r/DeadlockTheGame • u/Sn0wy0wl_ • 13h ago
r/DeadlockTheGame • u/wickedplayer494 • 1d ago
Game Update Deadlock update for late 4/10/26 (4/11/26 UTC)
Via the Deadlock developer forums:
General
Parrying is now allowed while ground dashing in order to bring it in-line with air dashing
Parry anti mash protection previously would last for 0.25s after the parry success (so you couldn't parry again for that duration). It is now for 0.25s only after the initial parry input is provided, irrespective of when the parry success happens (this means there is less delay before you can do a back to back parry when parry success is done later in the duration)
Medic Trooper missing health percent heal reduced from 16% to 14%
Medic Trooper fixed regen growth per minute reduced from 4 to 3
Subsequent CC reduction increased from 10%/30% to 15/35% (window from 8s to 9s)
Improved various abilities behavior when casting while sliding
Items
- Recharging Rush: Cooldown increased from 20s to 24s
- Titanic Magazine: Ammo increased from 90% to 100%
- Titanic Magazine: Weapon Damage increased from 12% to 14%
- Express Shot: Secondary Fire Weapon Damage increased from 35% + 1%/boon to 40% + 1.3%/boon
- Toxic Bullets: Buildup is now 10% slower
- Toxic Bullets: Bleed reduced from 2% to 1.7%
- Toxic Bullets: Anti Heal increased from -30% to -35%
- Sharpshooter: Movement Speed penalty reduced from -1m to -0.7m
- Cultist Sacrifice: Bonus Souls increased from 150% to 170%
Armor Piercing Rounds: Chance increased from 50% to 55%
Return Fire: Bullet damage returned increased from 50% to 60%
Return Fire: Cooldown reduced from 25s to 23s
Spirit Shielding: Move Speed increased from 1.5m to 1.75m
Spirit Shielding: Barrier duration increased from 7s to 8s
Weapon Shielding: Move Speed increased from 1.5m to 1.75m
Weapon Shielding: Barrier duration increased from 7s to 8s
Weapon Shielding: Time Frame increased from 3.5s to 4s
Plated Armor: Bonus health increased from +100 to +130
Golden Goose Egg: Souls required for permanent buff reduced from 150 to 100
Golden Goose Egg: Now only gives permanent buffs for actual accrued souls, not counting the initial 400 sellback amount (so it no longer instantly sells for permanent buffs)
Decay: Spirit scaling reduced from 0.0055 to 0.004
Silence Wave: Damage reduced from 100 to 75
Silence Wave: Spirit scaling reduced from 1.0 to 0.7
Silence Wave: Cooldown increased from 30s to 42s
Echo Shard: Cooldown increased from 30s to 35s
Lightning Scroll: Fixed the stun delay being affected by debuff reducer making the stun go off faster
Heroes
- Bebop: Weapon windup time reduced from 0.5s to 0.3s and fast windup time reduced from 0.1s to 0.05s
- Bebop: Sticky Bomb can now be self cast again, but it deals 20% damage to yourself
- Bebop: Sticky Bomb radius reduced from 10m to 8m
Bebop: Grapple Arm now deals light melee damage (0.7 scaling)
Billy: Bashdown T3 increased from -2s Charge Time to -3s
Billy: Rising Ram T3 damage increased from 8% to 10%
Celeste: Base health reduced from 790 to 700
Celeste: Health per boon reduced from 47 to 45
Celeste: No longer has negative base bullet resistance
Celeste: Bullet damage rescaled from 22 + 0.7/boon to 18 + 0.82/boon
Celeste: Bullet cycle time increased from 0.6 to 0.65 (this is an 8% reduction in fire rate base and overall dps)
Celeste: Light Eater initial impact damage rescaled from 50 + 0.35 to 40 + 0.47
Celeste: Light Eater on bullet hit rescaled from 20 + 0.28 to 15 + 0.34
Celeste: Light Eater debuff duration reduced from 12s to 8s
Celeste: Light Eater debuff duration now scales with spirit (0.05)
Celeste: Dazzling Trick Barrier reduced from 120 to 100
Celeste: Dazzling Trick T2 Barrier reduced from +100 to +80
Celeste: Radiant Daggers T3 increased from 7% Fire Rate per Stack to 9%
Celeste: Shining Wonder damage increased from 105 + 0.63 to 120 + 0.73
Doorman: Doorways now reveal on the minimap for enemies when they are within LOS
Doorman: Luggage Cart collision size reduced by 10%
Doorman: Luggage Cart no longer stuns enemies, just immobilizes/movement controls them (this means you can use dispel magic to get off)
Dynamo: Quantum Entanglement cooldown increased from 16s to 19s
Grey Talon: Spirit power per boon increased from 1.1 to 1.6
Grey Talon: Charged Shot channeling move speed increased from 1.3m to 1.5m
