MOBA-Shooter Hybrid · Strategy · Cosmo Hub

Deadlock

Valve’s 6v6 hero shooter meets MOBA. Currently invite-only closed alpha; expected full release late 2026.

Welcome to the Cosmo strategy hub for Deadlock. Valve’s long-anticipated MOBA-shooter hybrid entered invite-only closed alpha in August 2024 and has iterated continuously since — currently still alpha as of May 2026, with full release expected late 2026. The game fuses third-person hero shooting with MOBA-style lane economies, an item shop, and base-destruction objectives across three lanes and a complex urban-fantasy map. Built on Source 2 with development contributions from IceFrog (Dota 2 director) and Duncan Drummond (Risk of Rain 2). Everything below is vanilla, mechanics-only knowledge — the match loop, the lane phase, the hero roster, the Souls economy, the map and objectives, movement, team composition, the late game, ranked, audio and settings, and pro tips.

01 · The Match Loop

6v6 across three lanes; destroy the enemy Patron to win.

  • 6v6 standard Twelve players per match, split into two teams of six. Each player picks one hero from the active roster (38+ heroes as of mid-2026).
  • Three lanes (was four) The map has three parallel lanes. Originally four lanes; reduced to three in February 2025 for better lane balance.
  • Two-player lanes opening Each lane starts 2v2 in the early game. Players farm Troopers (creeps) and harass enemies; gold-equivalent Souls fund Item purchases.
  • Patron destruction wins the match Each team has a Patron god at the back of their base. Destroy both enemy Patrons (or one Patron after destroying its phase-1 defenses) to win. The "Old Gods, New Blood" January 2026 update overhauled Patron defense.
  • Match length: 35–60 minutes Matches typically run 35-50 minutes; lategame stalemates can extend to 60+. Comebacks are possible through Soul Urn captures and team-fight wins.
  • Trooper economy NPCs (Troopers) walk down each lane, killable for Souls. Last-hitting Troopers maximizes Soul income; denying enemy Souls is part of laning skill.
  • Items via Souls Spend accumulated Souls at the Item Shop (Hex Bazaars). Items provide stat boosts, active abilities, and movement tools. Build paths define hero performance.

02 · The Lane Phase

The first 10–15 minutes decide most of the match.

  • Last-hit Troopers for Souls Souls are awarded for the killing blow on Troopers. Allied players who do not last-hit get a smaller share. Mastering last-hits is the basic skill.
  • Deny enemy Souls Friendly Troopers below 25 percent HP can be killed by you to deny full Souls to the enemy. Effective denying is the laning skill that separates ranks.
  • Guardians at each lane Each lane has a Guardian tower defending it. Push past Guardians by attacking with your Troopers and clearing minions. Destroying Guardians opens the map.
  • Lane harassment Force enemies to back off from farming with ability poke and skill shots. Disrupting their CS (creep score) widens your gold advantage.
  • Soul Stash deposits After farming, deposit Souls at your team’s Soul Stash (base structure). Stashed Souls cannot be lost via team-fight losses.
  • Mid-lane jungle camps Between lanes are neutral jungle creep camps. Clear them between waves for bonus Souls; lategame teams compete for the high-value camps.
  • Lane swaps and ganks Solo lane vs duo lane matchups exist. Roaming heroes (junglers, supports) gank lanes for kills; coordinated team plays start in the lane phase.

03 · Heroes by Role

38+ heroes as of Version 1.6 (early 2026); roles defined by playstyle.

Carries (Late-Game Damage) Scale into matches; weakest early, strongest late
  • Pocket (zone-control)
  • Wraith (ranged carry)
  • Vindicta (assassin sniper)
  • Mo & Krill (melee tank-carry)
  • Bebop (positional carry)
Bring
Patience for slow-scaling lane phase and confidence in late-game team fights.
Take
Match-deciding damage output once items come online. Most carries spike at 15-25 minute mark.

Carries need farming priority. Team should funnel Souls into the carry slot for team-fight effectiveness.

Initiators & Stunners Open team fights with CC and engage
  • Abrams (charge-engage tank)
  • Dynamo (group pull)
  • Ivy (suspend lockdown)
  • Paradox (time-stun)
Bring
Decisive team-fight initiation timing and willingness to dive first.
Take
Team-fight openings that the carries finish. The hero that picks the engagement.

Initiators die first in bad fights and decide good ones. Position to engage; don’t engage to position.

Burst & Assassins Pick squishy targets fast
  • Haze (invisibility + burst)
  • Lash (drop-fall assassinations)
  • Calico (mobility burst)
  • Apollo (early-2026 release)
Bring
Map awareness and willingness to die for high-value picks.
Take
Lone enemy carry eliminations that swing team fights before they start.

