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    Changelog

    Latest updates and balance changes for Deadlock. Data shows patch notes from recent updates.

    12-08-2026
    Balance Update

    Minor Update - 08-12-2026

    4 buffed2 adjusted7 nerfed13 heroes

    Updated Heroes

    Apollo
    ▲
    Billy
    ▼
    Doorman
    ▼
    Drifter
    ▼
    Holliday
    ●
    Ivy
    ▼
    Lash
    ▼
    28-07-2026
    Balance Update

    Minor Update - 07-28-2026

    6 buffed8 adjusted7 nerfed21 heroes · 17 items

    Updated Heroes

    Apollo
    ▲
    09-07-2026
    Balance Update

    Minor Update - 07-09-2026

    2 buffed5 adjusted6 nerfed13 heroes · 1 items

    Updated Heroes

    Billy
    ▼
    01-07-2026
    Balance Update

    Minor Update - 07-01-2026

    0 buffed1 adjusted0 nerfed1 heroes

    Updated Heroes

    Shiv
    ●

    Top mover: (5 changes)

    30-06-2026
    Balance Update

    Minor Update - 06-30-2026

    13 buffed6 adjusted5 nerfed24 heroes · 4 items

    Updated Heroes

    Abrams
    ●
    12-06-2026
    Balance Update

    Minor Update - 06-11-2026

    6 buffed6 adjusted7 nerfed19 heroes

    Updated Heroes

    Apollo
    ▲
    Earlier Patches
    30-07-2026

    Matchmaking Update

    Bug Fix

    This update includes a revamp to how the matchmaking system works, as well as the introduction of a new matchmaking mode. You can now choose to play in Standard Mode (unranked), or the new Ranked Mode introduced in this update.STANDARD MODEStandard mode provides a lower-stakes way to play Deadlock with friends, without worrying about adjustments your Rank. There are no restrictions on party size or skill spread. You can also play in this mode to practice heroes you are less familiar with, as the matchmaker will adjust the game it puts you in to account for your experience with that hero. RANKED MODERanked mode gives players a way to queue up for more competitive games against similarly-skilled players with higher stakes. Each season you'll be able to climb the Ranks and see how far you can go.UPDATED RANKS & BADGES: Each Rank has 6 Subranks within (I - VI).Obscurus (uncalibrated)-InitiateSeekerAcolyteSentinelMysticRitualistEmissaryOracle-PhantomAscendantEternusELIGIBILITY AND SEASONS:To be eligible to queue for Ranked Mode, you must have at least 60 wins in the Standard Mode. To ensure higher quality games, Ranked Mode expects that you have a solid understanding of the heroes you play in it, so the mode only allows you to pick heroes that you have won at least 15 games with in Standard Mode. You must have at least 3 heroes unlocked for Ranked to be able to have a valid sized roster to queue with.Ranked Mode has seasons, with the first season starting today and ending on October 7th, after which the following season will begin. At the conclusion of a season, the highest Rank you achieved will be permanently saved in your Rank history page. Future Rank seasons will likely have longer durations with splits in between (breaks within the season where Rank adjustments are made) as well as recency requirements on the heroes played. As the season starts, everyone will enter a calibration phase for 8 games. All players will have a soft reset of their prior Rank, maintaining some history of your previous performance relative to other players to help seed you initially into the calibration games. Players can only exit calibration at a max Rank of Oracle VI. You cannot be in a party during calibration matches.Ranked Mode will currently only allow for solo or duo parties. If you are in a duo party, both players must be at most 1 Rank away from each other (i.e. Mystic and Ritualist). However, Eternus players can only queue with another Eternus player as long as they are within 3 Subranks of each other. We recognize that the party size and rank spread limits might be too restrictive, but we wanted to start off this way and then adjust in the future as needed. A new Ranked Hub in the hideout includes all the information about the current and past Ranked seasons going forward, and allows you to access global leaderboards and your Rank history. You'll have an item in the hideout to commemorate your seasons highest rank achievement when the season is over.RANK POINTS:When you win or lose a game, you will see your Rank Points update with a visible progress bar after each match. Each win/loss will grant you +/- 250 points on average, though these numbers could vary slightly depending on the expectations the matchmaker had from that game or while on win streaks. To progress to the next Subrank, you need to collect 1000 Rank Points for each promotion. However, the final Subrank before moving to a new Rank (ie. Mystic VI ->Ritualist I) requires 2000 points. Once you reach Eternus I, there will no longer be a fixed amount of points needed to progress from one Subrank to the other as the thresholds will be dynamically updated daily to segment the Subranks on a percentile basis.There is also Rank loss protection when playing in Ranked. You have 5 games of loss protection when on the boundary of a full Rank (So if you are at Mystic I with 0 Rank points, you will maintain the Mystic badge until you lose 5 games before dropping to Sentinel). Similarly, when you are on a Subrank boundary, you have 2 games of loss protection (i.e. Mystic III with 0 Rank points will have 2 games of loss protection before dropping to Mystic II)ENTERING A MATCH