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  4. Abilities

All 176 Abilities, Cooldowns and Upgrades in Deadlock

Updated on November 1, 2026 (about 4 hours ago)

Some Deadlock upgrades are just bigger numbers. Others change what the ability does, and plenty of the good ones sit in the 5 point tier. For 5 points, Ivy's Kudzu Connection stays on all the time, Apollo's Disengaging Sigil can be recast and Baba's Threadsap pulls enemies toward you. Knowing where those tiers sit tells you where your points should go.

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Showing 64 of 176 items.

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Hero

Abrams

4 items

Siphon Life

A close-range drain that keeps Abrams healthy in a brawl.

Slot
Ability 1
Type
Yes
Cooldown
42s
Charges
-
Cast range
-
What it does
Drains nearby enemies for 22 spirit damage per second over 4 seconds and heals you for 70% of that damage against heroes, 35% against everything else.
Upgrades (1, 2 and 5 points)
Tier 1: -20s Cooldown. Tier 2: +2s Duration. Tier 3: +2m Radius and +18 DPS with improved Spirit scaling.

Shoulder Charge

A charge that drags enemies along and turns any wall into a stun.

Slot
Ability 2
Type
Yes
Cooldown
33s
Charges
-
Cast range
-
What it does
Charges forward and drags along the enemies you hit. A hero you hit takes 30 spirit damage and you move faster for the rest of the charge. Pushing a hero into a wall stuns them.
Upgrades (1, 2 and 5 points)
Tier 1: Applies +32% Slow for 3s. Tier 2: On Wall Hit: +0.8s Stun Duration. Tier 3: -18s Cooldown; On Hero Collide: +1.5 Weapon Damage for 6s.

Infernal Resilience

Turns incoming damage into regeneration, so Abrams can outlast the poke.

Slot
Ability 3
Type
Passive
Cooldown
-
Charges
-
Cast range
-
What it does
A permanent defensive bonus that starts you with 1 health regen. Whenever you take damage, you regenerate 13% of it over the next 20 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: +200 Max Health. Tier 2: +18% Melee Lifesteal. Tier 3: +20% Debuff Resist and +9% Damage Regenerated.

Seismic Impact

Abrams' big engage: a leap and a slam that stuns whoever is underneath.

Slot
Ultimate
Type
Yes
Cooldown
215s
Charges
-
Cast range
-
What it does
Leaps high into the air and crashes down for 100 spirit damage and a 1.6 second stun.
Upgrades (1, 2 and 5 points)
Tier 1: -30s Cooldown. Tier 2: +0.8s Stun Duration. Tier 3: On cast, become Unstoppable for 5s and +6m Impact Radius.

Hero

Apollo

4 items

Disengaging Sigil

A damaging escape that doubles as an opener.

Slot
Ability 1
Type
Yes
Cooldown
12s
Charges
-
Cast range
-
What it does
Draws a sigil sphere in front of you, then leaps you backward as it explodes for 85 spirit damage. Enemies in the 6.5 meter radius are slowed by 24% for 4 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: Gain +25% Fire Rate and +25% Bullet Speed for 8s. Tier 2: On Player Hit: +1 stamina restored and resets Air Jump/Dash limit. Tier 3: Can be Recast within 4s.

Riposte

A counter: soak the hit, then dash in and stun.

Slot
Ability 2
Type
Yes
Cooldown
22s
Charges
-
Cast range
-
What it does
Raises a guard against the next hit, except damage from troopers and neutrals. A successful deflection makes you invulnerable for 0.3 seconds and lets you dash at an enemy hero, stunning them for 0.8 seconds and cutting their melee resist by 25% for 3 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: -8s Cooldown. Tier 2: -25% Melee Resist and +0.4s Stun Duration. Tier 3: Gain 75% Bullet, Spirit & Melee Lifesteal against the Riposte target for 13s.

Flawless Advance

A timing-based lunge combo that pays off for a clean release.

Slot
Ability 3
Type
Yes
Cooldown
26s
Charges
-
Cast range
-
What it does
Chains up to 3 piercing lunges in any direction. Holding the key charges each stab: 25 spirit damage at the start, 40 at a full hold and 65 if you release in the perfect window. Press the key again to re-cast.
Upgrades (1, 2 and 5 points)
Tier 1: Perfect Hit on Hero: Heal 35. Tier 2: -12s Cooldown. Gain +60% Bullet Resist during lunge. Tier 3: +65 Perfect Damage with improved Spirit scaling; Increased lunge speed & distance.

Itani Lo Sahn

A long-range freeze-and-punish ultimate.

Slot
Ultimate
Type
Yes
Cooldown
145s
Charges
-
Cast range
-
What it does
Charges up and fires a long-range slash. Anyone it hits is stuck in slow motion for 1.8 seconds, unable to act or heal, and takes 70% less damage. When it wears off they take 200 spirit damage, plus 60% more if they're under 50% health. You're invulnerable while it plays out.
Upgrades (1, 2 and 5 points)
Tier 1: +8m Dash Range. Tier 2: -35s Cooldown. Tier 3: +50% Bonus Damage.

Hero

Baba

4 items

Threadsap

Steals enemy Spirit and turns it into bonus damage on every shot.

