Skip to content

Instantly share code, notes, and snippets.

@paralin
Last active February 12, 2026 22:41
Show Gist options
  • Select an option

  • Save paralin/4121dc4410ac3720b2a7d2ec1a06ce4a to your computer and use it in GitHub Desktop.

Select an option

Save paralin/4121dc4410ac3720b2a7d2ec1a06ce4a to your computer and use it in GitHub Desktop.
deadlock new heros

Apollo

Identity: Male

Overview

Apollo is a melee-focused Assassin who specializes in high mobility, precision timing, and devastating burst damage. His playstyle centers on close-range dueling with a unique emphasis on perfectly-timed attacks. Apollo excels at gap closing with Flawless Advance, creating space with Disengaging Sigil, and countering enemy aggression with Riposte's parry mechanic. His ultimate, Itani Lo Sahn, delivers a theatrical execution that punishes low-health targets.

Base Stats

Vitality

  • Health: 740 (+44/boon)
  • Stamina: 3
  • Move Speed: 7.2 m/s
  • Sprint Speed: 8.8 m/s

Weapon

  • DPS: 45
  • Bullet Damage: 17 (+0.6/boon)
  • Ammo: 15 rounds
  • Fire Rate: 2.63/s
  • Reload Time: 2.5s
  • Falloff: 25m-25m (instant falloff)

Melee

  • Light Melee: 63 (+1.58/boon)
  • Heavy Melee: 116 (+2.91/boon)
  • Heavy/Light Ratio: 1.84x (inefficient - prefer light melee spam over heavy melee)

Abilities

[1] Disengaging Sigil

Draw a sigil sphere in front of you and then leap backwards as it explodes, damaging and slowing enemies caught in it. The backward leap provides Apollo with a reliable escape tool while simultaneously dealing damage, making it effective for disengaging from unfavorable trades or creating space after aggressive plays.

  • Cooldown: 12s | Damage: 100 (+1.3 spirit) | Slow: 30% | Slow Duration: 4s | Radius: 6.5m

Upgrades:

  • T1: +30 Damage
  • T2: +20% Fire Rate and +50% Bullet Speed for 10s
  • T3: On Player Hit: +2 Stamina Restored, Resets Air Jump/Dash Limit

[2] Riposte

Prepare to deflect the next incoming attack. On a successful deflection, briefly become invulnerable before performing a dash forward that stuns an enemy and reduces their Bullet Resist. The 0.3s parry window requires precise timing but rewards Apollo with both offensive and defensive utility—a successful parry grants invulnerability and enables a counterattack dash.

  • Cooldown: 22s | Channel: 0.8s | Parry Window: 0.3s | Stun: 0.6s | Bullet Resist Reduction: -15% for 3s | Dash Range: 20m

Upgrades:

  • T1: -7s Cooldown
  • T2: -15% Bullet Resist (total -30%)
  • T3: +1.2s Stun Duration (total 1.8s)

[3] Flawless Advance

Perform a series of lunges in any direction, delivering piercing stabs ahead of you. Hold your ability key to time your attacks, dealing more damage the longer it's held. Releasing your attack during the perfect window (0.525s-0.775s hold) deals maximum damage. This is Apollo's primary engagement and chase tool with 3 charges over an 8s duration.

  • Cooldown: 26s | Duration: 8s | Max Lunges: 3 | Recast Time: 5s
  • Base Damage: 30 (+0.7 spirit)
  • Max Hold Damage: 45 (+1.1 spirit)
  • Perfect Damage: 75 (+1.65 spirit)

Upgrades:

  • T1: Perfect Hit on Hero: +35 Heal (+0.75 spirit)
  • T2: -10s Cooldown, Increased Lunge Speed
  • T3: +75 Perfect Damage (+1.15 spirit scaling per tier), Increased Lunge Dash Distance

[4] Itani Lo Sahn

Charge up and perform a long range slash. Struck enemies are cursed and stuck in slow motion. When this effect expires, they suffer devastating damage, dealing 60% bonus damage against enemies at or below 50% health. While in slow motion, Apollo is invulnerable and enemies take 70% reduced damage. The 1.5s cast delay can be held to time the perfect moment.

  • Cooldown: 125s | Cast Delay: 1.5s | Dash Range: 27m
  • Impact Damage: 70 (+0.77 spirit)
  • Delayed Damage: 250 (+1.75 spirit)
  • Bonus Damage vs Low Health: +60%
  • Debuff Duration: 1.8s

Upgrades:

  • T1: +8m Dash Range (total 35m)
  • T2: -40s Cooldown (total 85s)
  • T3: +40% Bonus Damage (total +100% vs low health targets)

Strengths

  • Exceptional dueling potential with Riposte's parry mechanic that punishes predictable enemy attacks with invulnerability and a stun.
  • High burst damage through perfectly-timed Flawless Advance lunges, rewarding mechanical skill with up to 75 base damage per stab.
  • Strong chase potential with 3 directional lunges during Flawless Advance's 8s duration window.
  • Effective at securing 100% soul confirmation due to melee-focused kit and aggressive gap-closing abilities.
  • Itani Lo Sahn's 60% bonus damage against half-health targets makes him excellent at finishing low HP enemies.
  • Disengaging Sigil provides reliable escape while simultaneously dealing damage and applying a 30% slow.
  • T3 Disengaging Sigil restores 2 stamina and resets air limits, enabling extended aerial combat and chases.
  • High base move speed (7.2 m/s) and 3 stamina allow for superior positioning and engagement control.

Weaknesses

  • Riposte's 0.3s parry window is extremely tight, making it unreliable against fast or unpredictable attacks.
  • Long cooldown on Riposte (22s base) leaves Apollo vulnerable to repeated aggression after a failed or used parry.
  • Weapon has instant falloff at 25m with mediocre DPS (45), forcing him into dangerous close-range combat.
  • Flawless Advance requires precise timing for maximum damage—releasing too early or late reduces output significantly.
  • Itani Lo Sahn's 1.5s cast delay is highly telegraphed, allowing enemies to prepare defensive abilities or escapes.
  • 125s ultimate cooldown (85s with T2) limits his impact in frequent mid-game skirmishes.
  • Below-average health pool (740 base) compared to other assassins makes him susceptible to burst damage.
  • Enemies take 70% reduced damage during Itani Lo Sahn's slow motion phase, preventing team follow-up during the debuff.

