The Deadlock glossary
Every in-game term, explained simply. Perfect to get started or decode guides and patch notes.
Economy
The in-game currency: used to buy items and scale up.
Shoot a dying trooper's soul orb to secure its souls.
Destroy a dying allied trooper's orb to deny the enemy part of the souls.
The orb dropped when a unit dies; you must shoot it to secure it.
Destructible map objects that grant souls and buffs.
Total value of souls spent on items + unspent souls.
Laning
The AI units that push lanes and grant souls.
The first defensive tower of a lane.
The large defensive golem patrolling behind the guardian.
Exchanging damage with the enemy; a good trade deals more than it takes.
Controlling the trooper wave's position (push, freeze, clear).
Holding the wave near your tower to farm safely, set traps and potentially make enemies lose souls.
The back trooper that heals the others.
Map & objectives
Each team's final boss: destroying it wins the game.
The neutral boss at the center of the map; killing it drops the Rejuvenator.
A powerful team buff (revive + trooper reinforcement) dropped by the mid-boss.
An objective to pick up and deliver to a drop-off for team souls.
Neutral camps and buffs away from lanes, farmed between waves.
The overhead cables used to travel quickly across the map.
A neutral AI-controlled monster (jungle camps).
Combat
The 'magic' stat: the power that scales your abilities.
Your Spirit value; the higher it is, the harder abilities hit.
A charged melee attack: big damage, can be parried.
A quick melee attack: small damage, no charge, can also be parried.
Countering an enemy melee (heavy or light) to stun them.
Short for ultimate: a hero's 4th ability, the strongest, with the longest cooldown.
Abilities and item actives that apply negative effects (slow, stun, root…).
Abilities that affect a large area rather than a single target.
An effect that prevents an enemy from using their own abilities.
The recharge time of an ability or item active.
Abilities or items that let you survive longer (healing, lifesteal, regen).
A fragile target, easy to kill (low HP and resistances).
Concentrating the team's damage on one specific enemy.
Dealing maximum damage in a very short window.
Chipping away from range to wear the enemy down without committing.
Recovering HP proportional to the damage you deal.
Items
The price/power tiers of shop items.
The three item categories (gun damage, survivability, abilities).
An item bought specifically to shut down an enemy threat, or to become more resilient against it.
An item with a manually triggered effect on cooldown.
Movement
The gauge spent on dashes and jumps; it recharges over time.
A quick burst of movement that costs stamina.
Sliding to keep speed, dodge, and chain jumps.
Moving to stay out of the enemy's range while still attacking them.
Meta & roles
The hero expected to win the late game thanks to farm.
The moment a hero suddenly becomes much stronger (a key item/level).
Leaving your lane to help elsewhere (gank, objective).
A coordinated surprise attack on an isolated target.
Turning an early lead into a growing, decisive advantage.
Protecting your carry by disrupting the assassins targeting them.
Advancing aggressively toward an objective or a specific enemy.
Attempting a play under the enemy tower (diving a protected target).
Dying repeatedly and handing the enemy a lot of souls.
Acting as bait to lure the enemy into a trap.