Slot
Ability 1
Type
Yes
Cooldown
28s
Charges
1
Cast range
35m
What it does
Weaves a thread that follows your crosshair, then bursts along its path for 50 spirit damage and steals 10 Spirit from each enemy hit, up to 45, for 22 seconds. You get 175% of what you steal, and while you hold it every bullet deals 8 extra spirit damage.
Upgrades (1, 2 and 5 points)
Tier 1: +8 Spirit Damage Per Bullet. Tier 2: -12s Cooldown; +8s Debuff Duration. Tier 3: +1 Charge; On Hit: Pull enemies 7m.

Granny Long Legs

Turns the bench into a fast, sturdy brawler with a kick and a ground pound.

Slot
Ability 2
Type
Yes
Cooldown
32s
Charges
-
Cast range
-
What it does
Extends the bench's legs for 5 meters per second of bonus move speed, higher jumps and 30% debuff resist and melee resist. Light melee kicks enemies back, and heavy melee is a ground pound that knocks up, slows by 50% for 4 seconds and deals 75 spirit damage. Hold crouch to charge a high jump.
Upgrades (1, 2 and 5 points)
Tier 1: +2.5m Move Speed. Tier 2: -7s Cooldown. Tier 3: +15% Resists; +50% Melee Lifesteal.

Baba's Brew

A teapot that cycles between a barrier, a silence and a burn.

Slot
Ability 3
Type
Yes
Cooldown
27s
Charges
-
Cast range
12m
What it does
Throws a pot of tea that fills an area and cycles through three effects: a 90 point barrier for 8 seconds, a 3 second Silence, and a burn for 12 spirit damage per second over 8 seconds that also lowers spirit resist. Press zoom to pause or resume the brewing.
Upgrades (1, 2 and 5 points)
Tier 1: +3m Radius. Tier 2: -14s Cooldown. Tier 3: +33.33% Brew Effectiveness.

Feed The Birds

A channeled bread barrage that ends with pigeons and a hex.

Slot
Ultimate
Type
Yes
Cooldown
150s
Charges
-
Cast range
18m
What it does
Covers the targets in front of you in bread, adding a stacking slow that maxes out at 32% after 3.5 seconds. When the channel ends, pigeons bombard them for up to 450 spirit damage and hex each target into a pigeon for up to 2.75 seconds. Both grow with the bread count.
Upgrades (1, 2 and 5 points)
Tier 1: +4m Cast Range; +32% Max Slow. Tier 2: -55s Cooldown. Tier 3: +125 Max Damage; +1.5 Spirit Scaling; +0.5s Max Duration.

Hero

Bebop

4 items

Exploding Uppercut

Launches enemies, or friends, and bursts when they land.

Slot
Ability 1
Type
Yes
Cooldown
22s
Charges
-
Cast range
-
What it does
Punches nearby enemies for melee damage and knocks them back. When they land, they burst for 75 spirit damage in a 14 meter radius and cut nearby enemies' fire rate by 14%. It works on allies too.
Upgrades (1, 2 and 5 points)
Tier 1: -11s Cooldown. Tier 2: On Hero Hit: Gain fast spin-up time, 2x weapon range and +30% weapon damage for 9s. Tier 3: On Hero Hit: Set Grapple Arm cooldown to 0 and restores +18% of your missing health.

Sticky Bomb

Throw it, wait out the fuse and watch it grow with every hero it touches.

Slot
Ability 2
Type
Yes
Cooldown
18s
Charges
-
Cast range
6m
What it does
Sticks a bomb to a target that explodes after 3.5 seconds for 85 spirit damage to nearby enemies. Each hero it hits adds 1% permanent damage and each hero it kills adds 2.5%, and the stacks halve after 60 hits and 7 kills.
Upgrades (1, 2 and 5 points)
Tier 1: -8s Cooldown. Tier 2: +85 Damage. Tier 3: On Cast: +5m Move Speed and +25% Debuff Resistance for 6s.

Grapple Arm

A long-range hook that drags a target to you.

Slot
Ability 3
Type
Yes
Cooldown
23s
Charges
-
Cast range
30m
What it does
Fires a mechanical hand up to 30 meters that reels in the first character it hits. It works on allies too.
Upgrades (1, 2 and 5 points)
Tier 1: +20% weapon damage against victims for 6s. Tier 2: +30m Cast Range. Tier 3: -11.5s Cooldown.

Hyper Beam

A long channeled laser that shreds anything in the line.

Slot
Ultimate
Type
Yes
Cooldown
120s
Charges
-
Cast range
-
What it does
Channels a beam, 70 meters long and 2.9 meters wide, that deals 160 spirit damage per second and slows enemies it hits by 20%.
Upgrades (1, 2 and 5 points)
Tier 1: -20s Cooldown. Tier 2: +108 Damage Per Second. Tier 3: Hyper Beam heals Bebop for 65% of its damage on Heroes. 20% on non-hero.

Hero

Billy

4 items

Bashdown

A ground slam that yanks enemies down, then pops them up.

Slot
Ability 1
Type
Yes
Cooldown
35s
Charges
1
Cast range
4m
What it does
Slams the bat into the ground, pulling enemies down for melee damage, then sends out a shockwave that deals 35 spirit damage and knocks them into the air. It uses charges.
Upgrades (1, 2 and 5 points)
Tier 1: -10s Cooldown. Tier 2: +1 Charge and +2m Radius. Tier 3: -3s Charge Time; Now deals 50% Heavy Melee Damage.

Rising Ram

A headfirst charge that lifts both of you into the air.