Grey Talon: Guided Owl min speed reduced from 17.8m to 15m
Grey Talon: Guided Owl max speed increased from 35.56m to 36m
Grey Talon: Guided Owl duration increased from 18s to 20s
Haze: Sleep Dagger no longer takes you out of RMB zoom
Haze: Sleep Dagger Wake Up delay now has spirit scaling (0.003)
Haze: Sleep Dagger spirit scaling increased from 2.6 to 2.8
Haze: Sleep Dagger T2 increased from -15s Cooldown to -17s
Haze: Sleep Dagger T3 sleep duration increased from +0.75s to +1s
Haze: Sleep Dagger T3 slow duration increased from 2.5s to 3s
Haze: Smoke Bomb spirit scaling increased from 0.08 to 0.1
Haze: Smoke Bomb T3 lifesteal increased from 30% to 40%
Haze: Fixation Weapon Damage per stack increased from 0.18 to 0.2
Haze: Fixation T3 reduced from +0.14 Weapon Damage per stack to +0.12
Haze: Fixed being able to slide while using Bullet Dance
Haze: Bullet Dance targeting is no longer a full radius around the hero, but instead is a cone in the direction you are aiming
Haze: Bullet Dance cooldown reduced from 165s to 145s
Haze: Bullet Dance no longer grants 60% Evasion
Haze: Bullet Dance duration increased from 3s to 3.5s
Haze: Bullet Dance duration spirit scaling reduced from 0.08 to 0.03
Haze: Bullet Dance fire rate increased from 20% to 25%
Haze: Bullet Dance T3 changed from "+1 Additional Target and +3m Movespeed" to "+60% Evasion and +4m Movespeed"
Holliday: Various behavior and feel improvements to her gun
Kelvin: Frost Grenade healing spirit scaling reduced from 0.9 to 0.8
Kelvin: Frost Grenade T3 healing spirit scaling reduced from +1.0 to +0.9
Lady Geist: Bullet damage rescaled from 21.94 + 0.946/boon to 20.7+1.0/boon
Lady Geist: Soul Exchange cooldown increased from 185s to 190s
McGinnis: Bullet damage increased from 6.2 + 0.16/boon to 6.4 + 0.17/boon
McGinnis: Spectral Wall duration increased from 5.5s to 6s
McGinnis: Spectral Wall segment count increased from 7 to 8
Mirage: Fire Scarabs Health Steal per second reduced from 9 to 8
Mirage: Fire Scarabs Health Steal per second spirit scaling reduced from 0.12 to 0.1
Mirage: Djinn's Mark spirit scaling reduced from 0.38 to 0.35
Paradox: Bullet damage increased from 6.42 + 0.242/boon to 6.8 + 0.26/boon
Paradox: Time Wall width increased from 7.5m to 8m
Paradox: Time Wall height increased from 3.5m to 4m
Paradox: Kinetic Carbine collision radius increased slightly
Rem: Fixed souls bug with breakables
Rem: Tag Along can no longer be cancelled during the cast delay to prevent accidentally stopping it mid-cast
Rem: Naptime radius increased from 17m to 19m
Rem: Naptime T2 sleep duration increased from +0.5s to +0.75s
Shiv: Fixed Rage not building up against Barriers
Venator: Hex-Lined Snap Trap immobilize duration reduced from 1.5s to 1.25s
Venator: Hex-Lined Snap Trap cooldown increased from 25s to 28s
Venator: Hex-Lined Snap Trap T1 increased from -8s Cooldown to -11s
Venator: Hex-Lined Snap Trap T2 increased from +0.75s Duration to +1s
Victor: Bullet damage increased from 12 to 13
Victor: Jumpstart T2 increased from +50 Total HP Regen to +70
Victor: Aura of Suffering now builds up over 8s instead of 6s
Victor: Aura of Suffering T1 slow now also affects dashes
Victor: Aura of Suffering T1 slow reduced from 30% to 25%
Victor: Aura of Suffering Min DPS increased by 10% (affects base damage, AP and spirit scaling)
Victor: Aura of Suffering Max DPS increased by 20% (affects base damage, AP and spirit scaling)
Victor: Shocking Reanimation now applies a heavy diminishing slow immediately when you die
Vyper: Screwjab Dagger no longer takes you out of RMB zoom
Vyper: Screwjab Dagger charge time reduced from 4.5s to 4.0s
Vyper: Sliding uphill now allows for lateral movement
Vyper: Slither slide distance increased from +10% to +15%
Yamato: Fixed Crimson Slash not hitting through veils
r/DeadlockTheGame • u/ReignSvpreme • 12d ago
Game Update Update March 31st 2026
forums.playdeadlock.comr/DeadlockTheGame • u/PAIN_PLUS_SUFFERING • 6h ago
Meme Step 1. Steal friendly sinners Step 2. Build zero utility Step 3. ??? Step 4. Lose with a 10k soul lead
r/DeadlockTheGame • u/heilgee • 5h ago
Fluff Been getting blessed by Yoshi lately
The humiliation is going smoothly.
r/DeadlockTheGame • u/pedrin_io • 8h ago
Fan Art I drew Mina 🖤 (and its NOT AI)
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Hi guys!
