Deadlock matchup lab
Pick an attacker and a defender, each with a level and items, and see what the attacker's gun and abilities do to the defender after resists. Every number is computed from the game's own files with its formula one click away. Rules the files lack are applied and labelled not yet confirmed in game, or listed as not modelled.
Matchup
computed
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
- Empty slot
Level 1, 0 souls in items, 0 of 12 slots
Click or tap a shop card to buy it for the hero the switch names. Click an owned card or a slot to sell it.
Weapon items (53)
Tier 1, 800 souls
Tier 2, 1,600 souls
Tier 3, 3,200 souls
Vitality items (54)
Tier 1, 800 souls
Tier 2, 1,600 souls
Tier 3, 3,200 souls
Spirit items (49)
Tier 1, 800 souls
Tier 2, 1,600 souls
Tier 3, 3,200 souls
Tier 4 Experts only, 6,400 souls
Abrams's gun against Apollo
770
ceil((base health + (level - 1) x health per level) x (1 + (vitality investment percent + base health percents) / 100) + flat bonus health)
ceil((770 + 0 x 45) x (1 + (0 + 0) / 100) + 0) = 770
0%
1 - product over sources of (1 - bullet resist / 100)
0
0%
1 - product over sources of (1 - spirit resist / 100)
0
0
((level - 1) x spirit power per level + spirit investment + flat item spirit power) x product over sources of (1 + spirit power percent / 100)
(0 x 1.1 + 0 + 0) = 0
Damage per bullet
3.8
bullet damage x (1 - defender bullet resist / 100)
3.78 x (1 - 0 / 100) = 3.78
Body shots to kill
23
ceil(bullets to kill / bullets per shot)
ceil(204 / 9) = 23
204 bullets
ceil(defender max health / damage per bullet)
ceil(770 / 3.78) = 204
Time to kill
Abrams's abilities against Apollo
Spirit damage only, each ability at its base tier. Damage per second is per second of effect.
| Ability | Stat | After spirit resist | Of their health |
|---|---|---|---|
| Siphon Life | Damage Per Second | 22(base damage + spirit coefficient x attacker spirit power) x (1 - defender spirit resist / 100)
| 2.9% |
| Shoulder Charge | Damage | 30(base damage + spirit coefficient x attacker spirit power) x (1 - defender spirit resist / 100)
| 3.9% |
| Infernal Resilience | No spirit damage value in the file. | ||
| Seismic Impact | Damage | 100(base damage + spirit coefficient x attacker spirit power) x (1 - defender spirit resist / 100)
| 13% |
Not modelled yet
These depend on engine rules the game files do not contain, so the lab leaves them out. The rules it does apply for max health, bullet damage, fire rate, clip size, resist stacking, resist applied to damage, spirit power, ability spirit scaling and item slots are not yet confirmed in game: see what each one rests on.
- Headshots: the gun files give a 1.65 bonus, a game setting gives 1.25, and only the game shows which applies.
- Damage falloff over range, and the game-unit to meter conversion.
- Resist shred and negative resist.
- Reload, burst-fire and spin-up timing, so time to kill is shown only when the kill fits in one clip of a gun that neither bursts nor spins up.
- Item procs and actives, spirit damage amplifiers, and ability upgrades (every ability is at its base tier).
- Health regen, barriers and healing during the fight.
About the matchup lab
The lab uses the same build model as the shop: health, bullet damage, fire rate, clip size, resists and spirit power come from each hero's file values, its level and the unconditional bonuses of its items. On top of that it applies two rules: a resist percent removes that share of the damage, and an ability's spirit damage is its file value plus its file coefficient times spirit power. Both are rules the Deadlock wiki documents, not yet confirmed in the game's sandbox.
Matchup lab FAQ
How is ability damage calculated in Deadlock?
An ability's damage is its base value plus a coefficient times the caster's spirit power, both from the ability's file, and the target's spirit resist then removes its share. That is the rule the Deadlock wiki documents; it is not yet confirmed in the game's sandbox. The lab shows the formula with the numbers filled in for every value.
How do resists stack in Deadlock?
Multiplicatively: two sources of 40% and 20% leave 0.6 x 0.8 = 48% of the damage, so 52% resist, not 60%. The lab and the shop both apply this rule, which the Deadlock wiki documents; it is not yet confirmed in the game's sandbox.
Does the lab count headshots and damage falloff?
Not yet. The game files give the inputs, but the rules that combine them live in the game code, and the files disagree on the headshot bonus. Each will be confirmed in the game before the lab uses it; until then every number is a body shot at full damage.