Slot
Ability 2
Type
Yes
Cooldown
32s
Charges
-
Cast range
-
What it does
Charges head-first into an enemy and sends both of you into the air for 40 spirit damage. The cooldown is cut in half on impact.
Upgrades (1, 2 and 5 points)
Tier 1: On Impact: +25% weapon damage for 5s. Tier 2: 0.4s Charge Duration. Tier 3: -13s Cooldown; +16s Duration; +10% Max Health.

Blasted

A melee and gun combo: punch to wreck, then shoot for extra damage.

Slot
Ability 3
Type
Yes
Cooldown
27s
Charges
-
Cast range
-
What it does
Melee hits restore ammo and wreck the victim for 7 seconds. Activate it to amplify your bullets by 10% against wrecked enemies, and each melee while it's on adds 70 max health for 11 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: While Blasted: +2.25m/s bonus move speed. Tier 2: +1 Bashdown Charge on use and +7% Wrecked Bullet Amp. Tier 3: +50 Melee Bonus Health and increases spirit scaling.

Chain Gang

Locks enemies in place, then drags them into a brawl.

Slot
Ultimate
Type
Yes
Cooldown
175s
Charges
-
Cast range
12m
What it does
Chains nearby enemies to you. They can't use movement abilities and are heavily slowed if they pull on the chain. The chain lasts 2.8 seconds, then yanks everyone toward you for 120 spirit damage. The chain breaks if you lose line of sight for a short while.
Upgrades (1, 2 and 5 points)
Tier 1: +40% spirit resist & bullet resist. Tier 2: -40s Cooldown. Tier 3: +5m Range; +1.3s of Unstoppable Per Hero pulled in.

Hero

Calico

4 items

Gloom Bombs

A scatter of bombs that punishes anyone standing still.

Slot
Ability 1
Type
Yes
Cooldown
14s
Charges
-
Cast range
-
What it does
Throws a cluster of 4 bombs that explode after a short delay for 45 spirit damage each. An enemy hit by more than one bomb takes 65% damage from the extras.
Upgrades (1, 2 and 5 points)
Tier 1: -3s Cooldown. Tier 2: Per Bomb Touch: -6% Melee Resist for 6s. Tier 3: +3 Bomb Count.

Leaping Slash

A dash-and-slash that heals when it connects with a hero.

Slot
Ability 2
Type
Yes
Cooldown
13s
Charges
-
Cast range
9m
What it does
Dashes forward up to 9 meters, then slashes everything around you for melee damage. If it hits at least one hero, you heal 40.
Upgrades (1, 2 and 5 points)
Tier 1: +25 Heal Amount. Tier 2: Heroes killed within 3s grant +200 souls. Tier 3: +60 Damage & On Hero Hit: 50% Cooldown Refund.

Ava

A shadow sprint that hides Calico from the minimap.

Slot
Ability 3
Type
Yes
Cooldown
30s
Charges
-
Cast range
-
What it does
Turns you to shadow and hides you on the minimap for 15 seconds. Your bonus move speed starts at 30% and grows to 65% over 4 seconds. Taking damage from an enemy hero resets the bonus and puts Ava on a 6 second cooldown.
Upgrades (1, 2 and 5 points)
Tier 1: +15s Buff Duration. Tier 2: +15 Health Regen & +40% Max Move Speed. Tier 3: Gain Damage Amp over time, up to 18%. Lingers for 6s.

Return to Shadows

Vanish, then come back with a second blast.

Slot
Ultimate
Type
Yes
Cooldown
115s
Charges
-
Cast range
-
What it does
Turns you to shadow instantly. You're untargetable and 20% faster, and you deal 150 spirit damage as you go. After 3 seconds you return from the shadows and deal spirit damage again.
Upgrades (1, 2 and 5 points)
Tier 1: -20s Cooldown. Tier 2: +75 Damage and +20% Move Speed. Tier 3: On Completion: Heal for 450 and refund all ability cooldowns.

Hero

Celeste

4 items

Light Eater

A light flare that makes every hit on a blasted enemy a lifesteal hit.

Slot
Ability 1
Type
Yes
Cooldown
20s
Charges
-
Cast range
10m
What it does
Blasts a cone of light up to 10 meters for 40 spirit damage. Blasted enemies last 8 seconds, and your attacks on them deal 15 extra spirit damage and give you 18% spirit lifesteal.
Upgrades (1, 2 and 5 points)
Tier 1: +15% Spirit Lifesteal. Tier 2: -10s Cooldown and +3m Cast Range. Tier 3: +22 Damage and Increased Spirit Scaling.

Dazzling Trick

A protective prism that punishes whoever breaks it.

Slot
Ability 2
Type
Yes
Cooldown
38s
Charges
-
Cast range
-
What it does
Wraps you in a 100 point prism barrier for 4 seconds. If the barrier breaks, it explodes in a 14 meter radius, silencing nearby enemies for 1.75 seconds and dealing 50% of the barrier's value as damage.
Upgrades (1, 2 and 5 points)
Tier 1: +3.5m Move Speed. Tier 2: +70 Barrier and Increased Barrier Spirit Scaling. Tier 3: +1.25 Silence Duration and -20s Cooldown. Allows Shining Wonder Bounce.

Radiant Daggers

Beams from above that stack a spirit damage buff.

Slot
Ability 3
Type
Yes
Cooldown
33s
Charges
1
Cast range
30m
What it does
Calls down a beam of light that forms over 1.4 seconds, then explodes in an 8 meter radius for 55 spirit damage. Each hit on an enemy hero adds a stack of 7% spirit amp, up to 6 stacks lasting 30 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: +2 Charges. Tier 2: -22s Cooldown and +70 Impact Damage. Tier 3: +9% Fire Rate per Stack; +4% Spirit Amp per Stack.

