Mekanikk
37Deadlock låner idéer fra shootere og fra banespill, så et par systemer er lette å overse i starten. Disse sidene dekker dem som avgjør de fleste kampene.
Hvert tema er gruppert etter hvor det betyr noe, fra den tidlige banen til mål sent i spillet. Sidene lister også ordene spillerne faktisk bruker, så et søk på slang lander på riktig side.
Progresjon
Getting started Start with one hero and learn how to earn souls, buy items and help your team reach the enemy Patron. Hero progression and ability points Collecting souls advances hero progression and grants ability unlocks or upgrade points. Each upgrade changes the abi... Boons Boons are progression bonuses to a hero’s attributes. They are separate from purchased item effects and individual ab... Ranked and leaderboards Ranks and leaderboards describe competitive standing. A leaderboard snapshot covers its stated region and period; it ... Deadlock glossary Deadlock terms refer to specific actions, resources and effects. A familiar word from another game may not mean exact...
Økonomi
Souls Souls pay for items and contribute to hero progression. Troopers, neutral enemies, objectives and fights provide diff... Last-hitting Last-hitting determines when a trooper dies. A personal killing blow is no longer required for soul rewards to appear... Soul orbs and denies Soul orbs can be secured or denied by shooting them. They create a second contest for income after a unit dies. Net worth Net worth measures the souls a player or team has earned. Compare it with bought items and objective control to judge... Lanes and troopers Troopers advance along lanes, fight opposing units and help pressure structures. Their position affects where it is s... Neutral camps Neutral camps and breakable objects offer resources away from the lane. Their rewards and availability depend on the ...
Kamp
Hero roles Hero roles describe what a hero’s abilities help the team do. Complexity describes how demanding the kit is, not how ... Weapon and Spirit damage Weapon damage and Spirit damage use different bonuses and resistances. An ability’s appearance does not reliably iden... Damage and resistances Bullet and Spirit resistance reduce their corresponding damage types. Bonuses, reductions and temporary effects all a... Shields and barriers Shields and barriers absorb damage according to the effect that grants them. Their capacity, duration and protection ... Headshots Shots can deal different damage depending on where they hit and the distance to the target. Weapon falloff reduces ef... Light and heavy melee Light and heavy melee attacks trade speed against commitment and damage. A visible wind-up gives the opponent time to... Parry Parrying is a timed defense against incoming melee attacks. A successful parry interrupts the attacker and creates an... Active Reload Active reload rewards an input during a marked part of the reload sequence when the relevant effect is available.
Bevegelse
Movement and stamina Stamina powers movement actions, while sprint affects travel speed. A hero’s available charges and recovery shape how... Dashes Ground dashes, air dashes and air jumps let you change position quickly. They have different movement behavior and st... Dash-jump A dash-jump carries movement into a jump, while sliding uses crouching and momentum. Terrain and input timing affect ... Mantling Mantling lets a hero climb ledges; wall jumps use nearby surfaces to change direction or gain height. Ziplines Ziplines connect the base and lanes and make travel faster. Boarding, leaving and taking damage can affect the trip.
Mål
Guardians Guardians defend the front of a lane. Defeating one opens space for the team to move toward deeper structures. Walkers Walkers defend deeper parts of a lane and are important team objectives. Their defeat creates room for further pressure. Patron and base defense Shrines and the Patron are base objectives. Destroying the enemy Patron is the match’s final goal; access depends on ... Mid-Boss and Rejuvenator Mid-Boss is a contested neutral objective associated with the Rejuvenator team reward. Starting it can expose your te... Soul Urn The Soul Urn is a map objective that rewards a successful delivery. Carrying it changes the runner’s task and can dra... Map objectives Objectives turn map control into progress toward the enemy base. Structures, neutral objectives and lane pressure req... Flex slots Flex slots provide additional room for items as the team progresses. Their unlock conditions are part of the game’s o... Unstable Rift An independent capture event on the map. Securing it sends Rift Troopers down a lane; delivering the Soul Urn does no...
Items
Shop tiers, investments and components Shop items have categories, prices and upgrade relationships. Components can be part of a larger item rather than a s... Imbues Imbue effects are assigned to a selected ability. Their benefit depends on the item and on which ability receives it. Active and passive items Active items need a deliberate input; passive effects apply under their stated conditions. Some items include more th... Community builds A build is a plan for items and ability upgrades. Community builds come from individual authors and can be updated as...
Statuseffekter
Ingenting matcher filtrene dine.
Jeg er ny. Hvor bør jeg starte?
Start med Souls og last-hitting. De styrer pengene og levelet ditt, og de fleste tidlige feil kan spores tilbake til dem.
Senker det å kjøpe items levelet mitt?
Nei. Å bruke Souls i shoppen koster aldri levels. Souls teller som både pengene og erfaringen din samtidig.