera sits behind your right shoulder, so you show less of your body and see more.
Heal next to a Medic Trooper (the Trooper carrying a flag); kill the enemy medic first to cut off their healing.
When pushed in, focus only on last hitting your Troopers and denying enemy orbs. Saving your health under the Guardian comes first [15].
Parry: use it right before the enemy's heavy melee; on success the enemy is stunned for 2.75 sec and takes 25% more damage. On a miss it goes on a 4.5-sec cooldown and leaves you exposed, so use it only when sure.
Shooting while sliding doesn't use ammo. Make Slide after Dash a habit.
As a carry, say up front that you'll farm the lane alone. Sharing a lane gives each 54%, which slows your growth a lot [16].
6. Deadlock Soul rules
Key points
Just being nearby (45m from the orb · 30m from the killer) gets you a share. Two nearby get 54% each
Ground orbs 50% + floating orbs 50%. Shoot floating orbs to secure or deny them
Souls from the jungle, crates and Sinner's Sacrifice are unsecured → die holding them and you drop them
In Deadlock, Trooper (creep) Souls are split by who was nearby rather than by who landed the last hit. Unlike League of Legends, a missed last hit does not leave you with 0.
How one Trooper's Souls are split · [17] (ground · floating 50:50 since the 2026-06-30 patch)
6.1. 1. Being nearby is enough to get a share
When a Trooper dies, every allied hero within 45m of the broken orb or 30m of the hero who killed it gets a share. Whether you, an allied Trooper or a tower landed the last hit, you get Souls as long as you are nearby.
Example (9 min) One wave = 472 Souls. Alone you get 472, two get 255 each, three get 170 each. Two sharing a lane for 1 min each earn about 434 fewer Souls per min.
6.2. 2. Soul orbs: ground orbs · floating orbs
Ground orb (50%) Cannot be denied, and flies to you on its own when you get close. But you have to reach it within 18 sec (40 sec after 10 min). Pushing the lane from afar with abilities alone misses these.
Floating orb (50%) When the rising orb glows, one bullet secures it (the bullet that hits goes back into your magazine). If nobody shoots it, it goes to nearby allies after about 1 sec, but if nobody is nearby, it disappears.
6.3. 3. Securing and denying
Your orbs look green and enemy orbs orange. Shoot an enemy orb first and you take that share (a deny). When the enemy is in lane, the habit of shooting floating orbs right away is Souls in your pocket.
6.4. 4. Melee last hits
Finish a Trooper with a melee attack and no floating orb rises: that share is yours at once, and the enemy cannot deny it. Use it while reloading or when the enemy isn't watching you.
Where the wiki pages disagree
The Trooper page[7] says "a melee last hit pays 100% at once", while the Souls page[17] says "the ground orbs drop as usual and only the rest is paid at once". Either way, there is no share left for the enemy to deny.
6.5. Summary
When the enemy is not in lane
No need to force every last hit and orb: being nearby gets you all of it. Just stay near the dropped ground orbs.
When the enemy is in lane
Shoot rising floating orbs right away or last hit with melee. Shoot enemy orbs to deny them.
6.6. 5. Souls from the jungle, crates and Sinner's Sacrifice are "unsecured"
These Souls turn secured at (0.5% of the amount held + 1.6) per sec. Example: holding 1,000 at 10 min, about 7.9 per sec. If at death you still hold 50 + 5 per min or more unsecured Souls, they drop as a soul bag (lasts 3 min) that anyone can pick up with a heavy melee. Less than that, and they vanish. [20]
6.7. 6. Losing-team bonus
When your team is behind in net worth, you get up to 26% more Souls from Troopers, the jungle, Sinner's Sacrifice and objectives (max at a 20% gap; the first 3k of the gap is ignored). Killing an enemy stronger than their team average pays up to +126.8%. [21]
7. Jungle · crates · Sinner's Sacrifice
Key points
Priority: lane → Sinner's Sacrifice → jungle camps → crates · Golden Statues
Only nearby spots right after pushing the wave; back to lane when the wave comes
When ahead, enemy jungle first, your own jungle on the way back
All 51 jungle camps, crates, Golden Statues and Sinner's Sacrifice spots can be shown by type and zoomed on the Full map. During a match, the Lookout minimap overlay shows respawn timers.