AND HERO SELECTION:We think the ability to queue with a very specific hero in mind is an important and popular feature with most players. Even more so in Ranked, where it is critical that everyone has a good understanding of how to pilot their selected hero. By having hero selections done in advance of the game formation, we are able to utilize the matchmaker on the backend to mix and match players from the larger queue to meet everyone's preferences such that players are able to get the hero they want, while also allowing us the ability to create a reasonable team composition. As part of this update we've done some improvements on the matchmaker's ability to create solid team compositions. This is also something we expect to improve over time. As the player pool grows and as more heroes are released, the matchmaker will have more opportunities to create balanced matches with good team compositions while also increasing the chance you get the hero in your highest priority.However, we also recognize that even long term the matchmaker won't always be able to do a great job at this depending on who is in the queue at the specific time, especially at Ranks or regions where the queue is much thinner. As such, with this Ranked update we are introducing the ability to change your hero in the new pre-game phase. Once you enter a new Ranked Match, you will see a breakdown of the Ranks of all players in the game, you will then enter a pre-game waiting area where you can control your hero. During this time, you can choose to change your given hero to any other hero that hasn't been selected, as long as you have that hero unlocked for Ranked play. The primary purpose of this is to allow players a quick way to adjust their team's hero composition to make any improvements they see fit. This is not intended to be primarily a counter-picking feature, as much as just a quick way to improve your team's general hero composition, while still making it easy for players to have their preferred and most comfortable heroes in Ranked by default. As such, there isn't a live update of what heroes the enemy team is changing into (you will only see their initial hero composition). If you end up swapping into a hero that the enemy team happened to also swap into before you, you'll get an error and then be able to select a different hero. Otherwise you will be given that hero. Each player can only swap into a new hero once. You can also use the new pre-game waiting area to adjust your starting lanes. You won't be able to zipline swap after this. Pause will be disabled until 2 minutes after the game fully starts, so make sure to do any adjustments you want to either your roster or lanes during the new pre-game waiting area. Additionally in Ranked Mode, the total number of heroes banned in a given game is increased from 2 to 3 and the algorithm used has been improved.ABANDONS & PENALTIESYou cannot queue for Ranked if you have any active sanctions on your account (low priority, comms bans, etc.).If a player abandons a game before 5 minutes, the game will be marked as safe to leave and voided for all players except the leaver and their party. The game will count as a loss for the leaver and their party, and the abandoning player will receive leaver penalties. If a player abandons a game after 5 minutes, that player will receive leaver penalties and their party will have the game count as a loss. Other players on the abandoning player's team will have their game voided and are safe to leave without punishments, however if they stay and win the game will be counted as a win. If all players on the abandoning team leave, the game will automatically end and be counted as a win for the opposing team. If you are on the opposing non-abandoning team, you will play the game out as normal. However, if a player on that team then abandons as well they will be penalized just like the first abandoning player/party, and the above rules kick in for the opposing team now as well. In this case, none of the remaining players on either team will have the game count as a loss, and you will only get a win if your team finishes and wins the game.Leaver penalties start with queue timeouts and escalate to increasing amounts of low priority games.LEADERBOARDThis update includes a few changes to the requirements to appear on the leaderboards. For the global leaderboard, the game count requirement in the last 30 days has increased from 50 to 75. For the hero specific leaderboards, the game count requirement on that hero in the last 30 days has increased from 20 to 30. There is also a new requirement for hero specific leaderboards where you must have at least 100 lifetime wins on that hero to be considered. ROLLOUTThis new system is live right now. However we expect the next week or so to be very rocky, as the Ranked matchmaking pool will start off very thin with most players not having the unlock requirements done yet. This will have a significant effect on queue times and match quality until things stabilize. It will also take some time for players to calibrate and move into the appropriate spots. We will be closely monitoring the matchmaker during this time, but we want players to be aware that both queue times, match quality and team composition quality will need some time to ramp up. Given the large rewrite involved with this update, we are also expecting that it will take a couple of days to iron out bugs.

    McGinnis
    ●
    +5

    Top mover: McGinnis (8 changes)

    Billy
    ▼
    Calico
    ▼
    Celeste
    ▲
    Doorman
    ●
    Drifter
    ▼
    Dynamo
    ▲
    Haze
    ●
    +13

    Items

    Crushing Fists
    Cursed Relic
    Diviner's Kevlar
    Echo Shard
    Ethereal Shift
    Frenzy
    +11

    Top mover: Doorman (9 changes)

    Doorman
    ▼
    Drifter
    ●
    Graves
    ●
    Haze
    ●
    Holliday
    ▼
    Mirage
    ●
    Pocket
    ▼
    +5

    Items

    Scourge

    Top mover: Shiv (9 changes)

    Shiv
    Apollo
    ▲
    Billy
    ●
    Celeste
    ▲
    Doorman
    ▼
    Drifter
    ▲
    Dynamo
    ▲
    Grey Talon
    ▼
    +16

    Items

    Mystic Shot
    Toxic Bullets
    Scourge
    Cursed Relic

    Top mover: Shiv (16 changes)

    Bebop
    ▲
    Calico
    ▲
    Doorman
    ▼
    Graves
    ●
    Grey Talon
    ▼
    Holliday
    ●
    Infernus
    ▲
    +11

    Top mover: Holliday (10 changes)

    06-12-2026

    05-22-2026 Update

    Bug Fix

    Deadlock - Gameplay Update - 05-22-2026 - Steam News

    06-04-2026

    Minor Update - 06-04-2026

    Bug Fix

    - Urn mechanics have been reworked.Primary details:- Delivering the urn now starts a king of the hill style capture point, rather than using melee to flip the urn back and forth.- Both teams can progress at the same time, but the urn will only be fully claimed once there is only one team in the circle.- The Urn runner now gets their normal 35% bonus bounty and stats immediately on initial deposit (rather than on deposit conclusion only if your team won it)Other Details:- Urn overall bounty reduced by 20% (unreduced for trailing team)- Progress radius is 20m- Progress rate is fixed regardless the number of allies in the area- Progress duration for favored/neutral/unfavored is 6/12/18s- If Urn has been in progress for over 75s, it will give up and throw all the souls as orbs into the sky (they will float for a long time)- Increased time allowed to run the urn before taking damage by 10s- Trailing team sprint speed bonus from +4m to +5m- Urn comeback resistance now also grants +35% Debuff Resistance ontop of the 35% Bullet and Spirit Resistance- Urn comeback resistance aura reduced from 60m to match the 20m progress radius- Drop off location is above the bridges on the side lanes, rather than below.

    31-05-2026

    Minor Update - 05-31-2026

    Balance Update

    - Apollo: Disengaging Sigil T2 increased from +20% Fire Rate to +30%- Apollo: Flawless Advance T1 heal from 30+0.75 to 35+1.0- Apollo: Flawless Advance T2 increased from -10s Cooldown to -12s- Apollo: Itani Lo Sahn damage increased from 190 to 200- Apollo: Itani Lo Sahn spirit scaling increased from 2.3 to 2.6- Graves: Jar of Dead damage reduced from 20 + 0.31/spirit to 17 + 0.27/spirit- Graves: Ghouls damage reduced by 15%- Graves: Ghouls bounty increased from 25+1/min to 35+2/min- McGinnis: Heavy Barrage range reduced from 50m to 36m- McGinnis: Heavy Barrage T1 Dash Slow reduced from 30% to 18% (regular slow still 30%)- McGinnis: Heavy Barrage T3 Damage Per Rocket reduced from +18 to +15- Pocket: Flying Cloak T3 reduced from -14s Cooldown to -13s- Pocket: Affliction T3 reduced from +18 DPS to +14- Silver: Slam Fire Current Health as Damage reduced from 3% to 2.5%- Silver: Slam Fire T3 reduced from 8% Current Health as Damage to 7%- Silver: Entangling Bola cooldown increased from 20s to 23s- Silver: Entangling Bola T2 increased from -5s Cooldown to -8s- Silver: Lycan Curse Fire Rate reduced from 65% to 60%- Victor: Shocking Reanimation T3 reduced from -130s Cooldown to -120s- Yamato: Power Slash spirit scaling reduced from 2.1 to 1.85- Yamato: Flying Slash cast range reduced from 30m to 28m

    Updated Heroes

    McGinnis
    Pocket
    Yamato
    28-05-2026

    Minor Update - 05-28-2026

    Bug Fix

    - Urn spawn time and interval changed from 10/15/20/25/etc to 12/18/24/30/etc- Urn timer now gets frozen with Frozen Shelter- Urn no longer provides the +35% Bullet and Spirit Resist aura for the behind team when it is being carried or dropped. The aura is now only active when it is being deposited. - Urn runner when behind now gains +35% Bullet and Spirit Resist for themselves only- Fixed the trailing team Urn runner's extra sprint bonus not working properly- Urn will do damage to the runner after a team has held it for 30s (was 50s before), however, this timer will freeze while there are enemies within a 40m radius of the urn runner.- Urn will now always add at least 2s to the team 30s held timer limit anytime it is picked up, even if it is instantly dropped- You are no longer prevented from picking up the urn for 12s after it is dropped after the previous 50s team held timer- The conditions for when the Urn decides to run back home have been reworked. The Urn will now stay in place on the ground as long as there are enemies in a 40m radius (enemies of the last person to have dropped or fumbled the Urn). If there are no enemies, then the Urn will wait up to 13s if there is a friendly player in a 40m radius.- If the Urn held timer is over 45s (keeping in mind this timer is frozen if there are nearby enemies), the next time it is dropped it will immediately run back home if there are no nearby enemies.- Parrying a trooper no longer resets your parry cooldown (however it won't end your parry early like a hero hit does)- Parrying a trooper now stuns the trooper

    05-01-2026

    04-30-2026 Update

    Bug Fix

    Deadlock - Gameplay Update - 04-30-2026 - Steam News

    04-11-2026

    04-10-2026 Update

    Feature Update

    Parrying is now allowed while ground dashing in order to bring it in-line with air dashing

    31-03-2026

    03-25-2026 Update

    Feature Update

    - Bebop: Base health regen increased from 1.5 to 2.5

    Updated Heroes

    Bebop
    Calico
    Celeste
    21-03-2026

    03-21-2026 Update

    Feature Update

    - Vitality investment tree bonus reverted back to % base hp increase rather than raw constant bonus (back to how it was set up in december)

    03-11-2026

    03-06-2026 Update

    Bug Fix

    Deadlock - Gameplay Update - 03-06-2026 - Steam News

    17-02-2026

    01-30-2026 Update

    Feature Update

    - Added hero banning to Standard Mode and Street Brawl. You can now select one hero in your roster screen (using middle click) to tell the matchmaker that you prefer to avoid that hero. When the game starts, it will tell you which heroes were banned. We are doing just 2 total bans for now. This does not affect new heroes in the initial release window.

    21-01-2026

    12-29-2025 Update

    Feature Update

    - Bebop: Stamina increased from 2 to 3

    Updated Heroes

    Bebop
    Grey Talon
    17-12-2025

    12-16-2025 Update

    Feature Update

    - The 10% move speed slow from taking damage is now a 20% slow only for the portion over the hero's base move speed

    12-04-2025

    11-21-2025 Update

    Feature Update

    Trooper bounty mechanics have been reworked. The first half of the souls still fly out as deniable orb, however rather than the other half being instantly given to nearby players it will fall to the ground as an orb that you need to get near to pick up. It has a 18m capture radius where it'll travel to you once you get within. Only one player needs to claim it, share rules remain the same as before.

    24-10-2025

    10-24-2025 Update

    Feature Update

    * Getting damaged during the initial launch window (0.6s) after using a Jump Pad will cause you to be stunned (similar to ziplines having an initial knockoff period). When you are stunned, you will lose control and continue towards the landing destination. The stun will wear off 0.2s after landing, and then a 30% slow for 2s will apply. Damage over time does not trigger this (same damage rules as ziplines).

    10-05-2025

    10-02-2025 Update

    Feature Update

    09-04-2025

    09-04-2025 Update

    Feature Update

    - Rejuv only heals the person hitting the crystal

    Updated Heroes

    Abrams
    Bebop
    30-08-2025

    08-18-2025 Update

    Bug Fix

    Deadlock - Six New Heroes - Steam News

    08-08-2025

    07-29-2025 Update

    Bug Fix

    Mid Boss HP is now fixed at the spawn time. Base HP increased from 6725 to 12500 and growth reduced from 470 to 200.

    07-04-2025

    07-04-2025 Update

    Feature Update

    Bullet Cycle Time for all heroes increased by 5% (effectively reduces gun DPS globally by 5%)

    17-06-2025

    06-17-2025 Update

    Feature Update

    Removed the Arch Monument.

    27-05-2025

    05-27-2025 Update

    Bug Fix

    - Breakable souls rescaled from 28.5 + 2.375/min to 23 + 2.6/min

    21-05-2025

    05-21-2025 Update

    Bug Fix

    Troopers will now only flinch from player damage if it is a headshot while the trooper is busy running.