Troopers to the Patron: A Combat Objectives Reference
Base health, damage, resistances, and soul values for every non-hero target in Deadlock - troopers, guardians, walkers, shrines, the Patron, jungle camps, and the mid-boss.

Combat Objectives Reference
Troopers, Guardians, Walkers, Shrines, and the Patron
Want to put these numbers to work? Try the DPS Lab to model hero damage across any item and ability build, the Counters tool to find the strongest matchups, or the Synergies tool to discover which heroes pair best together.
Prefer numbers that update themselves? See the live version of this data, pulled straight from the Deadlock game-data API and refreshed hourly instead of hand-maintained.
Deadlock has two paths to victory layered on top of each other: kill the enemy team, or dismantle their base. This reference covers the stat lines for every non-hero combat target on the map - troopers, guardians, walkers, shrines, the Patron, jungle neutrals, and the mid-boss - as they stand in the current build. All values below are base stats; hero items and abilities are not factored in.
Troopers
Three trooper types spawn in every lane wave. All three award the same 100 souls (1 soul orb) and share one defensive trait: 0% Bullet Resist for the entire match, and Spirit Resist that climbs from 0% up to 70% as the game goes on.
Ranged Trooper
- Base Health: 300
- Bullet Resist: 0%
- Spirit Resist: 0% -> 70% (scales over the match)
- DPS: 28
- Range: 25m
- Melee Damage: 25
- Move Speed: 6.3 m/s (Sprint: 13 m/s)
- Total Souls: 100 (1 soul orb)
Melee Trooper
- Base Health: 400
- Bullet Resist: 0%
- Spirit Resist: 0% -> 70%
- Range: 3m
- Melee Damage: 80
- Move Speed: 8.1 m/s (Sprint: 13 m/s)
- Total Souls: 100 (1 soul orb)
Medic Trooper
- Base Health: 350
- Bullet Resist: 0%
- Spirit Resist: 0% -> 70%
- DPS: 28
- Range: 36m
- Melee Damage: 25
- Move Speed: 6.3 m/s (Sprint: 13 m/s)
- Total Souls: 100 (1 soul orb)
The Spirit Resist climb matters for wave-clear planning. Early game, spirit and bullet damage clear troopers equally. By the time Spirit Resist hits 70%, spirit-based clear does roughly a third of its early-game damage to the wave, while Bullet Resist never moves off 0%. Bullet-heavy heroes keep their clear speed all match; spirit-heavy heroes need to route around troopers or lean on burst rather than sustained spirit damage late.
Lane Guardians and Walkers
Guardians and Walkers use a decaying Damage Resist model. Resist starts high and drops the longer the structure is under continuous fire, eventually going negative. This punishes turtling and rewards focused burst over sustained chip damage - a structure taking damage in short, disengaged pokes resets its resist between engagements, while one taking a sustained beatdown becomes progressively easier to finish.
Guardian (First Lane Objective)
- Base Health: 5500
- Damage Resist: 50% down to -50% (decays under sustained fire)
- Spirit Resist: 0%
- DPS: 116
- Range: 34m
- Total Souls: 1250
Base Guardian (Third Lane Objective)
- Base Health: 4000
- DPS: 116
- Range: 31.75m
- Total Souls: 1000
Base Guardians sit just outside the enemy base. Dropping both of a lane's Base Guardians significantly speeds up the zipline for your team in that lane - a direct mobility reward on top of the 1000 souls.
Walker (Second Lane Objective)
- Base Health: 6000 / 9000 / 12000 (scales)
- Damage Resist: 65% down to -65% (decays under sustained fire)
- Bullet Resist: 35% (flat, stacks with the decaying resist)
- Spirit Resist: 0%
- DPS: 125
- Range: 24m
- Melee Damage: 300
- Total Souls: 3500
Walkers are the highest single soul reward on this list at 3500 - nearly three times a Guardian - and back it up with the toughest kit: scaling health up to 12000, a flat 35% Bullet Resist layered on top of the same decaying resist mechanic, and 300 melee damage that punishes anyone standing in range. Destroying a Walker also grants an Extra Slot, making it a priority target independent of the soul reward.
Shrines and the Patron
Shrines
- Base Health: 5000
- Bullet Resist: 20%
- Two per base - both must fall to expose the Patron
Patron
- Base Health: 12000
- Health Regen: 120/s
- Bullet Resist: 0%
- Spirit Resist: 0%
- DPS: 440 + 5% of target's max HP
- Range: 76m
- Cannot be damaged until both Shrines are destroyed
Weakened Patron
- Base Health: 12000
- Health Regen: 120/s
- Bullet Resist: 0%
- Spirit Resist: 0%
- Damage Pulse: 300 + 20% HP
- DPS: 75
- Range: 25m
- Passively regenerates if not actively under attack
Once both Shrines fall, the Patron switches to its Weakened attack pattern and becomes damageable, but it still regenerates at 120/s if the attacking team backs off. The moment it enters this phase, the defending team's death timers shorten - up to 20 seconds off, down to a 10-second minimum - compressing the game into a final defense window rather than letting defenders trickle back in at normal respawn pace. Deaths that already happened before this phase are not affected.
Jungle and the Mid-Boss
Neutral camps come in three sizes, each with a fixed soul reward that scales with its resistances and damage output.
Small Neutral
- Base Health: 129
- Bullet Resist: 50%
- Spirit Resist: 45%
- Damage: 2.42
- Range: 38m
- Total Souls: 41
Medium Neutral
- Base Health: 322
- Bullet Resist: 50%
- Spirit Resist: 45%
- Damage: 6.13
- Range: 38m
- Total Souls: 68
Large Neutral
- Base Health: 1133
- Bullet Resist: 60%
- Spirit Resist: 55%
- Damage: 9.1
- Range: 38m
- Total Souls: 181
Mid-Boss
- Base Health: 13000
- Health Regen: 15 HP/s
- Bullet Resist: 15%
- Spirit Resist: 0%
- Damage: 20
- DPS: 100
- Range: 38m

The Mid-Boss does not drop souls directly - it drops the Rejuvenator. Three heavy melee hits are required to claim it, and each hit grants every teammate a Rejuvenation Credit. A credit lets a player respawn at their death location instead of waiting out the normal timer, but it only applies to deaths that happen after the credit is granted - it has no effect on deaths that already occurred.
Souls Value at a Glance
- Small Neutral: 41 souls (Base Health 129)
- Medium Neutral: 68 souls (Base Health 322)
- Trooper (any type): 100 souls (Base Health 300-400)
- Large Neutral: 181 souls (Base Health 1133)
- Base Guardian: 1000 souls (Base Health 4000)
- Guardian: 1250 souls (Base Health 5500)
- Walker: 3500 souls (Base Health 6000-12000)
Per objective, Walkers pay out the most souls in the game and also demand the most from an attacking team - scaling health, a flat Bullet Resist layer, and the highest melee damage on this list. Large Neutrals sit at the other end of the risk curve: 181 souls off a single camp with no lane pressure or turret retaliation, which is why efficient jungle clears stay a core part of the early-game soul curve alongside trooper waves.
None of this replaces hero-specific matchup knowledge, but the base numbers above are the ones that do not change from game to game. Know what a Walker's resist curve is doing before you commit a rotation to it, and know exactly how many hits the Rejuvenator needs before someone else gets there first.
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