Shining Wonder

A bouncing orb that hunts down heroes.

Slot
Ultimate
Type
Yes
Cooldown
160s
Charges
-
Cast range
-
What it does
Launches an orb that deals 140 spirit damage, slows by 32% for 1.5 seconds and cuts dash distance by 22%. It then bounces up to 8 times within 15.5 meters, going for heroes first. With no target in range it lingers for up to 3.25 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: -16% Move Speed and -14% Dash Distance. Tier 2: +90 Damage and Increased Spirit Scaling. Tier 3: +6 Max Bounces and -30s Cooldown.

Hero

Deadman Danny

4 items

Strix Salvo

Plant a field of missiles, then pop the marks with charged shots.

Slot
Ability 1
Type
Yes
Cooldown
25s
Charges
-
Cast range
35m
What it does
Fires a salvo of spirit missiles up to 35 meters that lodge in the ground along a line. They explode after 6 seconds or when they spot an enemy, dealing 27 spirit damage and marking the target for 10 seconds. A charged shot on a marked enemy uses up the mark for 45 bonus spirit damage and a 40% fading slow for 1.5 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: -12s Cooldown. Tier 2: +30 Damage; +45 Marked Damage. Tier 3: +2 Missiles, Longer Range, and Improved Spirit Scaling.

Chimera Mk1

A jetpack that ends in a crash-landing explosion.

Slot
Ability 2
Type
Yes
Cooldown
21s
Charges
-
Cast range
-
What it does
Hold jump to fly on a jetpack and build heat. At max heat it overheats, and after a short delay you dive and explode on impact for 70 spirit damage, launching you and nearby enemies. If no hero is hit you stun yourself for 1.3 seconds and take 10% of your max health. Press the ability to dive early. You also explode on death.
Upgrades (1, 2 and 5 points)
Tier 1: Heat vents faster while grounded. Tier 2: On Hero Hit: Heal and take no self damage. Tier 3: On Hero Hit: -50% Cooldown and +120 Spirit Damage.

Jettison Fuel

A flamethrower-style spray that ends with a kick.

Slot
Ability 3
Type
Yes
Cooldown
22s
Charges
-
Cast range
22m
What it does
Sprays fuel up to 22 meters for 30 damage per second and strips 15% bullet resist for 7 seconds. It builds into a backblast that deals 35 spirit damage and knocks you backward. Dealing damage also vents the jetpack.
Upgrades (1, 2 and 5 points)
Tier 1: -8s Cooldown. Tier 2: +60 Burst Damage; On Backblast Hit: +18% Fire Rate for 7s. Tier 3: -10% Bullet Resist Shred; On Backblast Hit: Apply a Mark.

Close The Deal

A grab that finishes weakened enemies on the way down.

Slot
Ultimate
Type
Yes
Cooldown
135s
Charges
-
Cast range
10m
What it does
Grabs an enemy within 10 meters, flies high and crashes back down. Falling deals 3 spirit damage per meter to both of you and the impact deals 70 spirit damage and stuns for 0.5 seconds. Enemies under 50% health take 75% more.
Upgrades (1, 2 and 5 points)
Tier 1: +90 Damage. Tier 2: -35s Cooldown. Tier 3: +0.5s Stun; +8 Damage / Meter.

Hero

Drifter

4 items

Rend

A cone swipe that hits harder up close.

Slot
Ability 1
Type
Yes
Cooldown
16s
Charges
-
Cast range
16m
What it does
Swipes at enemies in a cone up to 16 meters ahead for 40 spirit damage. Enemies within 8 meters also take bonus melee damage.
Upgrades (1, 2 and 5 points)
Tier 1: +40 Bonus Damage. Tier 2: -8s Cooldown. Tier 3: Deals 55% Heavy Melee Damage; Silences enemies for 2s if close range.

Stalker's Mark

A bleed that doubles as a teleport to the target.

Slot
Ability 2
Type
Yes
Cooldown
26s
Charges
-
Cast range
-
What it does
Sends out a mark that makes the first target it hits bleed for 5 seconds, dealing spirit damage over time. While they bleed, reactivate it to appear instantly behind their back.
Upgrades (1, 2 and 5 points)
Tier 1: -8% Bullet Resist. Tier 2: -10s Cooldown and +3s Duration. Tier 3: +1.5% Bleed and -40% Incoming Healing.

Bloodscent

A passive tracker that rewards picking off lone targets.

Slot
Ability 3
Type
Passive
Cooldown
-
Charges
-
Cast range
80m
What it does
Isolated heroes leave a trail and emit their heartbeat from up to 80 meters away. You deal 15% more damage to them, and when an isolated hero dies nearby you permanently gain 3% weapon damage.
Upgrades (1, 2 and 5 points)
Tier 1: +3m/s Move Speed when around an isolated enemy hero. Tier 2: On isolated hero death: Heal 24% of your missing health and restores 2 Stamina. Tier 3: +11% Amplified Damage.

Eternal Night

Darkness that cuts two heroes off from their team.

Slot
Ultimate
Type
Yes
Cooldown
145s
Charges
-
Cast range
100m
What it does
Surrounds up to 2 enemy heroes within 100 meters in darkness, limiting their vision to 15 meters. They are briefly revealed to you and count as isolated for the duration. You gain 2 meters per second of sprint speed.
Upgrades (1, 2 and 5 points)
Tier 1: +10m Sprint Speed. Tier 2: -40s Cooldown. Tier 3: +2.5s Duration and +1 Max Target.