Target
First spawn
Respawn
Value
Small camp
2:00
1:25
123 + 1.32 per min for all 3 units
Medium camp
5:00
4:50
Tier 1 41 · tier 2 68 mixed (6 layouts)
Large camp
8:00
5:35
290~543 (by layout)
Sinner's Sacrifice
8:00
5:00
310 + 3.35 per min, 4 heavy melees / 8 light melees
Crate
3:00*
3:00*
60% chance of 23 + 2 per min
Tough crate
—
—
Heavy melee only, 100% 46 + 4 per min
Golden Statue
3:00
3:00 after breaking
50% chance of a permanent stat when broken (the September patch added resistance · range · move speed)
* Tunnel crates every 5 min from 5:00. Crates in the Bell Tower and the fog plaza first spawn at 5:00, and in the room under Times Square at 10:00.
[22] · Video from before the September patch, but the order still holds
Priority: lane → Sinner's Sacrifice → jungle camps → crates · Golden Statues. A wave pulled back gets killed by your own Guardian and its Souls are lost, so the lane comes first. A Sinner's Sacrifice goes down fast with melee alone, and a jackpot adds permanent stats [23]. Crates are a 60% chance and can come up empty, so they come last.
Crates and Golden Statues have fixed spots, so learning them speeds up your route between waves. Golden Statues give a permanent stat half the time, so break them when you see them. The dashboard In game tab shows a route after clearing the wave, based on your lane.
Jungle only nearby spots right after pushing the wave. When the wave comes, drop the camp and go to lane [24].
Shooting a neutral's weak spot makes it glow yellow, and large mobs' melee attacks can be parried [25].
Camps are denser on the Hidden King side. High-risk, high-reward areas (Bell Tower · fog plaza) are for carries only.
In the game, respawn timers are only visible on the spot. The Lookout minimap overlay detects kills and shows the time left.
7.1. Sinner's Sacrifice
Learn the spots (on the Full map, show only Sinner's Sacrifice).[26] The two sides are nearly symmetric. Spots with 2~3 machines together give the most Souls. The "twin machines in a two-story building" in videos are pre-September-patch spots.
Bell Tower (Hidden King side): 3 machines. Hitting them or breaking things nearby rings the bell, which every player hears. Fog plaza (Archmother side): 2 spots close together; the fog hides sight and sound but slowly drains Stamina.
Where mobs stand beside it, kill the mobs too, or it won't come back. Hit only the Sinner's Sacrifice and leave, and that spot doesn't respawn [27].
Each hit deals damage back (320~640 in total per machine). Take off 400 and it enters jackpot mode: hit it when all lights are on for the jackpot. A heavy melee gives 4 permanent stats, a light melee 1. No damage back during jackpot mode.
When you are winning your side lane, take the enemy jungle first, then your own on the way back. Your Souls go up and theirs go down, so the gap grows fast. Do it the other way around and you finish farming standing in the most dangerous spot.
8. Objectives and growth
Key points
The ultimate unlocks at 3,800 net worth (3,200 Souls earned)
Guardian 1,375 · Walker 3,675 · Mid-Boss 3,000 + 50 per min
Right after winning a team fight, go to the nearest structure or boss
Ability unlocks and points by Souls piled up (net worth) · deadlock-api hero data
The ultimate unlocks at 3,800 net worth (including the 600 starting Souls; 3,200 Souls earned), around 6 min 26 sec on average. The Lookout overlay uses enemy net worth to show how many enemy ultimates are unlocked. Right before most enemies pass 3,800 is a good time to start a fight.
Objective
Souls
Notes
Guardian
1,375
Heroes nearby 25%, whole team 75%
Walker
3,675
+ 1 Flex slot (1st · 2nd · 3rd Walker)
Base Guardian
1,000
Once destroyed, your team's Zipline gets faster
Mid-Boss
3,000 + 50 per min
Split by team + Rejuvenator (up to 3 heroes, 3 min)
Rift
1,482 (+222 per min from 13 min)
Split by team
Soul Urn
250 + 70 per min
Every 5 min from 10 min; Yellow lane on even minutes, Green lane on odd
Hero kill
200 + 50 per min (max 2,200)
First kill +125
Win a team fight, then go straight for a tower or the Mid-Boss. Ping to call your team. Otherwise the game drags on [30].
Every lane should be pushed at least halfway to lock in a team fight win.
Once you break a Walker, that turn is spent. Back off when the enemy's strongest hero respawns.
Walker Soul split: the share for heroes nearby went from 40% to 30% in July and to 25% in September, and the rest goes equally to the whole team (the wiki Walker page still says 40%). If you can break it alone, taking it is often worth it even if you die, but after 15~20 min it may cost you the Mid-Boss meanwhile [31].
The Soul Urn gives whoever delivers it Souls and 4 permanent stats. The Souls drop as orbs, so shoot them or melee them to secure them at once. Allies who collect them split them with the deliverer.