Tips

  • Time Riposte against high-damage abilities like Wraith ult or Haze burst for maximum value.
  • Perfect window for Flawless Advance starts at 0.525s hold time—practice the timing in sandbox mode.
  • Use Disengaging Sigil offensively after Riposte stun to apply the slow while dealing damage.
  • Position for heavy melee opportunities (116 base damage) when Flawless Advance is on cooldown.
  • Itani Lo Sahn is most effective as a finisher—engage with Flawless Advance first to get targets to 50% HP.
  • T3 Riposte's 1.8s stun duration enables full Itani Lo Sahn wind-up for guaranteed execution combos.

Celeste

Identity: Female

Overview

Celeste is a Marksman who specializes in sustained spirit damage and debuff stacking. She excels at kiting enemies with her floaty aerial movement while applying Light Eater debuffs that amplify her damage output. Her playstyle revolves around maintaining distance, stacking Radiant Daggers buffs for spirit amplification, and using Shining Wonder to devastate grouped enemies in team fights.

Base Stats

Vitality

  • Health: 750 (+35/boon)
  • Stamina: 4
  • Move Speed: 6.2 m/s
  • Sprint Speed: 7.8 m/s

Weapon

  • DPS: 47.9
  • Bullet Damage: 28.75 (+0.4/boon)
  • Ammo: 8 rounds
  • Fire Rate: 1.67/s
  • Reload Time: 2s
  • Bullet Velocity: 50 m/s
  • Falloff: 150m-200m

Weapon Notes: Carny Life's projectile flies in an arc and bounces on the first surface it hits. If there's an enemy in range at a narrow angle (~45 degrees) from the shot, the projectile flies in their direction. If shot directly at an enemy, the projectile can ricochet to a second enemy at close distance and aligned at a narrow angle.

Melee

  • Light Melee: 50 (+1.58/boon)
  • Heavy Melee: 116 (+3.67/boon)
  • Heavy/Light Ratio: 2.32x (efficient - prefer heavy melee when safe)

Innate Passive

  • -20% Gravity Scale
  • +50% Air Control
  • +25% Air Acceleration

Abilities

[1] Light Eater

Blast enemies in a cone in front of you with a flare of light. Enemies hit take spirit damage when attacked by Celeste and provides spirit lifesteal. The initial flare deals burst damage, then marked enemies take bonus damage on each of Celeste's attacks for the duration.

  • Cooldown: 20s | Flare Damage: 50 (0.35 spirit) | On-Hit Damage: 25 (0.23 spirit) | Duration: 12s | Range: 10m | Cone: 70 degrees | Lifesteal: 20%

Upgrades:

  • T1: -10s Cooldown
  • T2: +3m Cast Range, +15% Spirit Lifesteal
  • T3: +25 Damage, +0.2 Spirit Scaling

[2] Dazzling Trick

Surround yourself in a protective prism that provides bonus move speed. If the barrier is destroyed, it silences nearby enemies and deals a portion of the barrier as damage. The barrier must be broken by enemies to trigger the explosion - it will not detonate if the duration expires naturally.

  • Cooldown: 35s | Barrier: 120 (1.1 spirit) | Duration: 4s | Move Speed: +1 m/s | Explode Radius: 15m | Silence: 1.75s | Explosion Damage: 50% of Barrier

Upgrades:

  • T1: +2.5 m/s Move Speed
  • T2: +100 Barrier, +0.7 Barrier Spirit Scaling
  • T3: +2s Silence Duration, -18s Cooldown, Allows Shining Wonder Bounce

[3] Radiant Daggers

Call down a beam of light from the sky. After a short duration, the beam will fully form, causing an explosion that deals spirit damage to all targets in the area. Celeste receives a stacking buff that increases her spirit damage anytime this hits an enemy hero, making it essential to land consistently in fights.

  • Cooldown: 30s | Damage: 65 (0.49 spirit) | Radius: 8m | Delay: 1.4s | Spirit Amp: +8% per stack | Max Stacks: 6 | Buff Duration: 25s | Charges: 1

Upgrades:

  • T1: +2 Charges
  • T2: -12s Cooldown, +60 Impact Damage
  • T3: +3% Spirit Amp per Stack, +6% Fire Rate per Stack

[4] Shining Wonder

Launch a deadly orb of light that deals spirit damage and applies slow and reduces dash distance on impact. The orb bounces to enemies within range, prioritizing heroes. If no target is found, the orb lingers for up to 4.5s while searching. Refunds half the cooldown on a miss. Can be held indefinitely and fires when the ability key is released.

  • Cooldown: 140s | Damage: 115 (0.63 spirit) | Bounces: 8 | Bounce Range: 17m | Slow: 40% | Slow Duration: 1.5s | Dash Reduction: -25%

Upgrades:

  • T1: +20% Slow, -15% Dash Distance
  • T2: +50 Damage
  • T3: +10 Max Bounces, -35s Cooldown

Strengths

  • Exceptional aerial mobility with reduced gravity, increased air control, and air acceleration for superior kiting and positioning.
  • Unique bouncing projectile weapon allows hitting enemies around corners and behind cover, bypassing traditional line-of-sight requirements.
  • Light Eater provides significant sustain (20%+ spirit lifesteal) enabling aggressive extended trades in lane phase.
  • Radiant Daggers stacking mechanic rewards consistent hero hits with up to +48% spirit amp at 6 stacks (66% with T3).
  • Dazzling Trick's silence punishes melee engagers and assassins who commit to breaking the barrier.
  • Shining Wonder's bouncing mechanic devastates grouped enemies, dealing up to 115+ damage per hero hit across 8-18 bounces.
  • Excellent wave clear and jungle farming with Radiant Daggers' 8m AoE and weapon bounce mechanics.
  • Long weapon falloff range (150m-200m) allows safe poke damage from extreme distances compared to most heroes.

Weaknesses

  • Below-average health scaling (750 base, +35/boon) leaves her at ~1,450 HP by mid-game, making her vulnerable to burst damage.
  • Small ammo capacity (8 rounds) with slow fire rate (1.67/s) creates significant downtime during reloads.
  • Light Eater's 0.3s cast delay and 70-degree cone require precise positioning to apply debuffs reliably.
  • Radiant Daggers has a 1.4s delay, making it easy for mobile heroes to dodge the explosion.
  • Dazzling Trick's barrier only triggers effects when destroyed by enemies, not when duration expires naturally.
  • Shining Wonder's 140s cooldown (105s with T3) severely limits ultimate availability in frequent skirmishes.
  • Highly reliant on stacking Radiant Daggers buffs - losing stacks resets her damage output significantly.
  • Floaty aerial movement, while good for kiting, makes her trajectory more predictable for skilled opponents.