Hero

Dynamo

4 items

Kinetic Pulse

A ground-hugging pulse that pops enemies off their feet.

Slot
Ability 1
Type
Yes
Cooldown
26s
Charges
1
Cast range
-
What it does
Sends an energy pulse 16 meters along the ground, 5.5 meters wide, that deals 115 spirit damage and knocks enemies into the air. It runs on charges.
Upgrades (1, 2 and 5 points)
Tier 1: +1 Charge. Tier 2: On Hit: -15% Bullet Resist and -24% Move Speed for 4s. Tier 3: +135 Damage and +20m Cast Range.

Quantum Entanglement

A short teleport that can take the whole team with you.

Slot
Ability 2
Type
Yes
Cooldown
20s
Charges
-
Cast range
10m
What it does
Makes you untargetable for 1.4 seconds while you teleport up to 10 meters to a target spot, and restores 1 stamina. The alternate cast brings allies within 13 meters along.
Upgrades (1, 2 and 5 points)
Tier 1: +6m Cast Range. Tier 2: -6s Cooldown. Tier 3: Reduces non-ult debuffs by 50%; Replenishes 1 Charge.

Rejuvenating Aurora

A team-wide healing aura you can keep dashing through.

Slot
Ability 3
Type
Yes
Cooldown
48s
Charges
-
Cast range
-
What it does
Channels for 5 seconds, restoring 30 health per second to you and allies within 8 meters. You can dash and melee without breaking the channel.
Upgrades (1, 2 and 5 points)
Tier 1: Aura provides +4m Move Speed during channel. Tier 2: -20s Cooldown and +1s Duration. Tier 3: Full move and ability use during the channel, and heals +2.5% of Max Health per second.

Singularity

A black hole that drags a whole team into one spot.

Slot
Ultimate
Type
Yes
Cooldown
250s
Charges
-
Cast range
-
What it does
Creates a singularity in your hands for 2.75 seconds. It pulls in enemies within 7 meters, stuns them and deals 75 spirit damage per second.
Upgrades (1, 2 and 5 points)
Tier 1: +2m Singularity Radius. Tier 2: +0.75s Channel Duration. Tier 3: +6% Max Health as Damage.

Hero

Graves

4 items

Jar of Dead

A jar that fills as things die, then empties into a pack of skulls.

Slot
Ability 1
Type
Yes
Cooldown
-
Charges
4
Cast range
-
What it does
Stores death whenever something dies nearby. Throw the jar to summon 4 Deadheads that repeatedly deal 16 spirit damage to enemies. With no enemies around, they follow you and focus your weapon's target.
Upgrades (1, 2 and 5 points)
Tier 1: Collecting death heals 5 health per pickup. Tier 2: On Hit: Apply 24% Slow for 1s. Tier 3: +2 Deadheads; +4s Deadhead Lifetime.

Grasping Hands

A wall of hands that damages and roots anyone who crosses it.

Slot
Ability 2
Type
Yes
Cooldown
34s
Charges
-
Cast range
24m
What it does
Unearths a line of grasping hands up to 24 meters long that raises a Ghoul and leaves a rift behind. Enemies who pass through take 90 spirit damage and are immobilized for 1 second. Alternate cast rotates the wall.
Upgrades (1, 2 and 5 points)
Tier 1: +2s Duration. Tier 2: +90 Damage and +10m Wall Length. Tier 3: +1 Ghouls Raised; -14s Cooldown; +0.75s Immobilize Duration.

Essence Theft

A weapon that wears down tough targets the longer you shoot.

Slot
Ability 3
Type
Passive
Cooldown
-
Charges
-
Cast range
-
What it does
Your weapon steals up to 25% weapon damage and 10% spirit resist per target, building over 4 seconds, from up to 3 targets at once.
Upgrades (1, 2 and 5 points)
Tier 1: +5% Max Spirit Resist Stolen. Tier 2: +20% Max Weapon Damage Stolen. Tier 3: +1 Max Steal Targets; All Summons now apply Essence Theft.

Borrowed Decree

A gravestone that keeps sending exploding Ghouls down the lane.

Slot
Ultimate
Type
Yes
Cooldown
140s
Charges
-
Cast range
20m
What it does
Your abilities can summon Ghouls that march toward the enemy base and explode when they reach a hero or objective, dealing 115 spirit damage in a 6.5 meter radius and slowing by 64% for 1.25 seconds. Casting it plants a gravestone within 20 meters that keeps summoning Ghouls, and enemies can destroy it with two heavy melees.
Upgrades (1, 2 and 5 points)
Tier 1: +25% Ghoul Speed; -15s Cooldown. Tier 2: +10s Duration; -0.3s Time To Spawn. Tier 3: On Death: Deal +5% Current Health as Damage.

Hero

Grey Talon

4 items

Charged Shot

A piercing shot you can hold until the moment is right.

Slot
Ability 1
Type
Yes
Cooldown
17s
Charges
1
Cast range
-
What it does
Charges a piercing shot that deals 80 spirit damage to every enemy it passes through. Hold the key or fire to hold the shot.
Upgrades (1, 2 and 5 points)
Tier 1: +1 Charges. Tier 2: +54 Damage. Tier 3: Improved damage scaling and -3s Charge Delay.

Rain of Arrows

A glide that turns your gun into a shotgun while you're in the air.