Once the Rift is captured, every ally gets Souls. Contest it for over 60 sec and Souls start floating up; from then on it is a fight to shoot them to secure or deny. The team that secures it sends 5 Rift Troopers down from it (up to 14 when behind), with double or more health and damage (more each Rift) and no Souls. Heroes in the zone show on the minimap, and the team behind gets a resist bonus in the zone (about 20% at the first Rift, 40% at 30 min). It no longer gives permanent stats (patches 2026-06-30 to 09-16).
A solo kill takes all the kill Souls alone. If you won your side lane, use the gap to take the enemy jungle or an objective too and widen the lead.
Use Tab to find the enemy's most grown hero and watch out for them (net worth · ultimate shown on the Lookout Tab panel).
9. Item principles
Key points
Category investment bonus: the 3,200 → 4,800 step pays off most
On the loading screen, check the enemy's main damage (gun/abilities) for early counters
Green (Vitality) items only up to about 4.8k
Category investment bonus: Weapon, Vitality and Spirit each get a bonus at every step of 800 / 1,600 / 2,400 / 3,200 / 4,800 / 6,400 ..., and the 3,200 → 4,800 step is especially efficient. When you are just short of 4.8k, don't put off buying [32].
On the loading screen, check the enemy comp's main damage (gun/abilities) and buy early counters ahead of time (shields · Battle Vest · Enchanter's Emblem · Healbane) [33].
Green (Vitality) items only up to about 4.8k before your first big item. The further behind you are, the less green; first check whether you died to bad positioning.
Don't change the build order on a whim. Counter items only when something actually hurts you. At first, follow the stats build on the Heroes page as it is.
An item bought by mistake is fully refunded before you leave the shop area, otherwise 50%.
10. Timeline (0~12 min)
Key points
2:00 small camps · 3:00 crates · 5:00 Power-ups · medium camps
Whoever pushed the wave 30 sec before a spawn takes it first
Spawn times · source deadlock.wiki Denizens·Crate·Soul Urn, Deathy·Ghoul videos (2026-10)
0:00~2:00
Laning. Time to practice floating orbs and last hits. Push the 1:30 wave first and you get the 2:00 small camp first.
2:00
Small camps appear (respawn 1:25). About 123 + 1.32 per min for all 3 units. Only right after pushing the wave.
2:30~3:00
If you pushed the 2:30 wave, break the 3:00 crates (respawn every 3 min, 60% chance of 23 + 2 per min). One of the two holds the lane.
4:30~5:00
The 4:30 wave decides the 5:00 Power-up (claimed with a heavy melee, every 5 min). Medium camps also spawn at 5:00 (respawn 4:50).
7:30~8:00
Large camps · Sinner's Sacrifice at 8:00. The winning side goes for the enemy-side Sacrifice too; the losing side takes only the one beside its lane.
9:00~10:00
Save your ultimate. Fight over the 10:00 Soul Urn (250 + 70 per min, 950 at 10 min) and the buff.
11:20~13:20
The Rift opens for the first time (a warning effect on the bridge at 10~12 min). The losing team gets a resistance bonus, so the further behind you are, the more the fight is worth.
The loop between waves · source Shotty·Ghoul farming videos
11. When your Souls fall behind
Key points
Baseline: about 1k per min, near 18k at 20 min
Ranks pull apart in the jungle and crates, not in the lane
Common causes: empty lane · two in one lane · missed floating orbs · idle between waves
If "no matter how much I farm, my Souls don't add up", check the numbers first. Below is the average net worth by minute in normal games over the last 30 days. Net worth is the number under each portrait in the top bar during a match (e.g. 6.2k), and Lookout reads it automatically.
Net worth baseline · deadlock-api.com analysis (last 30 days)
Time
6 min
9 min
12 min
15 min
20 min
30 min
Low-rank average
3.6k
6.0k
8.9k
12k
18k
31k
High-rank average
3.9k
6.6k
9.8k
13k
19k
33k
Below this, you are falling behind
3.1k
5.1k
7.6k
10k
15k
27k
The average is roughly 1k per min, near 18k at 20 min. Lane Souls are almost the same across ranks; the difference comes from the jungle and crates.
Souls earned by 15 min
Low ranks
High ranks
Gap
Lane (Troopers)
3,650
3,700
+50
Jungle camps
1,175
1,740
+565
Crates · Sinner's Sacrifice
835
1,281
+446
11.1. Checklist by cause
① You leave the lane empty
Missing one wave at 9 min costs 472 Souls. If the wave dies at your Guardian while you roam, go back to base or jungle, nobody gets those Souls (with no ally nearby, floating orbs disappear).