Graves

Identity: Female

Overview

Graves is a close-range rush-down summoner who pressures enemies through relentless aggression, not passive zoning. Despite her summoner kit, she plays more like Victor than McGinnis or Seven — she pushes enemies out of positions with constant tick damage, stat theft, and summon pressure rather than fortifying and defending. Her kit revolves around collecting death to fuel Jar of Dead charges, stealing stats from opponents with Essence Theft, immobilizing fleeing enemies with Grasping Hands, and deploying gravestones in active combat to overwhelm targets. Her beam weapon auto-locks onto targets and provides innate 8% bullet lifesteal, compensating for her extremely short range. None of her abilities get meaningful value at range — she must get in enemies' faces to deal damage.

Base Stats

Vitality

  • Health: 700 (+33/boon)
  • Health Regen: 1/s
  • Stamina: 2
  • Move Speed: 7.0 m/s
  • Sprint Speed: 8.6 m/s
  • Bullet Lifesteal: 8% (innate)

Weapon

  • DPS: 41.2 (beam weapon, auto-lock)
  • Bullet Damage: 4.2 (+0.06/boon)
  • Ammo: 40
  • Fire Rate: 9.8/s
  • Reload Time: 2.8s
  • Bullet Speed: 635 m/s
  • Falloff: 7.62m-15.98m

Gun Mechanics: "The Teacher" is a beam weapon that attaches to the target closest to the reticle. It cannot deal headshots and Graves cannot buy headshot items. Graves has 8% innate bullet lifesteal (~800 soul value).

Melee

  • Light Melee: 50 (+1.58/boon)
  • Heavy Melee: 116 (+3.67/boon)

Abilities

[1] Jar of Dead

Passive: Collect death when anything dies nearby and store it in your Jar of Dead. Active: Throw a jar to summon Deadheads that repeatedly deal Spirit Damage to enemies. Deadheads follow you instead if there's no nearby enemies, and prioritize the target of your weapon.

  • Charges: 4 | Cooldown per Charge: 13s | Damage: 16 (+0.25 spirit) | Skull Count: 4 | Skull Lifetime: 15s | Skull HP: 20 (+1.0x) | Search Range: 7m | Dash Range: 15m (+1.0 spirit)

Charge Generation: Resource cost is 100 per jar. Each nearby death generates pickups worth 10 resource each: 1 pickup per trooper death, 2 per neutral trooper, 5 per hero or boss death. Collection radius is 40m. Skulls can be destroyed by weapon fire or melee but take no spirit damage. Light melee is the primary counter — one hit kills most skulls. Skull kill bounty: 5 (+0.25x) souls.

Upgrades:

  • T1: Pickups heal for 5 (+0.1 spirit) HP (scales with healing)
  • T2: Deadheads apply 30% Slow for 1s
  • T3: +2 Deadheads, Deadheads trigger Essence Theft

[2] Grasping Hands

Unearth a line of grasping hands, dealing Spirit Damage and applying immobilize to enemies when they pass through. Alt-Cast rotates the orientation of the wall.

  • Cooldown: 38s | Duration: 7s | Damage: 90 (+1.3 spirit) | Immobilize: 1.5s | Slow: 40% | Cast Range: 24m | Wall Length: 20m (+0.05 spirit) | Spirit Resist: 40%

Upgrades:

  • T1: +2s Duration (total 9s)
  • T2: +0.75s Immobilize Duration (total 2.25s)
  • T3: +15m Wall Length, -10s Cooldown (total 28s)

[3] Essence Theft

Your weapon steals weapon damage and spirit resist over time, up to a maximum amount per target. Stolen stats stack up while shooting and decay when not attacking. The stat theft is unique in Deadlock — the enemy loses what you gain.

  • Duration: 4s | Max Weapon Damage Stolen: 25 (+0.25 spirit) | Max Spirit Resist Stolen: 10% | Max Targets: 3 | Time to Max: 4s

Combo Potential: With Split Shot, Graves can steal stats from up to 3 enemies simultaneously. Setup abilities like Black Hole or Vortex Web enable massive stat theft in team fights.

Lane Spike: Rushing 2 points in Essence Theft for the 20% stolen resist is a viable lane build. Percentages scale better late game, but flat resist theft is still meaningful early.

Upgrades:

  • T1: +5% Max Spirit Resist Stolen (total 15%)
  • T2: +20 Max Weapon Damage Stolen (total 45 +0.25 spirit)
  • T3: Bonus tether upgrade on enemies

[4] Borrowed Decree

Create a gravestone at a target location that summons ghouls over time. Ghouls shamble toward the enemy base, dealing melee damage. They explode when they approach a hero or objective, dealing spirit damage in an area and applying a brief slow. Enemies can destroy the gravestone with two heavy melees.

  • Cooldown: 120s | Channel: 0.66s | Duration: 20s (+0.05 spirit) | Cast Range: 20m | Ghoul Explosion: 150 (+1.5 spirit) | Ghoul Melee: 40 (+0.5 spirit) | Explosion Radius: 6.5m | Slow: 80% for 1.25s | Max Gravestones: 3 | Ghoul HP: 200 (+12x) | Ghoul Lifetime: 20s | Gravestone HP: 100 | Summon Frequency: 5s | Bullet Resist: 12.5% | Spirit Resist: 20% | Bonus Spirit Damage: 15%

The gravestone is visible to enemies on the minimap at all times and its outline can be seen through walls.

Max Ult Spike: T3 (5% current health damage per ghoul) is a significant power spike that top players build toward. Placing gravestones on high ground or under walker protection forces enemies into difficult positions — they can't easily heavy melee destroy them.