Slot
Ability 2
Type
Yes
Cooldown
25s
Charges
-
Cast range
-
What it does
Launches you high into the air and lets you glide slowly. While airborne, your weapon gains multishot of 5 and 3 bonus weapon damage. Alternate cast gives a lower jump, and jump cancels the glide.
Upgrades (1, 2 and 5 points)
Tier 1: While airborne, +3 Weapon Damage and weapon damage applies 24% movement slow for 1.5s. Tier 2: -12s Cooldown. Tier 3: While airborne, +30% Bullet Lifesteal, +30% Spirit Lifesteal and +30% Bullet Evasion.

Spirit Snare

A trap that shuts an enemy down completely for a moment.

Slot
Ability 3
Type
Yes
Cooldown
34s
Charges
-
Cast range
-
What it does
Throws a trap that arms for 2 seconds and lasts 22 seconds. When an enemy steps in, it curses them for 2.25 seconds: slowed by 24%, silenced, disarmed and unable to use items. A charged shot detonates it early with a 30% bigger radius.
Upgrades (1, 2 and 5 points)
Tier 1: -20s Cooldown. Tier 2: Applies -15% Bullet Resist for 10s. Tier 3: +1s Curse Duration and +1.5m Radius.

Guided Owl

A steerable owl that scales your Spirit Power with every kill.

Slot
Ultimate
Type
Yes
Cooldown
125s
Charges
-
Cast range
-
What it does
After a 1.5 second cast, launches an owl you steer. It explodes in a 12 meter radius for 230 spirit damage and a 0.75 second stun. Hold forward to speed it up, and press jump to release control. Each hero it kills gives you 8 permanent Spirit Power.
Upgrades (1, 2 and 5 points)
Tier 1: +85 Damage. Tier 2: -40s Cooldown. Tier 3: After hit, kills enemies that are below 22% Health.

Hero

Haze

4 items

Sleep Dagger

A sleep dagger that picks off one target without giving you away.

Slot
Ability 1
Type
Yes
Cooldown
30s
Charges
-
Cast range
-
What it does
Throws a dagger that deals 65 spirit damage and puts the target to sleep for 2.75 seconds. Damage wakes them shortly after. It doesn't break your invisibility or interrupt channeled abilities.
Upgrades (1, 2 and 5 points)
Tier 1: -10% Bullet Resist Reduction for 6s on wake-up. Tier 2: +1s Sleep Duration; Applies 15 Fixation Stacks. Tier 3: -17s Cooldown; -40% Move and Dash Speed for 3s on wake-up.

Smoke Bomb

An invisibility cloak for sneaking in or slipping out.

Slot
Ability 2
Type
Yes
Cooldown
33s
Charges
-
Cast range
-
What it does
Fades you out of sight in 1.5 seconds, granting invisibility and sprint speed. Attacking breaks it, but using items doesn't. Enemies within 18 meters can still see you.
Upgrades (1, 2 and 5 points)
Tier 1: +7m Invis Sprint Speed. Tier 2: Enable 2 Ability Charges. Tier 3: Dispels non-ult debuffs; Grants +50% Bullet Lifesteal for 5s.

Fixation

A passive that makes you hit harder the longer you stay on one target.

Slot
Ability 3
Type
Passive
Cooldown
-
Charges
-
Cast range
-
What it does
Every bullet that hits adds a stack of bonus damage against that target, and headshots add three. Each stack is worth 0.2 weapon damage, up to 40 stacks.
Upgrades (1, 2 and 5 points)
Tier 1: 40 Spirit damage and 12% slow for 2s to target every 20 stacks. Tier 2: +40 Max Stacks and +5s Duration. Tier 3: +0.11/ per Stack; Scales with Weapon Damage.

Bullet Dance

A burst of perfectly accurate fire that nobody can dodge.

Slot
Ultimate
Type
Yes
Cooldown
165s
Charges
-
Cast range
-
What it does
Enter a flurry that fires at nearby enemies with perfect accuracy. Your bullets deal 7 extra damage, your fire rate rises by 25% and you gain 30% bullet evasion.
Upgrades (1, 2 and 5 points)
Tier 1: +7 Weapon Damage. Tier 2: +10% Fire Rate; +3m Movespeed. Tier 3: +40% Evasion; -65s Cooldown.

Hero

Holliday

4 items

Powder Keg

An explosive barrel you can pop whenever you like.

Slot
Ability 1
Type
Yes
Cooldown
28s
Charges
2
Cast range
-
What it does
Throws a barrel that explodes after a short delay for 40 spirit damage, knocking enemies up and setting them on fire for 13.3 damage per second over 3 seconds. Shooting, meleeing or another barrel can set it off early, and burns stack. Alternate cast places it in front of you. It runs on 2 charges.
Upgrades (1, 2 and 5 points)
Tier 1: -10s Cooldown. Tier 2: +1 Charges. Tier 3: +40 Impact Damage; +13.3333 Burn Damage per Second; -5s Charge Time; Improved Spirit Scaling.

Bounce Pad

A launch pad that doubles as a landing bomb.

Slot
Ability 2
Type
Yes
Cooldown
41s
Charges
1
Cast range
-
What it does
Drops a pad that launches any hero who steps on it. You explode on landing for 60 spirit damage in a 9 meter radius, once per person per pad.
Upgrades (1, 2 and 5 points)
Tier 1: -10s Cooldown. Tier 2: You and allies gain a +4m/s move speed bonus for 4s on landing. Tier 3: +0.7s Stomp Stun.

Crackshot

Reward for landing headshots, on a short cooldown.