Assassins falter in head-on team fights. Pick targets; do not brawl frontlines.

Supports & Utility Buff allies, debuff enemies
  • Kelvin (ice walls and team shields)
  • Yamato (movement and self-heal)
  • Holliday (drone-based utility)
Bring
Team-first mindset and willingness to play roles that don’t top damage charts.
Take
Team longevity and mid-fight utility that enables the rest of the team.

Supports are the most-undervalued role. A reliable support enables every other hero on the team.

04 · Items & The Souls Economy

Spend Souls at Item Shops for stat boosts and abilities.

  • Three item categories Weapon (gunplay modifiers), Vitality (defensive stats and health), Spirit (ability damage and cooldown). Most builds mix all three categories.
  • Three tiers per item Items come in 500, 1250, 3000, and 6300 Souls tiers (with refinement to 4 tiers in May 2025 shop redesign). Higher tiers add more powerful effects.
  • Active items Some items grant active abilities (cooldown-based powers): Mystic Reach (long-range disable), Decay (heal reduction), Knockdown (target stun). Build paths often include 2-3 active items.
  • Passive items Most items provide passive stat boosts: damage, health, ability cooldown, movement speed. Stack passives for fundamental power.
  • Item builds vary per hero Each hero has a different "core" build path. Wraith builds Spirit damage; Abrams builds Vitality tank stats; Haze builds Weapon damage. Match items to hero scaling.
  • Counter-build mid-match Adjust your build based on enemy team composition. Healing reduction items vs heal-heavy teams; armor items vs heavy DPS. The flexibility is part of the depth.
  • Souls scaling Late-game Souls (after 25 minutes) come from objectives (Walkers, Patrons, Soul Urns) more than Troopers. Objective focus matters more than CS in the lategame.

05 · Map & Objectives

Patrons, Walkers, Guardians, Shrines, Soul Urn.

  • Guardians (Tier 1 towers) Each lane has a Guardian as the first defensive structure. Destroying Guardians grants the team Souls and reveals more of the map.
  • Walkers (Tier 2 towers) Mid-game objectives behind Guardians. Walkers are more durable and grant larger Soul rewards. Push to Walkers after winning lane.
  • Shrines (Phase 1 of Patron) Two Shrines at each Patron must be destroyed before the Patron is vulnerable. Recently reworked in the "Old Gods, New Blood" January 2026 update.
  • Patrons The enemy god-figure at the back of base. Two Patrons per team (one main, one alternate); destroying the main Patron wins the match.
  • Soul Urn objective Spawns periodically at fixed locations. Carry the Urn to a deposit point for a major team Souls injection. The contested mid-game objective.
  • Jungle camps and Boss Creeps Multiple jungle areas with creep camps; high-value Boss creeps spawn periodically. Clearing them grants Souls and team buffs.
  • Map verticality Deadlock’s steampunk-New-York map has significant verticality — rooftops, alleys, parkour paths. Movement mastery determines positioning options.

06 · Movement & Parkour

Fluid movement is the third pillar (after gunplay and abilities).

  • Sprint, slide, mantle, dash Standard movement. Sprint to traverse; slide to break enemy aim; mantle to climb; dash via items or abilities for emergency mobility.
  • Air Dash via items Item-based double-jumps and air dashes. Increases mobility ceiling significantly; builds with movement items enable plays others can’t.
  • Zipline traversal Ziplines connect lanes and base areas. Ride them for fast cross-map movement; defensive teams use them to rotate.
  • Wallrunning and parkour Some heroes have movement abilities for wall traversal. Lash drops from height; Calico bounces between targets; Wraith repositions via teleport.
  • Slide cancel for aim shots Slide while shooting to mix peek angles. Effective in gunfights against pre-aimed enemies.
  • Avoid stuck-spots Some map locations trap players without items. Plan rotations to avoid corners where mobility-light heroes can be trapped.
  • Use ladders and ledges Climbing tools open vertical angles. Defensive teams hold high ground; aggressive teams climb to disrupt sniper positions.

07 · Team Composition

Six heroes is six choices; the choice itself matters.

  • Standard team comp One Carry (late-game DPS), one Initiator (team-fight opener), one Support (utility), one Assassin (pick threat), two Flex (situational). Balance roles for team-fight strength.
  • Lane assignments Three lanes; two players per lane in opening. Pair Carry + Support, Initiator + Assassin, Flex + Flex. Mid-game roles depend on lane priority.
  • Counter-pick heroes Some heroes hard-counter others: Wraith vs squishy carries; Abrams vs assassins; healers vs poke comps. Draft phase matters.
  • Frontline vs backline split Frontline heroes (Abrams, Dynamo, Mo & Krill) absorb damage. Backline heroes (Haze, Wraith, Vindicta) deal damage. Both are needed for team fights.
  • CC chains win team fights Stuns, stops, and lockdowns compound in chains. A team with 3+ CC abilities wins more team fights than a team with raw damage.
  • Healing scales late Healing in early game is weak; lategame heals can prevent burst kills. Build healing items if facing heavy burst threats.
  • Flexibility in build paths Heroes can pivot builds mid-match based on enemy comp. A flex hero with multiple viable builds is more powerful than a hero locked to one path.