Upgrades:

  • T1: -20s Cooldown (total 100s)
  • T2: +25% Ghoul Move Speed, +10s Duration (total 30s +0.05 spirit)
  • T3: +3 Ghouls spawn instantly on cast, explosions deal +5% Current Health damage

Strengths

  • Strong lane pressure with Jar of Dead skulls harassing enemies while you farm
  • Excellent rush-down pressure through Grasping Hands immobilize and Borrowed Decree ghouls in active combat
  • Essence Theft provides both offensive and defensive value — enemy loses weapon damage and spirit resist that you gain
  • Innate 8% bullet lifesteal (~800 soul value) sustains her in extended fights without item investment
  • Grasping Hands provides hard CC (1.5s immobilize, up to 2.25s with T2) for picks and team fight disruption
  • Ghouls push waves and threaten objectives automatically, creating constant map pressure
  • High fire rate (9.8/s) enables good proc item synergy
  • T3 Jar of Dead triggering Essence Theft allows skulls to steal stats passively, multiplying her value in team fights

Weaknesses

  • Shortest weapon falloff in game (7.62m-15.98m) — must fight closer than any other hero
  • Squishy with only 700 base HP (third lowest), 2 stamina, and 1 HP regen (lowest in game)
  • Lowest max DPS scaling in game (+0.06/boon) — gun damage becomes irrelevant late
  • Beam weapon cannot headshot and Graves cannot buy headshot items, capping weapon damage ceiling
  • Grasping Hands has a long cooldown (38s) for her primary CC ability — vulnerable to dive when it's down
  • Gravestones are visible on minimap and can be destroyed by enemies with two heavy melees
  • Jar of Dead charge generation is slow early (~10 trooper deaths per charge)
  • Summons require time to generate value — weak against burst damage that kills Graves before skulls/ghouls deal damage
  • Must buy sustain items early to survive lane with only 1 HP regen

Tips

Playstyle

  • Graves is a rush-down hero, not a passive zoner. She pushes enemies out of spots with constant pressure, similar to Victor
  • Get in the enemy's face — none of your abilities get real value at range
  • Graves is slow and immobile (2 stamina, move speed penalty while shooting). Pick your targets during team fights and commit — don't try to chase mobile heroes
  • Need team pressure or tombstone pressure already happening before engaging. Don't just run into fights solo
  • Consider hybrid gun/spirit builds — Essence Theft makes weapon investment worthwhile despite spirit-heavy kit

Tombstone Usage (Borrowed Decree)

  • DO NOT drop tombstone behind your walker and leave. This is the most common mistake. Ghouls pushing a lane alone just feed souls to enemies who shoot them
  • Tombstone is a rush tool. Place it on high ground or in cover during active combat where enemies are too busy fighting to destroy it
  • Use tombstone when you have a minion wave AND you're actively pressuring with your team. Ghouls need team support to overwhelm — alone they get shot out easily
  • Only use tombstone to push a tower when you're actively present, pushing with the wave. Don't use your ult as a passive babysitter
  • Place gravestones under walker protection to prevent easy destruction (2 heavy melees destroy it)

Dreadheads (Jar of Dead)

  • Use dreadheads when the enemy is already pressured — if thrown at range with nothing going on, they get melee'd out for free
  • Farm minions yourself instead of using ult to clear waves. Killing minions gives you souls AND death pickups to charge Jar of Dead
  • Multiple skulls hitting a single target deal significant burst damage
  • Use Jar of Dead near expired ghouls to collect their death orbs for additional charges

Grasping Hands

  • Throw Grasping Hands BEHIND fleeing enemies, not in front of you. Enemies running away can't see the wall behind them and run straight into it
  • Alt-Cast to rotate wall orientation for better positioning in corridors
  • Save the 38s cooldown for picks or escapes — don't waste it for poke
  • Enemies need to double jump to clear the wall; a single jump isn't enough

General

  • Buy Restorative Shot or Healing Rite early — 1 HP regen means you can't sustain trades without help
  • Ricochet (6,400) is essential mid-late game for spreading debuffs and Essence Theft procs to the entire enemy team
  • With T3 Jar of Dead, skulls apply Essence Theft passively — prioritize this upgrade for team fight scaling
  • Use Split Shot to steal stats from multiple enemies in team fights — this is where Graves' unique value shines
  • Your close-range requirement can work as a "drain tank" — build tanky, walk in, steal stats from everyone

Build Considerations

Early Game (Lane):

  • Restorative Shot (800, weapon) for sustain through trades — proc heals 50 HP from heroes, 6s cooldown pairs well with 9.8/s fire rate
  • Healing Rite (800, vitality) for downtime recovery between trades and center sacrifices
  • Consider Extra Stamina (only 2 stamina)
  • Rush Essence Theft early (right after Jar of Dead) for lane pressure

Core Mid-Late Items:

  • Duration Extender → Superior Duration: extends tombstone and grasping hands duration
  • Ricochet (6,400): essential for spreading bullet procs and Essence Theft to multiple targets — makes you dominant in lane clearing and team fights
  • Move speed items (Enduring Speed, Stamina Mastery): Graves is slow, needs mobility to reposition and chase

Potential Build Paths:

  • Drain Tank: Stack HP, get close, steal stats from everyone, outlast with lifesteal
  • Spirit Nuker: Max abilities, use summons for damage, gun is just for Essence Theft procs
  • Hybrid (recommended): Balance gun investment with spirit to maximize Essence Theft value — Ricochet + spirit items for team-wide debuff spreading

Rem

Identity: Male

Overview

Rem is a Support hero - a spirit-focused enabler who attaches to allies to heal, buff, and protect them while disrupting enemies with crowd control. With the lowest base HP in the game (650) and a weak gun, Rem avoids direct combat and instead amplifies teammates through Tag Along healing, Lil Helpers utility, and the wall-piercing Naptime ultimate that can shut down entire teams.

Base Stats

Vitality

  • Health: 650 (+29/boon)
  • Stamina: 3
  • Move Speed: 7.2 m/s
  • Sprint Speed: 11.2 m/s

Weapon

  • DPS: 61.5
  • Bullet Damage: 16 (+0.34/boon)
  • Ammo: 13
  • Fire Rate: 3.85/s
  • Reload Time: 2s
  • Bullet Speed: 160 m/s
  • Falloff: 20m-58m

Gun Mechanics: Rem's bullets auto-lock to enemy heads (aim assist effect). This compensates for lower late-game DPS scaling. Early game DPS (61.5) is above most supports but scales to middle-pack by max boons. Shortest reload time among supports.

Melee

  • Light Melee: 50 (+1.58/boon)
  • Heavy Melee: 116 (+3.67/boon)

Abilities

[1] Pillow Toss

Throw your trusty pillow inflicting Spirit Damage and heavy knockback. Landing hits reduces the cooldown of your other abilities by 5s. Only displaces enemies (not allies) - excellent for mid boss pit contests.