Slot
Ability 3
Type
Passive
Cooldown
20s
Charges
-
Cast range
-
What it does
Headshots deal 55 bonus damage and a fading 40% move speed penalty for 2 seconds. It only works when off cooldown, hits on troopers and neutrals cut that cooldown by 50%, and it ignores range fall-off. It doesn't affect objectives.
Upgrades (1, 2 and 5 points)
Tier 1: -20% Fading Move Speed. Tier 2: +49.5 Damage and -6% Bullet Resist for 5s. Tier 3: -6s Cooldown on Hero Headshots. -3s on NPC Headshots.

Spirit Lasso

A lasso that reels in a single hero and holds them there.

Slot
Ultimate
Type
Yes
Cooldown
130s
Charges
-
Cast range
20m
What it does
Throws a lasso up to 20 meters that deals 80 spirit damage, pulls the target in and holds them for 2.25 seconds. A Bounce Pad extends it by 1.25 seconds.
Upgrades (1, 2 and 5 points)
Tier 1: +80 Damage. Tier 2: +0.75s Duration. Tier 3: -40s Cooldown.

Hero

Infernus

4 items

Napalm

A fiery slow that makes the target take extra damage.

Slot
Ability 1
Type
Yes
Cooldown
25s
Charges
1
Cast range
20m
What it does
Spews an incendiary mixture for 40 spirit damage, slowing by 28% for 4 seconds and coating the target in napalm for 8 seconds, which makes them take 16% more damage.
Upgrades (1, 2 and 5 points)
Tier 1: +1 Charges. Tier 2: Napalm Effect: +15% Lifesteal. Tier 3: Napalm Effect: +17% Damage Taken and -33% Healing.

Flame Dash

A dash that leaves a burning path behind you.

Slot
Ability 2
Type
Yes
Cooldown
38s
Charges
-
Cast range
-
What it does
Dashes forward at up to 20 meters per second, leaving a 4.5 meter wide flaming trail for 4 seconds that deals 30 spirit damage per second. You gain 50% slow resistance while it lasts. Hold forward to dash farther.
Upgrades (1, 2 and 5 points)
Tier 1: -12s Cooldown. Tier 2: +1s Trail Duration and +20 DPS. Tier 3: Enable 2 Ability Charges with 14s Recharge time.

Afterburn

A damage-over-time burn that your bullets keep topping up.

Slot
Ability 3
Type
Passive
Cooldown
-
Charges
-
Cast range
-
What it does
Weapon hits build up a burn that deals 14 spirit damage per second for 3 seconds. Each bullet adds 8.1% buildup and each headshot 15.4%. Abilities refresh the burn to its base duration, and weapon hits extend it by 0.5 seconds, or 1 second on headshots.
Upgrades (1, 2 and 5 points)
Tier 1: +16 Damage Per Second. Tier 2: Burn Effect: -35% Spirit Damage. Tier 3: +3s Max Burn Duration.

Concussive Combustion

A living bomb that stuns everyone around you.

Slot
Ultimate
Type
Yes
Cooldown
190s
Charges
-
Cast range
-
What it does
Turns you into a living bomb that can't be interrupted. After 3.25 seconds it explodes in a 12 meter radius for 125 spirit damage and a 1.25 second stun.
Upgrades (1, 2 and 5 points)
Tier 1: +100 Damage. Tier 2: -65s Cooldown and +100% Explosion Lifesteal. Tier 3: +0.9s Stun Duration and +10m Radius.

Hero

Ivy

4 items

Entangling Thorns

A thorn patch that holds enemies in place.

Slot
Ability 1
Type
Yes
Cooldown
32s
Charges
1
Cast range
-
What it does
Summons a patch of thorns that deals 40 spirit damage per second and slows enemies by 28%. It runs on charges.
Upgrades (1, 2 and 5 points)
Tier 1: +1 Charges. Tier 2: +2m Radius and increased DPS Spirit scaling. Tier 3: Enemies caught in thorns for 2s are Immobilized for +1.6s.

Kudzu Connection

A tether that shares buffs and healing with a teammate.

Slot
Ability 2
Type
Yes
Cooldown
37s
Charges
-
Cast range
16m
What it does
Connects you to a nearby ally within 16 meters, needing line of sight. You both get 10% fire rate, 15% bullet lifesteal and 35% replicated healing, and you ignore the move speed penalty while shooting. With no connection you get half the bonuses.
Upgrades (1, 2 and 5 points)
Tier 1: +2m Move Speed. Tier 2: +8% Fire Rate and +8% Bullet Lifesteal. Tier 3: Ability is always active.

Stone Form

A stone slam that stuns and heals you in the same move.

Slot
Ability 3
Type
Yes
Cooldown
40s
Charges
-
Cast range
-
What it does
Turns you to stone and smashes into the ground, dealing 75 spirit damage to nearby enemies and stunning them for 0.75 seconds. You heal for 6% of your max health.
Upgrades (1, 2 and 5 points)
Tier 1: +6% Max Health Heal. Tier 2: -25s Cooldown. Tier 3: +0.75s Stun Duration and increased Damage spirit scaling.

Air Drop

A flying drop that turns a teammate into a bomb.