08 · The Late Game

After the lane phase, team fights and objectives decide matches.

  • Objective focus over CS After 25 minutes, Soul income from Troopers diminishes relative to objective Souls. Focus on Walkers, Shrines, and Soul Urn.
  • Team-fight formations Stack frontline heroes ahead of backline. Initiators engage; carries follow; supports cover. Disorganized team fights lose to organized ones.
  • Force buy-back Killing a high-value enemy hero forces them to buy back (lose Souls) or wait. Coordinating focused kills disables enemy Souls economy.
  • Vision control Wards and item-revealed positions matter in late game. Teams that see enemies first win more team fights.
  • Lategame Soul Urn timing Soul Urn spawns affect team Soul economy. Mid-to-late game team fights revolve around Urn captures and contests.
  • Pushing power Coordinated team pushes win matches. Don’t push solo; gather the team before committing to a tower or Patron objective.
  • Defensive holds When ahead in Souls, the defensive team can hold base. Defensive item builds (healing, vision, sustain) extend matches and force enemy mistakes.

09 · Ranked & Hero Bans

Ranked queue added; hero bans introduced February 2026.

  • Casual vs Ranked queues Casual queue for new players and experimentation; Ranked for competitive Soul Stash climbers. Ranked has stricter matchmaking.
  • Hero bans (Feb 2026) Ranked games now allow each team to ban 2-3 heroes before draft. Effective for removing meta dominators from the match.
  • Initiative bonuses Ranked play earns rank credit; high-skill players climb tiers. Specific tier names and structure still evolving in early access.
  • Performance metrics Ranked match performance tracked: Soul economy, last-hit count, kill participation, objective involvement. Used for player skill matching.
  • Match-making by skill Ranked matches pair players of similar skill. Casual queue is looser; expect mixed-skill lobbies.
  • Smurf detection High-skill players on new accounts are detected and matched up. Smurfing is discouraged through match-quality penalties.
  • Street Brawl quickplay (Jan 2026) New 4v4 quickplay mode. Skips Trooper farming; jumps directly to combat. The lighter alternative to standard matches.

10 · Audio & Settings

Source 2 engine; tune for clarity and responsiveness.

  • Headphones, not speakers Footsteps, ability cues, item activations all rely on stereo audio. Critical for both offensive engagement and defensive awareness.
  • Master volume around 50–60 percent Combat peaks loud during team fights. Lower master volume preserves headroom for distant audio cues.
  • Field of view 90–103 Wider FOV reveals more peripheral movement. 100 is the standard pro setup; tune to your monitor distance.
  • Disable motion blur Off in the video menu. Saves clarity during fast movement and aerial play.
  • Mouse sensitivity tuning Deadlock is hybrid shooter/MOBA. Lower sensitivity than pure shooters; mid-range for ability targeting precision.
  • Performance vs fidelity Deadlock can be GPU-demanding. Tune textures and lighting for higher framerate; the visual fidelity is impressive but not at the cost of bad FPS.
  • Verify after every update Valve ships frequent updates. Hero balance, item changes, and UI tweaks roll out monthly. Five minutes of menu review per patch prevents one bad match.

11 · Pro Tips

Compound habits during the closed alpha and into full launch.

  • One hero deep, then expand Master one hero across 50+ matches before expanding. Hero depth beats roster breadth for ranked climbing.
  • Last-hitting is foundational Practice Trooper last-hits in custom games. Bronze players miss last-hits; high-rank players hit consistently. The simplest skill with the biggest impact.
  • Itemize for the matchup Don’t blind-build the same path every game. Read enemy comp; pick counter-items. The flexibility is part of Deadlock’s depth.
  • Communicate ganks and rotations Voice chat or pings: "rotating top," "Urn spawning," "back to base." Coordinated teams beat skilled solo players.
  • Defensive items save lives Healing items, escape items, and shield items keep heroes alive. Don’t over-invest in damage; survive to deal damage another fight.
  • Watch replays Pro Deadlock streamers post daily content. Two hours per week of high-rank footage teaches positioning and decision-making faster than experimentation.
  • Patience during alpha Deadlock is still in active development. Balance, items, and heroes shift between patches. Expect change; don’t cling to one strategy.