  • Cooldown: 25s | Damage: 75 (×1.6 spirit) | Radius: 5m | Range: 40m
  • Fading Slow: 45% | Debuff Duration: 3s | Cast Delay: 0.3s

Upgrades:

  • T1: -7s Cooldown
  • T2: -35% Fire Rate Slow
  • T3: +90 Damage, +2m Radius

[2] Tag Along

Jump to an ally and nap alongside them. Both you and the ally receive a burst heal based on missing health followed by lingering health regen. Hop between allies to refresh the duration, once per ally. You are knocked off if stunned by an ultimate ability. You can use items and all self-casts target your ally instead.

  • Cooldown: 40s | Duration: 5.5s | Range: 23m | Cast Delay: 0.5s
  • Missing Health Burst: 15% (×0.03 spirit) | Regen: 28/s (×0.44 spirit) for 3s
  • Ally Move Speed: +4 m/s

Upgrades:

  • T1: -8s Cooldown
  • T2: +25% Barrier Amp, +25% Item Duration, +25% Item Range while napping
  • T3: +15% Tech Power, +35 Spirit Power for 10s after hopping off

Key Mechanic: Can chain from ally to ally for team-wide healing. Only ultimate stuns knock you off (not regular stuns) - requires enemies to spend their ult just to detach you.

[3] Lil Helpers

Send one of your Helpers to do chores in an area. They can collect boxes, do Sinner's Sacrifices, and be sent to follow allies. Follow a hero: provides a short burst of spirit resist and fading move speed. Follow a trooper: provides healing, damage, resists, and allows tagging along. When no hero is around, souls from trooper kills are split amongst the team. Can be cast during Tag Along. Helpers take a nap for 15.1s after following someone.

  • Range: 45m | Helper Count: 1
  • Hero Follow: +15% Spirit Resist | +3 m/s Move Speed | Duration: 8s
  • Trooper Follow: +35% Damage/Resists | Heal: 14/3s (×0.1 spirit) | Duration: 50s

Upgrades:

  • T1: +1 Helper
  • T2: +8% Spirit Resist, +1.5 m/s Move Speed
  • T3: +2 Helpers, +15% Trooper Damage and Resist

Macro Utility: Helpers can farm boxes, take Sinner's Sacrifices, and be assigned to Curiosity Shops to buy items in queue - including enemy shops, making Rem the only hero able to purchase from enemy shops. The 8-minute Sinner spawn is a pivotal competitive moment; Rem's Helpers create an unstoppable force for securing Sinners.

[4] Naptime (Ultimate)

Rem's eyes cast your gaze forward, piercing walls and floors. Enemies in the gaze are slowed, have reduced dash distance, and cannot use movement abilities. When the channel ends they fall asleep before waking up to a splitting headache that deals heavy Spirit Damage. Barrier health does not count towards sleep damage threshold.

  • Cooldown: 175s | Channel: 1.9s | Range: 24m | Radius: 20m
  • Wake Damage: 120 (×1.6 spirit) | Sleep Duration: 4.25s | Min Sleep: 0.5s
  • Move/Dash Slow: 25% | Sleep Damage Threshold: 100 (×3.1 power scaling)

Upgrades:

  • T1: -1 Stamina on Wake, no Stamina Regen during Sleep
  • T2: Unstoppable while Channeling, +30% Damage Resist while Channeling
  • T3: -55s Cooldown

Mid Boss Contest: The wall-piercing mechanic makes this one of the best mid boss contest abilities in Deadlock. Rem can ult through terrain from subway tunnels to sleep/steal objectives from safety.

Strengths

  • Strong ally healing and sustain via Tag Along burst heal and regen, enabling aggressive carry play
  • T3 Tag Along provides +15% Tech Power and +35 Spirit Power to carries - essentially a Boundless Spirit effect as an ability
  • Best mid boss contest ability in the game - Naptime pierces walls and floors, allowing safe ultimates from subway tunnels or adjacent rooms
  • Lil Helpers can take Sinner's Sacrifices, collect soul boxes, and purchase items from enemy shops - unmatched macro utility
  • Naptime is one of the longest AoE crowd control abilities in the game (4.25s sleep), setting up devastating team follow-up
  • Tag Along can only be knocked off by ultimate-tier stuns, forcing enemies to spend their most valuable cooldowns just to detach Rem
  • Exclusive subway tunnel access (shared only with Calico) provides safe rotations and private soul box farming
  • Small hitbox makes landing melee punishes against Rem difficult
  • Pillow Toss provides reliable displacement and 45% fading slow for peeling or enabling ganks

Weaknesses

  • Lowest base HP in the game (650) - extremely vulnerable to burst damage before Tag Along escape
  • Negative melee resist (-5%) makes wall pins and melee engages especially punishing
  • Weak gun scaling into late game despite decent early DPS (61.5) - cannot carry through weapon damage
  • Completely dependent on teammates to deal damage; near-useless when isolated
  • Very long ultimate cooldown (175s) requires careful timing around objectives
  • Pillow Toss and Tag Along have long base cooldowns (25s and 40s), limiting ability uptime without CDR investment
  • Silence effects prevent Tag Along escape, leaving Rem stranded at 650 HP
  • AoE damage still hits Rem while attached to an ally, making him vulnerable to collateral damage

Ability Priority

Upgrade Order: 1 T1 → 2 T1 → 3 T1 → 4 T2 → 1 T3 → 2 T3

  • Pillow Toss T1 (-7s CD) and Tag Along T1 (-8s CD) for uptime are early priorities
  • Naptime T2 is mandatory for Unstoppable channel - prevents enemies from interrupting your ultimate
  • Pillow Toss T3 nearly doubles damage (+90) and adds +2m radius - massive fight spike
  • Tag Along T3 is a huge power spike for your carry, providing Boundless Spirit-level stats
  • Build Rapid Recharge for multiple Pillow Toss charges

Playstyle

Lane Phase

  • Play passive - 650 HP means you lose most trades outright
  • Use Pillow Toss to secure denies and last hits from range
  • Tag Along your lane partner to sustain through trades
  • Stay near ally for Lil Helpers spirit resist aura
  • Rem's bullets have an auto-lock effect on enemy heads, compensating for lower raw DPS