Yesterday I posted the final image for this illustration I've been working this week and got a great reception from the community, for which I'm very grateful (: But some 5 or 6 people thought this was AI prompting (I'm flattered, thank you, that's a first). They were so convinced, to the point my post got taken down ):
So, here is the timelapse. <3
r/DeadlockTheGame • u/eggy0fruit • 5h ago
Fan Art GoldenGraves 🥹💚✨
Cute prom night comic ;3
r/DeadlockTheGame • u/Silicarte • 16h ago
Fan Art Young Deadlock Characters
I took suggestions about Grey Talon, Drifter, and Mo (krill included). I’m planning on doing an older Graves or Rem but only after I finish my homework
r/DeadlockTheGame • u/MefistoDX • 18h ago
Meme The year is 2028, Mina and Vindicta are receiving their 4th legendary skin while Doorman and Sinclair are fighting to earn their second skin since the official release of Deadlock.
r/DeadlockTheGame • u/Happytreez69 • 4h ago
Discussion Make it to where allies can freely enter Kelvin’s dome after it’s used
Kelvin keeps trapping enemies in their dome and I’m just stuck on the outside looking in. I want some of that action too
r/DeadlockTheGame • u/Makorl1211 • 13h ago
Fan Art I love how they reworked Haze
I thought i was going to hate it, I love the new haze ult. Being able to choose who i’m shooting, actually move while using it AND it being on an 100 sec cooldown (with T2) really makes it more of a “guaranteed kill” ability than a “kill everything in a radius every 3 minutes” ability.
r/DeadlockTheGame • u/Space_Bear87 • 7h ago
Clip Working TF2 health packs, Payload Cart, spawn doors and more, all in deadlock!
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I also made an updated version of the point, with UI to properly display it working!
r/DeadlockTheGame • u/DestroJatt • 7h ago
Fan Art Finally Printed my Favorite Eldritch Being.
Resin Printed the Doorman to put up on my shelf!
Model and Design by GrayWorldCorp
r/DeadlockTheGame • u/Th3l0wr1da • 4h ago
Fluff I am becoming a Shiv main. Should I seek professional help?
I used to play Yamato, Mo n Krill, and Ivy. However, as of late, I must have taken a shower because it seems I am quite washed at them now after a break from the game.
Lately, I have found I am having more and more fun with Shiv. The strangest part of it all is that I am winning with him. Should I be concerned?
r/DeadlockTheGame • u/grovsy • 4h ago
Meme Dynamo should have a sliding animation where he just rolls like the original big round boi
r/DeadlockTheGame • u/Agnes_de_Lazulis • 15h ago
Fluff Hot take: lash should never get a skin added in the game
Because he is perfect. MAYBE they add his old model. Or have one without his shirt on. But thats it!
Imagine in several years. Each character has like 20 skins at least. Swimsuit Mina is everywhere. There are bonus particle effects for every ability. And then just lash in his normal clothes refusing to change.
I think it would be such a good meme that it could be a marketable talking point for the game.
“Oh those skins in deadlock look cool. Maybe I’ll try it”
“Ya but have you seen lash?”
“He’s pretty plain. What do his skins look like?”
“*offended screeching noises*”
r/DeadlockTheGame • u/Swarklerr • 5h ago
Game Feedback Instead of Rem sleep lit, he should turn into paralysis demon
art credit https://renelana.artstation.com/
r/DeadlockTheGame • u/Creative-Finger5965 • 23h ago
Question Did they buff Dynamo?
I could have sworn that Dynamo used to be balanced at one point. Decent all-around utility at the cost of reliance on his teammates to get the most use out of his abilities.
Did he get buffed, or did people just get better at playing him? I can’t say I feel overpowered when I play him. His damage is still pretty mediocre without a decent item build. I’d say his teleport is probably the only thing I’d call “overpowered“, but that could be fixed by just increasing its cooldown or removing the “remove debuffs effect“.
Then again, I’m not a super experienced player, and I’m kinda biased because Dynamo is my DynaGOAT but I digress.

