Mechanics
From Liquipedia Deadlock Wiki
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Mechanics are the core systems that drive the gameplay in Deadlock. Below is a comprehensive list of mechanics topics. Each section delves into how these mechanics are calculated, their origins, and the intricate ways they interact with other gameplay elements. Understanding these mechanics is key to mastering the strategies and nuances of the game.
World Mechanics
[edit]World mechanics outline how the environment and map interact with gameplay. This section covers terrain types, environmental hazards, destructible elements, and map features like capture points, respawn zones, or resource nodes. It explains how players can use the environment to their advantage or how it may impose challenges during a match.
| Mechanic | Description |
|---|---|
| Ziplines | The Transit Lines aka Hyperlines are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team's base, running down the four different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team's Troopers has pushed down the lane. |
| Lanes | Deadlocks Lanes is the battlefield where Deadlock matches take place. The map features four lanes, each leading to a team's base. Between the lanes are scalable buildings among other mechanics to assist you in getting the upper hand. |
| The Curiosity Shop is the place players go to purchase various items. | |
| Golden Statue/Crates | Gold Statues are a breakable found in various set locations around the map. When broken, they have a chance to drop a pick-up that grants a permanent stat buff. Same for the different size of crates. |
| Denizens (Or Neutral Creeps or Jungle Creeps) are a type of unit that are not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of | |
| Small Denizens are the weakest of the neutral creeps. They give little souls, deal low damage and have low health, making them easy to kill for any hero at any time of the game. These camps are indicated by a simple arrow on the map. | |
| Medium Denizens are also relatively weak camps, but stronger than the small creeps. They give a bit more souls, deal moderate damage and have more health. Some of them can be dealt with early on, but some may be too strong. These camps are indicated by a 'double arrow' icon. | |
| Large Denizens are the strongest of the regular camps. They consist of strong denizens with strong stats and are very difficult to deal with early on. These camps are indicated by a 'triple arrow' icon. | |
| Mid-Boss | Mid-Boss (also known as the Mid Boss and The Boss) is a powerful neutral jungle boss who easily outmatches almost every hero without the right equipment or level. When killed spawns the Rejuvenator |
| Rejuvenator is a rune that spawns above the Mid-Boss after it is slain. It appears as a large, green crystal. | |
| Sinner's Sacrifice vending machines are breakable objects within Deadlock's map that may be attacked in melee and broken to earn Souls. | |
| The Soul Urn is an object in the game that spawns at 10 minutes and then at 5 minute intervals after that. Players can choose to pick up the urn and deliver it to the other soul orb location on the other side of the map. Doing so will grant the team who delivered the urn some souls and the Courier an Ability Point, as well as additional souls. The urn will respawn after delivery on the side it was delivered to. | |
| Powerup Buffs | There are 2 locations you can recieve powerup buffs within Deadlock. These buffs provide you with temporary boost. |
| Troopers are common offensive units summoned by the Patron. They are the primary force for pushing Lanes and early Soul farming. | |
| Guardians are one of the two types of defenses protecting the Patron, along with Walkers. They are large metal automatons with a fiery brazier as a head. They fight by dealing continuous damage with a laser emitted from their torch, targetting all Troopers and Heroes that enter its radius. | |
| Walkers are one of the two types of defenses protecting the Patron, along with Guardians. They are very large metal automatons with four legs that hold a strange disc in their hands, which they use as a weapon. | |
| Shrines are the structures that serve as the fourth line of defense for the Patron. Near Patrons' there are two shrines, and they must be destroyed before the Patron can be damaged. | |
| The Patron is a massive, magical golem and the primary objective in Deadlock matches. Each team’s base houses a Patron, and victory is secured by defeating the opposing team's Patron. They are spherical, with a golden, mask-like face, and they can magically levitate above the ground. During gameplay, the Patron will comment on player performance, announce any major events, and offer boons that allow players to level up. | |
| Airvents | AKA jump pads |
| Ropes | Ropes that allow you to reach the top of the building. |
Unit Mechanics
[edit]This section covers how individual units behave and interact within the game. It includes movement, health, armor, special abilities, and the way units respond to environmental conditions or other units. Key aspects like pathfinding, collision detection, and unit-specific traits are explained to give players insight into how they can effectively control and strategize with different units.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Item Mechanics
[edit]This section explains how items function within the game, including how they are acquired, equipped, and used by units or players. It covers item types, effects, buffs, debuffs, and any stacking or unique combinations. It also provides details on cooldowns, item limitations, and how items influence the outcome of battles or objectives.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Attack modifiers
[edit]Attack modifiers are abilities or effects that change the way standard attacks behave. This section details the types of modifiers that enhance, debilitate, or alter attacks. Examples include poison damage, critical strikes, armor penetration, or elemental bonuses. Players can learn how to combine attack modifiers with their units or items to gain a tactical advantage.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Status effects
[edit]This section describes the various status effects that units or players may experience during gameplay. Status effects could include debuffs like slow, stun, or silence, as well as buffs like haste, shield, or regeneration. The duration, potency, and possible counters to these effects are detailed to help players understand how to manage them in battle.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Gameplay
[edit]This section provides an overview of the general gameplay structure, including the game’s objectives, winning conditions, and flow. It covers the core modes, team dynamics, and the pace of play. Whether it's capturing zones, defeating opponents, or accomplishing specific tasks, this section explains the rules and goals that drive each match.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
System
[edit]The system section focuses on the game’s internal mechanics such as engine performance, server architecture, and optimization details. This can include frame rates, graphics settings, latency considerations, and other technical aspects that impact gameplay performance. It’s important for players who want to optimize their system for smoother gameplay.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Settings
[edit]This section offers a breakdown of the customizable settings within the game. It details available controls, video and audio options, interface customizations, and any assistive tools like self cast. It helps players understand how they can fine-tune their gameplay experience to suit their personal preferences or hardware capabilities.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |
Matchmaking
[edit]The matchmaking section describes how the game pairs players for matches, including criteria such as skill-based rankings, server regions, and team compositions. It outlines how players are matched with opponents and allies, how matchmaking evolves as player skill increases, and any penalties or rewards for unranked modes.
| Mechanic | Description |
|---|---|
| Mechanic1 | Mechanic 1 Description |
| Mechanic2 | Mechanic 2 Description |