Team Fights

  • Pre-attach to your carry with Tag Along before fights begin
  • Open with Pillow Toss slow for your team to follow up on
  • Save Naptime for high-value targets or counter-engage situations
  • With T3 Tag Along, attach then hop off to grant carry the 10s buff window

Item Build Focus

  • Spirit Power: Scales all healing and ability damage
  • Cooldown Reduction: Core abilities have long cooldowns that need CDR investment
  • Survivability: Mandatory with 650 HP base
  • Avoid: Weapon items (gun scaling is too weak to justify)

Map Control

Rem has exclusive access to subway tunnels (shared only with Calico), creating a private resource domain:

  • Infinite boxes - generate souls without competing with teammates
  • Safe rotations - move between lanes unseen through the veil
  • Mid boss ambush - approach from subway to ult through walls with Naptime

The 8-minute Sinner's Sacrifice spawn is a pivotal competitive timing. Use Lil Helpers to contest or steal enemy Sinners while staying safe.

Synergies

Best Lane Partners:

  • Aggressive melee carries (Shiv, Abrams) who benefit from attached healing
  • Spirit carries who scale with Tag Along T3 buff

Best Duo Combos:

  • Lash: Ground Strike → Naptime follow-up
  • Seven: Sustain for Storm Cloud channel
  • Abrams: Shoulder Charge → Pillow Toss → Naptime

Mid Boss Team Compositions:

  • Rem + burst damage carries = sleep into coordinated damage
  • Rem + tanky frontline = wall-pierce ult while team holds pit

Counters

Rem is weak against:

  • Burst assassins (Haze ult, Wraith combo) - 650 HP dies before Tag Along escape
  • AoE damage that hits while attached to ally
  • Silence effects that prevent Tag Along escape

Rem is strong against:

  • Sustained damage dealers (heals through their damage with Tag Along)
  • Slow engagers (Pillow Toss kites them with knockback and slow)
  • Teams without burst damage (cannot punish Rem's low HP pool)

Competitive Meta

Tier: S-tier support (top priority pick/ban)

Rem is currently considered the best support in Deadlock, competitive with Kelvin but with a stronger lane phase. Key competitive factors:

  • Better lane than Kelvin (gun auto-lock + high early DPS)
  • Best mid boss contest in game (wall-pierce ult)
  • 8-minute Sinner control via Lil Helpers
  • Exclusive subway resource domain
  • T3 Tag Along provides Boundless Spirit effect to carries

Recent Patch Impact: Viscus cube can no longer cleanse affliction effects including Naptime sleep. Previously Viscus was drafted specifically to counter Rem's ultimate. This removal of the cube cleanse is an indirect buff to Rem - enemies must now use Divine Barrier or Unstoppable to counter Naptime instead of a 3000 soul ability.

Silver

Identity: Female

Overview

Silver is a Marksman with a unique shotgun-style weapon and a werewolf transformation mechanic. Her playstyle revolves around calculated aggression—building bloodlust through combat to fuel her Lycan Curse transformation, which grants massive stat bonuses including health, resistances, and move speed. Silver excels at mid-range burst damage with Slam Fire and has strong chase potential with Boot Kick. Her high base HP (725) allows for riskier positioning than most marksmen, but the transformation's -20% headshot resist creates a meaningful vulnerability for opponents to exploit.

Base Stats

Vitality

  • Health: 725 (+29/boon)
  • Stamina: 2
  • Move Speed: 6.7 m/s
  • Sprint Speed: 8.2 m/s

Weapon

  • DPS: 43 (shotgun, 7 pellets)
  • Bullet Damage: 5.5 × 7 (+0.12/boon)
  • Ammo: 6 shells
  • Fire Rate: 1.11/s
  • Reload: 0.3s per shell (single reload)
  • Falloff: 16m-45.72m

Melee

  • Light Melee: 50 (+1.58/boon)
  • Heavy Melee: 116 (+3.67/boon)

Abilities

[1] Slam Fire

Instantly reload your gun. You gain bonus fire rate and deal bonus weapon damage based on the target's health for a limited number of shots, but suffer from reduced accuracy. The rapid-fire burst is ideal for following up on Boot Kick marks or punishing low-mobility targets.

  • Cooldown: 22s | Duration: 5s | Max Shots: 3 | Fire Rate: +300% | Current Health Damage: 4% | Accuracy: -25%

Upgrades:

  • T1: +15% Weapon Damage
  • T2: -7s Cooldown
  • T3: +8% Current Health Damage per stack (max 3 stacks, 3s duration)

[2] Boot Kick

Dash forward and kick the first enemy hit, dealing melee-scaled damage plus bonus spirit damage. Knocks the target back and marks them—shooting the marked target deals bonus spirit damage and removes the mark. Silver can change the direction the enemy is thrown by moving her aim after landing the kick.

  • Cooldown: 21s | Damage: 0.9× melee + 25 (+1.0 spirit) | Mark Duration: 3s (+1.0 spirit) | Knockback: 300 force | Leap Speed: 1200

Upgrades:

  • T1: -6s Cooldown
  • T2: On Hero Hit: Restore 2 Stamina
  • T3: +80 Bonus Damage, On Hit: -35% Damage for 5s

[3] Entangling Bola

Throw a bola, dealing spirit damage, applying a slow and preventing movement abilities, stamina, or jumping. Excellent for locking down mobile targets and setting up Boot Kick engages.

  • Cooldown: 20s | Damage: 40 (+1.0 spirit) | Slow: -20% Move Speed | Duration: 1.5s

Upgrades:

  • T1: +25% Slow (total -45% Move Speed)
  • T2: +0.75s Duration (total 2.25s)
  • T3: Bola ricochets to 2 additional targets within 15m, -5s Cooldown

[4] Lycan Curse

Passive: Dealing damage generates bloodlust, increased at low health. At max bloodlust, you automatically cast Lycan Curse. Active: Instantly transform, gaining increased max health, move speed, and stacking fire rate on enemy heroes, and replacing your abilities and weapon with their ferocious versions. Heals 30% missing health on transformation.