Slot
Ultimate
Type
Yes
Cooldown
100s
Charges
-
Cast range
22m
What it does
Grabs an ally within 22 meters and takes flight with them. Dropping them causes an explosion in a 20 meter radius for 115 spirit damage, and you both gain 20% damage for 8 seconds afterward. The cooldown is 30% shorter on allies. The lifted ally cannot attack and deals 20% less damage.
Upgrades (1, 2 and 5 points)
Tier 1: On Fly End: 300 Barrier to Ivy and ally that scales with Spirit. Tier 2: +32% Slow for 3s on enemies hit. Tier 3: Silence for 3s on enemies hit; Increases damage and barrier scaling.
Prev123Next

How Deadlock Ability Unlocks and Ability Points Work

You don't buy abilities in Deadlock. Souls push you up through Boon levels, and each Boon hands you either an ability unlock or an Ability Point. The first three unlocks go to abilities 1, 2 and 3 in whatever order you like. The fourth is always your ultimate, and it arrives at Boon level 7.

Points do the upgrading. Each ability has three upgrade tiers, and they cost 1, 2 and 5 points. Points are limited, so which tiers you buy is a real decision. Cooldown cuts turn up often, and a cut that cheap can give you more casts per fight than a bigger upgrade. Tier 3 is where some of the biggest rule changes sit, like Ivy's Kudzu Connection turning always on, so read it before you spend on the cheaper tiers.

Active, Passive and Partly Passive Abilities

Most abilities are active. You press the key and the ability goes on cooldown. Passives never need a key. They work on a condition, like Haze's Fixation, which adds a stack of bonus damage on every bullet that hits.

In between sit the partly passive abilities. Mirage's Djinn's Mark marks enemies as you shoot, and you can fire it early to cash the marks in. Victor's Pain Battery fills as you take damage, then fires when you press it. Wraith's Card Trick summons cards as you deal weapon damage, then throws them. Silver's Lycan Curse builds bloodlust as you fight and transforms you on its own at full bloodlust, or sooner if you trigger it.

Whether a partly passive ability suits you depends on your hero's health and bullet damage, so check those on the heroes page first.

Charges, Recasts and Channels Change How an Ability Plays

Look at an ability's shape before you compare its numbers. A plain ability fires once and starts its cooldown, like Abrams's Seismic Impact. A charged ability stores several uses and refills them on a separate timer, so Holliday can throw two Powder Kegs back to back. A recast lets you press the ability again inside a short window, like Mina's Sanguine Retreat.

Channels are abilities you hold for their channel time. Bebop's Hyper Beam, Dynamo's Singularity and Seven's Storm Cloud are all channels. Yamato's Power Slash can be released early for partial damage, so you don't always have to wait for the full charge.

How Spirit Power Scales Deadlock Abilities

Many abilities scale with Spirit Power, and Spirit items in the shop raise it. Paradox's Kinetic Carbine is a different case: its spirit damage grows with weapon damage instead.

Upgrades don't only add damage. Lash's Death Slam can be thrown farther with its first upgrade, and McGinnis's Medicinal Specter can last longer. Lash's Grapple and Mo & Krill's Sand Blast get no Spirit Power upgrades at all, so their upgrade tiers are what make them stronger.

The Main Shapes of Deadlock Ultimate Abilities

Every hero's fourth ability is built to swing a fight, but they don't all do it the same way. Some are channels you hold in place: Bebop's Hyper Beam, Seven's Storm Cloud, Dynamo's Singularity and Warden's Last Stand. Some lock down a single hero, like Wraith's Telekinesis, Holliday's Spirit Lasso and Vyper's Petrifying Bola. Some move the whole map: Mirage's Traveler teleports you to a spot you pick on the minimap, and Paige's Rallying Charge sweeps across the entire city. A few change the hero itself, like Yamato's Shadow Transformation and Silver's Lycan Curse.

Common Deadlock Ability Mistakes to Avoid

These mistakes come up a lot:

  • Releasing a charge-up too early. Apollo's Flawless Advance hits hardest when you let go in the perfect window, Yamato's Power Slash needs its full channel, and Vindicta's Assassinate only deals partial damage until you've been scoped for a moment.
  • Forgetting that some abilities work on allies. Bebop's Exploding Uppercut and Grapple Arm can hit a teammate, and Dynamo's Quantum Entanglement, Lady Geist's Life Drain and The Doorman's Luggage Cart each have an alternate cast built for friends.
  • Teleporting while you're taking damage. Mirage's Traveler has a short wait before you arrive, and taking damage during it interrupts the teleport.

While Lycan Curse is active, Go For The Throat, Mauling Leap and Tail Whack take the place of Silver's first three abilities. Their cooldowns and values are in the Lycan Curse card.

FAQ

Q.

How many Ability Points does it take to max a Deadlock ability?

Each ability has three tiers that cost 1, 2 and 5 points. Buy all three on one ability and it's fully upgraded, so the 5 point tier is the big spend.

Q.

Can you refund an ability upgrade in Deadlock?

Yes, for a short window. Right-click the ability icon within 10 seconds of buying the upgrade, as long as you haven't used any ability in that time. Ability unlocks can't be refunded.

Q.

Which Deadlock abilities are passive?

Abrams's Infernal Resilience, Drifter's Bloodscent, Graves's Essence Theft, Haze's Fixation, Infernus's Afterburn, Mina's Love Bites and Vyper's Slither never need a key. Holliday's Crackshot and Victor's Shocking Reanimation are passive too, but they trigger on a condition and then go on cooldown. Ivy's Kudzu Connection is an active ability until its Tier 3 upgrade makes it always active.

Q.

Do the cooldowns include upgrades?

No. The cooldown on each card is the base value, before any upgrades. A tier that reads -20s Cooldown takes that many seconds off it.

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