Ability point
Earned as you level up; spent to upgrade abilities (1, 2 and 5 points).
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Who got buffed, who got nerfed; a quick summary.
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54 terms used in Deadlock, with their Turkish and English equivalents and short explanations. Pick at the top which language shows first; when searching you can type either one.
Earned as you level up; spent to upgrade abilities (1, 2 and 5 points).
An item you activate with a key, with a cooldown.
Items and abilities that reduce the enemy’s healing.
The team on the top side of the map (Team 2). Its Patron is Archmother; the game files call it Sapphire.
Temporary buffs that appear on the bridges above the lanes.
A plan for a hero’s item and ability order.
Reduces damage taken from weapons.
Monster groups in the jungle. Clearing them gives Souls.
When you die, part of the Souls you’re carrying goes to the enemy. That’s why fighting without spending your Souls is expensive.
Stopping the enemy from shooting and collecting a Soul orb. You gain and they lose.
The hero pick and ban phase. In tournaments: 3 bans and 6 picks per team.
A rule in a series where heroes picked in earlier games can’t be picked again.
Slots that accept any type of item, in addition to the Weapon, Vitality and Spirit slots. They unlock as objectives fall.
Ambushing another lane by surprise and getting a kill with a numbers advantage.
The first defensive tower of each lane.
A bullet that hits the head; deals bonus damage.
The team on the bottom side of the map (Team 1). Its Patron is Hidden King; the game files call it Amber.
The areas between lanes: camps, statues, crates.
(Kills + assists) / deaths. Sums up how much you contribute and how rarely you die.
The main paths connecting the two bases: yellow (left), blue (middle), green (right). Troopers and defensive towers are found here.
The first ~10 minutes of a match. Everyone fights for last hits and denies in their lane.
The final shot that kills a trooper. Most of your Souls come from last hits.
A fast, weak punch or a slow, strong one.
The strongest and most-played heroes, items and playstyles in a patch.
The giant monster in the middle of the map. Drops the Rejuvenator when killed.
The total value of your items and unspent Souls. The quickest way to compare team strength.
Catching an enemy’s melee attack at the right moment and stunning them.
An item that works on its own as soon as you buy it.
A team’s final defense: Hidden King on one side, Archmother on the other. The match ends when it falls.
Picking and banning heroes in turns.
How many matches a hero was played in.
Advancing on the enemy tower together with your troopers.
The crystal dropped by the Mid-Boss. The team that claims it gets stronger troopers and faster hero respawns.
Coming back to life at base after you die; the timer gets longer as the match goes on.
Moving between lanes depending on the objective.
Structures behind the base. The Patron can’t be damaged until the Shrines are destroyed.
A jungle machine that gives Souls when you hit it at the right time.
The orb that drops when you land the last hit on a trooper. You collect it by shooting it; if nobody does, it disappears after a while.
The game’s currency and experience in one. You level up as you collect them and spend them on items in the shop.
A stat that increases ability damage and effects.
Reduces damage taken from abilities.
Golden statues in the jungle. Breaking one drops a permanent upgrade (health, Spirit Power, fire rate…).
The price step of items: 800, 1,600, 3,200, 6,400 Souls. In the Tier List it also means a hero’s power ranking.
A power ranking of heroes (S is best, D is weakest).
AI units that march down the lane in waves. The main source of Souls.
Passages under the map; used to switch lanes unnoticed.
A hero’s fourth and strongest ability.
A stronger version of an item; you buy it to replace its component item.
The Soul Urn that spawns in the middle of the match. The team that carries it to the delivery point on the opposing side earns Souls.
A self-recharging meter spent on dashes and extra air movement.
A lane’s second defense: a giant robot that slams the ground and stuns. Gives lots of Souls when destroyed.
A stat that increases bullet damage.
How many of the matches a hero or item was played in were won.
The line running from above the lanes to the base. Used for quick returns and rotating to help.