  • Cooldown: 35s | Duration: 15s | Bonus Health: +100 (+15/power) | Move Speed: +2 m/s | Fire Rate: +80% (+0.25 spirit) | Missing Health Heal: 30% | Bullet Resist: +20% | Spirit Resist: +20% | Headshot Resist: -20%

Rage System:

  • Max Rage: 100 (+11/power)
  • Rage per damage dealt: 0.255
  • In combat: +1% rage/s
  • Out of combat: -3% rage/s
  • Below 30% HP: +40 rage (+1.8/power)
  • Auto-triggers at 20% HP

Duration Extensions:

  • Per bullet hit: +0.15s
  • Per light melee: +0.5s
  • Per heavy melee: +1.5s
  • Per 1% HP lost: +0.1s

Upgrades:

  • T1: +15% Bullet Resist, +15% Spirit Resist (total 35%/35%)
  • T2: +3 m/s Move Speed (total +5), +125 Bonus Health (total +225)
  • T3: +15s Duration on Hero Kill

Transformed Abilities (from wiki):

  • Go For The Throat [1]: Deal melee damage to all enemies in front of you, receiving a heal for a portion of the damage dealt. Damage increased the lower health they have. (Cooldown: 6.5s | Damage: 75 ×1.5 melee | Missing Health Damage: 6% | Lifesteal: 40%)
    • T1: +30 Damage | T2: +25% Lifesteal | T3: +4% Missing Health Damage
  • Mauling Leap [2]: Leap forward, mauling the first enemy hit for melee damage. They suffer from reduced bullet resist and take spirit damage over time. (Cooldown: 16s | Damage: 95 ×1.9 melee | DPS: 15 ×0.15 spirit | Bullet Resist: -8% | Debuff: 6s)
    • T1: +10 DPS | T2: -9s Cooldown | T3: -12% Bullet Resist
  • Tail Whack [3]: Smash enemies around you, dealing spirit damage. They suffer from disarm and a brief slow. (Cooldown: 18s | Damage: 45 ×1.0 spirit | Disarm: 2.5s | Slow: -30% for 1.5s)
    • T1: +25 Damage | T2: -40% Move Speed | T3: +1s Disarm Duration

Notes:

  • Damage dealt to NPCs and barriers does not count towards Lycan Curse bloodlust
  • After Lycan Curse ends, Silver's weapon is automatically reloaded
  • The passive has a short delay before auto-casting at full bloodlust—you can press the ability button to transform instantly during that delay

Strengths

  • High base HP (725) for a marksman allows aggressive positioning and trading in lane
  • Slam Fire provides massive burst with +300% fire rate and current health-based damage
  • Lycan Curse auto-triggers at 20% HP as a clutch survival tool, healing 30% missing health
  • Strong chase potential with Boot Kick gap closer and up to +5 m/s move speed in transformation (T2)
  • Duration extension mechanics reward sustained aggression—heavy melee adds 1.5s per hit
  • 35% bullet and spirit resist (with T1) makes transformed Silver exceptionally tanky for a marksman
  • Boot Kick T3 applies -35% damage debuff for 5s, a powerful dueling and team fight tool
  • Single-shell reload means Silver is always ready to shoot after brief pauses—no full reload commitment

Weaknesses

  • Lycan Curse has -20% headshot resist—skilled snipers punish transformed Silver
  • Low base fire rate (1.11/s) makes her weak outside of Slam Fire and transformation windows
  • 7-pellet spread weapon has severe damage falloff starting at 16m
  • Only 6-round clip requires frequent reloading even with single-shell reload
  • Slam Fire's -25% accuracy penalty limits effective range during burst window
  • Rage decays quickly out of combat (-3%/s)—cannot hold transformation for ambushes
  • Must commit to fights once transformed or lose the duration value
  • Boot Kick is the only mobility spell with a 21s base cooldown—vulnerable when it's down
  • Cannot secure minion then soul orb due to low fire rate—unique laning weakness

Tips

  • Save Slam Fire for marked targets from Boot Kick—the current health damage stacks with the mark for devastating burst
  • Lycan Curse auto-activation at 20% HP can bait enemies into overcommitting, then turn with the 30% missing health heal
  • Position to avoid headshots during transformation—the -20% headshot resist is a real vulnerability
  • Heavy melee during Lycan Curse extends duration by 1.5s—weave them in during fights
  • Entangling Bola T3 ricochet turns it into team fight CC—throw into groups for multi-target lockdown
  • Boot Kick T2 stamina restore gives two free dashes—use for extended chases or escapes
  • Single-shell reload lets you fire-reload-fire for sustained pressure without committing to a full reload
  • Build rage before fights by dealing damage in trades, then engage with near-full meter

Pro Insights (PoshyPop - Rank 1 NA)

Source: Don't trust the numbers: Rank 1 Deadlock breaks down Silver

Lycan Curse Is Objectively Broken

Silver's ult is far superior to Yamato's Shadow Transformation:

Stat Lycan Curse Shadow Transformation
Duration 15s 5s
Cooldown 35s 110s
Refresh Full on kill +2s on kill
Healing 30% missing 15% max

At boon 6 (3,600 souls when ult unlocks), transformed Silver becomes the tankiest hero in Deadlock—tankier than Mo and Krill at the same point in the game. This advantage holds until approximately boon 16.

Soul Value Calculation

At ultimate unlock, the defensive stats alone provide approximately 113.6% soul value increase from resist stats, plus 12.5% per fire rate stack (15 stacks max = 187.5%). Combined total: 126%-301% soul value increase just from Lycan Curse activation.

Move Speed Dominance

Form Move Speed Comparison
Base Silver 6.7 m/s Below average
Lycan Curse (L0) 8.7 m/s Among fastest heroes in game
Lycan Curse (L2) 11.7 m/s Gaps fastest hero by several m/s

You can chase any hero without movement items. Combined with tankiness, this creates the ultimate dive window.

Go For The Throat Is The Problem

The wolf form's [1] ability is overtuned:

  • 6.5-second cooldown
  • 40% lifesteal
  • 6% missing health damage (compare: Shiv's Rake is 3% base, 10% max)
  • 75 flat damage amplified by shred

Shred items are more valuable than conventional T4s because they amplify Go For The Throat's damage multiplicatively. Healing Booster and Life Strike synergize because wolf melee procs Life Strike.