Fix: be in lane when the wave arrives (every 30 sec). Use the camp timers on the overlay minimap and go "wave → camp → wave".
② Two of you farm one lane
Two in one lane get 54% each. For a carry, that is losing almost half of every wave.
Fix: the support or tank moves to the next lane or the jungle, and the carry farms the lane alone. Don't move in groups of three or more.
③ You miss floating orbs or get denied
Floating orbs are 50% of the value. If the enemy denies every time, you lose half of each wave, and the enemy earns that much.
Fix: when a Trooper gets low, stop shooting it, last hit → one shot at the orb. While reloading, last hit with melee. Keep 1 bullet after the last hit [34].
④ You idle between waves
After you push a wave, there are 15~20 empty sec before the next one. High ranks spend this time on jungle and crates and earn 1,000+ more by 15 min.
Fix: right after pushing, take the nearest camp and a few crates. Be back before the next wave. [35]
⑤ You die holding unsecured Souls
Clear the jungle and die in a fight right after, and those Souls drop. Your level progress drops too.
Fix: avoid fights right after jungling, and buy at once if there is something to buy.
⑥ You hit the Sinner's Sacrifice carelessly
Sinner's Sacrifice from 8 min, 310 + 3.35 per min. Land a heavy melee the moment all its lights are on for 4 permanent stats.
Fix: start the heavy melee with 3 lights left (4 for the fast red type). Every hit deals 80 damage back to you. [36]
⑦ You die too often
A death costs 2~3 waves over respawn + travel time. With 15% or more net worth than the enemy team average, respawn takes 6 sec (10 min)~22 sec (25 min) longer.
Fix: don't cross the middle line when 3 or more enemies are missing. When low, heal next to a Medic Trooper (the Trooper carrying a flag).
Example If your net worth at 10 min is 5.0k, you are 2k behind the low-rank average (about 7.0k). That is like missing 4 whole waves (1,888) at 9~10 min. Keep just ① and ④ for the next 5 min and you catch up.
12. Movement
Slide
Crouch while running fast. Shooting while sliding uses no ammo.
Dash-Jump
Jump right after a dash. Press it when the Stamina bar turns blue to go far.
Down dash
Dash downward in the air (0.5 Stamina). Carry it into a Slide on landing.
Wall jump
Your first wall jump in the air costs no Stamina. For a second floor, wall jump + mantle instead of a double jump.
Mantle slide
W + crouch while mantling over a ledge.
Air strafe
In the air, release W and turn with A/D and the mouse.
Unless you are near the top, aim, ability use and when to move come before movement tech. Learn one a day in practice mode.[37][38]
13. Community guides
Guides from the DCInside Deadlock minor gallery (a Korean community) that are still useful, summarized. Posts from 2024 have their outdated numbers corrected.
Players from FPS games blame movement for strategy problems, players from MOBAs blame it for aim problems. The team that clears its lanes first joins fights faster. Summarized in System analysis.
Don't keep shooting and miss last hits while reloading, keep cover on the left, heal next to medics, go straight for objectives after winning a team fight.
Don't fight while key ultimates are on cooldown, check the enemy's strongest hero with Tab, hold lanes at the 60~80% point.
More: hero difficulty chart statlocker.gg · meta builds for every hero DC 150435 · hero picks DC 175130
14. Best YouTube guides
Picked mostly for the current patch (the September 2026 "City Never Sleeps" update). In number order they go basics → Souls → strategy → items. Click a chapter time to open the video from that scene.
Neutral respawn timers are only visible on the spot. Lookout shows them on the minimap for you.
The Broker appears at a random spot from 30 min. Corrupting an item makes it stronger + adds a random drawback.
You are hidden on top of steam vents; the fog in the fog plaza hides sight and sound and drains Stamina. The HUD shows whether enemy ultimates are up, and Stamina.
Two standing in one lane each get only 54% of Trooper Souls. As a carry, say up front: "I'll farm this lane alone."
Crates give Souls 60% of the time when broken, Golden Statues a permanent stat 50% of the time. Their spots are fixed, so learn them and fit them into your route.
Priority is lane → jungle camps → crates. When it's safe, take the enemy jungle first. Your Souls go up and theirs go down.
The Soul Urn gives Souls to whoever delivers it, and allies who collect the dropped orbs share them. The Urn and Rift give the losing team a bonus, so a carry should check the map first rather than always carrying the Urn.
Walker Souls are split into a share for heroes nearby and a share for the whole team (40/60 when the video was made, 25/75 after the September patch). If you can break it alone, it is often worth it even if you die, but after 15~20 min it may cost you the Mid-Boss.