Deadlock patch notes
Catch up before you queue. Every update since Oct 24, 2024, newest first — the official notes one click away, plus what actually moved.
Updated · Patch Nov 4, 2026
- Healbane: Stacks now diminish 20% more aggressively (at 2 stacks 57.8%->54.7%, at 4 stacks 82.2% to 72%)
- Apollo: Riposte - Pommel Hit now also disarms the enemy
- Apollo: Riposte - Pummel hit now ends any preexisting parry on the target
- Apollo: Riposte - T2 increased from +0.6s duration to +0.7s
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- The Halloween festivities are available in-game now through November 2nd, 2026. Happy Haunting!
- Mid-Boss: Adjusted the terrain layout where the midboss is, the area is a little bigger now and has more cover
- Mid-Boss: Health increased by 20%
- Mid-Boss: Health gained per minute increased by 20%
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- Radiant Regeneration: Spirit scaling reduced from 0.04 to 0.035
- Baba: Spirit Resistance scaling reduced from 0.12 to 0.1
- Baba: Now has -7% Base Bullet Resistance
- Baba: Threadsap - Spirit reduction on enemies now ends when Baba dies
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- Fixed bugs that were causing troopers to walk too slowly in lane
- Rat King: Scrap Grenade - Fixed some bugs with bouncing targeting
- Rat King: Scrap Grenade - Damage increased from 65 to 70
- Rat King: Scrap Grenade - T2 Damage increased from 65 to 70
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- Added an option to hide player names above the health bar or to change it to hero names
- Names above health bar fade out with distance starting at 25m and fully gone at 35m.
- Reduced brightness of player names on health bars
- Reduced size of Ultimate indicator on health bars
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- Unstable Rift comeback resist max values now scale over the course of the game. Previously the max values were 35%. Now it is 10% + 1% per minute (around ~20% for the first one), with an upper limit of 40% at 30 minutes.
- Removed a fixed amount of extra bonus souls you would get for being behind even a very slightly amount in net worth for both hero kill bounties as well as Unstable Rift bounties (this had a larger impact on the early to mid game)
- Slightly reduced comeback bounties in general (this is in addition to the above change)
- A portion of the comeback souls earned by players above enemy teams average net worth is instead distributed via the tick gold system that is given to the lowest 2 players (70% of the extra comeback value goes to them)
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- Radiant Regeneration: Heal on cast reduced from 70 to 65
- Restorative Locket: Spirit Resistance reduced from 10% to 8%
- Celeste: Dazzling Trick cooldown increased from 32s to 34s
- Celeste: Dazzling Trick T2 barrier rescaled from "+80 and +0.7 scaling" to "+70 and +0.76"
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- Apollo: Riposte melee resist reduction increased from -22% to -25%
- Apollo: Riposte T2 changed from "-30% Melee Resist" to "-25% Melee Resist and +0.4s Stun Duration"
- Apollo: Riposte T3 increased from 60% Lifesteal for 7s to 75% Lifesteal for 13s
- Apollo: Fixed Itani Lo Sahn being canceled with movement abilities
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- Stamina bucket 3 heroes (slowest) have their ground dash time increased from 0.7s to 0.72s and air dash time from 0.49s to 0.51s
- The Orb Spawners in base that give 10 souls on hit now split to nearby players on expire
- Fixed the party member / team mate audio volume slider for voice communications
- Crushing Fists: Max stacks stun duration increased from 0.5s to 0.75s
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- Urn Runner sprint bonus reduced from +2m to 0 (trailing bonus reduced from +7m to +5m)
- Urn Runner move speed bonus reduced from +3.5m to +2m
- Urn Runner Stamina Recovery increased from +15% to +25%
- Urn talking frequency increased from every 8s to every 6s
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- Shiv: Alt Fire ammo cost reduced from 5 to 4
- Shiv: Weapon now has fixed pellet spread
- Shiv: Slice and Dice is now back to doing spirit damage and reducing Spirit Resistance from enemies
- Shiv: Slice and Dice damage increased from 60 to 75
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- King of the Hill objective has been rethemed and renamed to "Unstable Rift"
- Unstable Rift no longer requires an Urn delivery to trigger the start of the event. It now has a variable start time of +/- 1 minute. There is a global announcement 25s before it spawns. 60s before that there is also an in-world only visual effect to let you know which lane it'll randomly spawn in.
- Unstable Rift spawn interval increased from every 6 minutes to every 7 minutes
- Unstable Rift comeback bonuses (resists in the area, extra comeback bounty, and trailing/leading team claiming timer) now all scale linearly based on the amount of NW they are trailing (scales from no bonus at 0% NW behind to full bonus at 15% NW behind)
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- Urn give up time reduced from 75s to 60s
- Urn bounty reduced by 10% (unreduced for trailing team)
- Breakables health permanent bonus reduced from 15/25/35 to 15/20/30 for level 1/2/3
- Kill comeback bounty values increased by 8%
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- Urn mechanics have been reworked.
- 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)
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- 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
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- 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
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- Urn drop off point is moved from the above bridge in the mid lane to under the bridge in the side lane
- Urn timer extension when contested increased from 1.25s to 3s
- Urn deposit timers for favored/neutral/unfavored increased from 3/5/10s to 5/10/15s
- Urn comeback bullet and spirit resist auras reduced from 50% to 35%
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- Base HP reduced by 10 for all heroes
- HP per boon reduced by 3
- Guardians scaling resistance from +75%->-50% over 12 minutes to +50%->-50% (takes more damage early)
- Medium neutrals initial spawn time reduced from 6 minutes to 5 minutes
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- Base health per boon reduced by 7
- Vitality Investment bonus increased from 8/10/13/17/34/39/44/48/52/56% to 9/12/15/20/38/42/46/50/56/62%
- Weapon Investments bonus rescaled from 7/9/13/20/49/60/80/95/115/135% to 9/12/15/18/46/55/70/85/100/115%
- Reduced bullet damage growth by 10% for the following heroes: Bebop, Pocket, Vyper
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- Parrying is now allowed while ground dashing in order to bring it in-line with air dashing
- 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)
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- Bebop: Base health regen increased from 1.5 to 2.5
- Calico: Leaping Slash base damage increased from 50 to 60
- Celeste: Base regen reduced from 2 to 1
- Celeste: Dazzling Trick T3 silence duration reduced from +2s to +1.5s
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- Vitality investment tree bonus reverted back to % base hp increase rather than raw constant bonus (back to how it was set up in december)
- Hero health growth increased by +3 and 4%
- Spirit investment rescaled from 7/11/15/19/38/52/64/76/89/101 to 7/11/15/19/38/48/57/66/75/100
- Small neutrals spirit resist increased from 35% to 45%
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- Can now jump during slide
- Dash jump grants a very brief period with increased air control (30% for 0.25s)
- Shrine is now easier to kill for the first one and harder for the second. HP from 8100 to 5000/10000 (HP updates after the first one dies, like Walkers)
- Shrines attack no longer hits heroes under the shrine
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- Parties of 3+ players now need to have an additional hero in their roster (from 3 to 4)
- Fire Rate increases and reductions from most abilities and items are reduced globally by a small amount
- Updated various on bullet hit resistance reduction debuffs to apply increased damage for subsequent hits rather than initial hit (similar to the spirit damage proc cases)
- Added Dash Speed to the Vitality stat screen
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- Bebop: Stamina increased from 2 to 3
- Bebop: Stamina regeneration cooldown increased from 4.55s to 6s
- Bebop: Bebop Health per boon increased from +46 to +52
- Bebop: Sticky Bomb base damage reduced from 100 to 75
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- The 10% move speed slow from taking damage is now a 20% slow only for the portion over the hero's base move speed
- Move Speed bonuses now stack diminishingly
- Base move speed reduced by 0.1 (except for heroes lower than 6.5)
- Heroes with move speed spirit scaling have the values reduced by 40%
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- They last for 18s on the ground. Duration increases by 2s per minute up to 40s after 10 minutes.
- Enemy orbs are visible as faint colorless soul orbs to your team, but cannot be claimed.
- Amount of souls in the flying orb that can be secured/denied reduced from 50% to 40%
- Very small tweaks to the secure/deny lag calculation to improve it
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- Mystic Shot: Base damage reduced from 55 to 45
- Mystic Shot: Spirit scaling increased from 0.65 to 0.75
- Warp Stone: Bullet Resist reduced from 40% to 35%
- Capacitor: Fire Rate reduced from 8% to 5%
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- Weapon Investment bonus increased from 7/9/13/20/29/40/58/72/83/93% to 7/9/13/20/29/40/60/75/95/115 (for 0.8/1.6/2.4/3.2/4.8/7.2/9.6/16/22.4/28.8k spent)
- Matchmaking updates to include more considerations for a balanced roster beyond only frontliners
- Reduced shooting lock-out period when jumping from 0.15s to 0.0s
- Shooting while jumping now applies a -10% inaccuracy period for 0.15s after jumping
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- Rejuv only heals the person hitting the crystal
- Dying to a non-player (when there is no bounty/assists) now increases the respawn time for that death by 10 seconds
- Patron 1st death time is now a constant 12s instead of being variable between 8 and 15 seconds
- Abrams: Infernal Resilience damage regenerated increased from 12% to 13%
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- Mid Boss HP is now fixed at the spawn time. Base HP increased from 6725 to 12500 and growth reduced from 470 to 200.
- Meleeing a mantling enemy no longer cancels their mantle, instead it applies 80% movement slow that ramps down to 20% over 2s.
- Adding a debuff that makes you climb ropes 40% slower for 4s after you've taken player damage. This debuff only exists when you're on a rope, and tapers off to 0% in the last 1s of the damage window.
- Slight reduction to the amount of turning you can do while performing a heavy melee
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- Added a new hero, Raven, to Hero Labs.
- Added park theming to purple lane.
- Added park backdrop to park side of map.
- Updated tree models to new visual style and added player collision to canopies.
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- Added Trapper to Hero Labs.
- Added support for Hero Labs in Private Lobbies, Private Bot Games and Sandbox that can be used at any time.
- Various adjustments to Experimental Heroes are listed in the in-game notes for Hero Labs.
- The shaders, map and various other resources will now pre-compile on the dashboard to improve loading times when getting into a match. This also reduces in-game hitching in some cases.
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- Today's update adds Hero Labs (a new experimental hero matchmaking mode that adds six new in-progress heroes), player commends, as well as updates to character shaders and environment lighting, among the usual assortment of improvements, fixes, and balance adjustments.
- For the full patch notes, visit the Deadlock forums here: https://forums.playdeadlock.com/threads/10-24-2024-update.40951/
- Example of the new character shader changes:
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