Recommended Playstyle

Lane Phase (Pre-Ult):

  • Play safe—this is Silver's weakest point in the entire game
  • Buy greens (health items) for survivability
  • Use regen, reso shot, sustain
  • Let waves come to you
  • Goal: survive until 3,600 souls (ult unlock)

Post-Ult:

  • Eat them alive
  • Limit test—you're the tankiest and fastest hero
  • Spam all abilities: 2 → 3 → 1 → 2 → 3 → 1 + left click
  • Tower dive with impunity—can 1v2 under tower when transformed

Why Low Win Rate Is Misleading

  • Lowest bullets per second AND ammo in all of Deadlock
  • Can't secure minion then orb—fire rate too slow (unique to Silver and possibly Paige)
  • New players don't survive to the power spike
  • "People aren't playing her optimally"—requires disciplined early game

Lane Phase Limitation

Silver is the only hero in Deadlock who can't kill a minion and secure the soul orb afterward (except Paige due to bullet travel time). The fire rate is so slow that if you shoot the minion before the orb pops, you can't shoot fast enough to also secure the orb.

Upgrade Priority (Lightbringer Method)

  1. Boot Kick T1 (1.2) - 25% cooldown reduction
  2. Max Slam Fire - translates to wolf form Go For The Throat
  3. Two points ultimate around 11k souls
  4. Focus on Go For The Throat upgrades—strongest spike in wolf form

Venator

Identity: Male

Overview

Venator is a Marksman who specializes in sustained ranged pressure and anti-heal tactics. He excels at locking down enemies with traps and grenade-applied debuffs while finishing them off with his devastating crossbow ultimate. His playstyle revolves around controlling space, punishing grouped enemies with Consecrating Grenade, and executing low-health targets with Ira Domini's blessed stakes.

Base Stats

Vitality

  • Health: 720 (+38/boon)
  • Stamina: 3
  • Move Speed: 6.4 m/s
  • Sprint Speed: 7.9 m/s

Weapon

  • DPS: 63.5
  • Bullet Damage: 8 (+0.27/boon)
  • Ammo: 33 rounds
  • Fire Rate: 7.94/s
  • Reload Time: 2.8s
  • Bullet Velocity: 1588 m/s
  • Falloff: 20m-51m

Melee

  • Light Melee: 50 (+1.7/boon)
  • Heavy Melee: 125 (+4.25/boon)
  • Heavy/Light Ratio: 2.5x (efficient - heavy melee is valuable for trading)

Abilities

[1] Consecrating Grenade

Fire a grenade that bounces before exploding, dealing weapon damage and setting enemies on fire. Burning targets deal pure damage to enemies in the area and suffer from -30% reduced healing. The anti-heal debuff is critical for countering sustain-heavy heroes and disrupting Medic Trooper heals in lane.

  • Cooldown: 25s | Damage: 35 (×1.2 weapon) | DPS: 10 (×1.6 spirit) | Duration: 3.5s | Radius: 4.5m

Upgrades:

  • T1: -5s Cooldown
  • T2: +1.5m Explosion & Burn Radius
  • T3: -20% Healing Reduction (total -50%) | +1 Charge (3s between charges)

[2] Gutshot

Fire a blast with your shotgun, dealing weapon damage and pushing enemies back. Enemies near a wall receive a 0.65s stun and take bonus weapon damage. The knockback creates space against divers and can reposition enemies into environmental hazards or trap setups.

  • Cooldown: 26s | Damage: 60 (×1.0 weapon) | Wall Bonus: 30 (×0.4 weapon) | Stun: 0.65s | Range: 10m | Cone: 60°

Upgrades:

  • T1: +25 Damage
  • T2: -8s Cooldown | +2.5m Range
  • T3: On Wall Stun: Your next heavy melee is blessed for 5s

[3] Hex-Lined Snap Trap

Kick a trap that arms after 0.5s. The trap springs on the first enemy it touches, dealing spirit damage, applying 1.5s immobilize, and revealing enemies for 5s afterwards. Traps last 30s and provide excellent area denial and gank setup when placed in chokepoints.

  • Cooldown: 30s | Charges: 2 (8s between charges) | Damage: 80 (×1.6 spirit) | Immobilize: 1.5s | Reveal: 5s | Lifetime: 30s | Radius: 2m

Upgrades:

  • T1: -12s Cooldown
  • T2: +0.75s Immobilize Duration (total 2.25s)
  • T3: You deal +20% damage against trapped targets

[4] Ira Domini

Load your crossbow with 3 stakes, dealing massively increased weapon damage. The final stake is blessed, dealing bonus pure damage and executing enemies below 8% max health. The ultimate has a long cooldown but provides tremendous single-target burst for securing kills on priority targets.

  • Cooldown: 140s | Duration: 15s | Stakes: 3 | Damage: 120 (×1.7 weapon) | Blessed Bonus: 100 (×3.0 spirit) | Execute: 8% HP

Upgrades:

  • T1: +1.2 m/s Move Speed while active
  • T2: -15s Cooldown | +150 Bonus Damage
  • T3: All stakes are blessed (3x bonus damage + execute on every hit)

Strengths

  • Strong anti-heal with Consecrating Grenade (-30% baseline, -50% with T3) counters sustain heroes and Medic Trooper heals.
  • Hex-Lined Snap Trap provides vision and lockdown for ganks, objective control, and defensive coverage from flanks.
  • Gutshot's wall stun combo delivers reliable CC in tight spaces and hallways common throughout the map.
  • Ira Domini's 8% execute threshold bypasses regeneration and healing, securing kills on fleeing enemies.
  • Efficient heavy melee ratio (2.5x) makes him effective at Sinner's Sacrifice machines and box farming.
  • High bullet velocity (1588 m/s) and decent DPS (63.5) allow for consistent ranged poke in lane.
  • Two trap charges with reveal provide strong map information and control for team rotations.
  • T3 Snap Trap's +20% damage amplification enables significant burst when comboed with abilities.

Weaknesses

  • Long ability cooldowns (25s grenade, 26s Gutshot, 30s trap) create extended windows of vulnerability.
  • Ira Domini's 140s cooldown means it's often unavailable for consecutive team fights in mid-game.
  • Low base health (720) and standard move speed (6.4 m/s) make him susceptible to dives and assassins.
  • Gutshot requires wall proximity for stun, making it unreliable in open areas of the map.
  • Traps have 0.5s arm time and 2m radius, allowing quick-moving enemies to sidestep or dash through.
  • Consecrating Grenade bounces before detonating, making direct hits require prediction and practice.
  • Only 3 stamina limits his escape options when caught without Gutshot available.
  • Weapon falloff starts at 20m, forcing mid-range positioning that exposes him to aggressive initiators.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment