Deadlock public release: Dec 2027Not announced: our best guess from Valve's Sep 29, 2026 development note and press estimates.
Best guessValve gives no date: its Steam page says "To be announced" and access is limited to friend invites. Its Sep 29, 2026 City Never Sleeps post lists work still to do before full release (progression, hero and Hideout customization, the Mid-Boss, Guardians and Walkers, hero remodels), its big updates have come about eight months apart, and Beebom's Oct 1, 2026 estimate is "late 2027 or early 2028", so we count to the end of 2027. Valve on Steam

1Year2Months4Days

Movement and Combat

Deadlock heroes move with stamina-based dashes and air jumps, free slides, wall jumps, mantles and out-of-combat sprint, and fight with guns, abilities, light and heavy melee and a parry that stuns an attacking meleer. Most heroes have 3 stamina, a ground dash covers 10 meters and a dash jump 19, and headshots deal 1.65 times damage (Valve's notes and the game files, as of Oct 26, 2026).

Movement in Deadlock runs on stamina: each dash and air jump spends a bar, most heroes have three, and slides, mantles and sprint are free, so moving well means chaining free moves between the paid ones. Combat mixes guns, abilities and melee, with a parry that stuns an enemy who swings at you. The numbers here are Valve's, from its patch notes up to the Oct 14, 2026 update, and the game files as read by deadlock-api on Oct 26, 2026; guides' advice is named. Default keys are on Controls and Keybinds.

Quick facts

Stamina 3 for 31 of 44 heroes, 2 for 7, 4 for 4 (game files, Oct 26, 2026)
Stamina regen One bar every 4.5 seconds for most heroes (Dec 17, 2025)
Dash 10 meters on the ground, 8 in the air
Dash jump 19 meters, 0.25-second input window (Jun 30, 2026)
Melee Light 50, heavy 116 base damage for most heroes (game files)
Headshots 1.65 times damage (Nov 21, 2025)
Base move speed 6.2 to 8.2 m/s by hero (game files)
Respawn 8 s at 5 minutes to 38 s at 20 minutes

Stamina

Stamina is the bar that pays for dashes and air jumps. In the game files read on Oct 26, 2026, 31 heroes have 3 stamina; Vindicta, McGinnis, Holliday, Mina, Graves, Silver and Solomon have 2; Grey Talon, Ivy, Vyper and Celeste have 4 (Baba and Violet were not checked). A bar comes back every 4.5 seconds for most heroes, per Valve's Dec 17, 2025 forum notes, and items such as Extra Stamina add more; see Vitality Items.

Each move has a price. Mobalytics' movement guide (Oct 28, 2024) lists a double jump, a dash and an air dash at 1 stamina each (the air dash once per airtime), a dash jump at 2 and a slide at 0. Valve set the down dash, a dash toward the ground from the air, at 0.5 stamina on Jan 20, 2026.

Dash and dash jump

A dash covers 10 meters on the ground and 8 in the air for every hero; it takes 0.62, 0.68 or 0.72 seconds depending on the hero's stamina group, with the slowest group set on Jul 28, 2026. Dashes slow you less than they did: Valve cut ground dash slows by about 10% and all movement slows by about 20% on Sep 16, 2026.

The dash jump is the fastest basic move. Jump during a dash and you carry its speed into the air: since Valve's Jun 30, 2026 update the input window is 0.25 seconds, from 0.3 to 0.55 seconds into the dash, and the jump carries 19 meters, with 30% extra air control for a quarter second after it (Mar 6, 2026). Mobalytics teaches it as dash, then jump as the stamina bar turns blue, and suggests practicing in the Sandbox with unlimited stamina.

Jumps, wall jumps and jump pads

Every hero can jump twice, and the second jump in the air costs 1 stamina, per Mobalytics. Wall jumps, kicking off a wall in the air, have changed cost several times in Valve's notes: the Oct 2, 2025 update made the first wall jump in a sequence free and later ones cost 0.5 stamina, the Nov 21, 2025 update charged 0.25 for the first, and Valve's Dec 17, 2025 notes removed that charge again. Since May 22, 2026, stamina regenerates 25% slower for 5 seconds after a wall jump in combat.

Jump pads are dangerous under fire. Taking damage in the first 0.9 seconds of a launch stuns you (Nov 21, 2025), and the stun ends shortly after landing with a brief slow.

Slide, mantle and sprint

Sliding costs no stamina. Crouch while moving to slide; you can shoot while sliding (Mobalytics), jump out of a slide since Mar 6, 2026, and sliding no longer resets sprint speed since May 22, 2026. Mobalytics' advice is to dash into a slide instead of dashing twice.

Mantle onto ledges by jumping into them. Holding Crouch as you leave a mantle gives a small speed boost, the mantle glide Valve added in the Shop Rework (May 8, 2025), and City Never Sleeps added an Auto Mantle option that mantles ledges you walk into without pressing Jump.

Sprint builds up while you are out of combat. Damage from a hero stops it for 3 seconds (Dec 17, 2025) and other damage for 0.5 seconds, as set in the Map Rework, which also doubled default sprint speed; hitting neutrals keeps you from sprinting or regenerating for 2.5 seconds. Base move speeds run from 6.2 m/s (Celeste) to 8.2 m/s (Haze, Holliday and Yamato) in the game files, and speed above 12 m/s is reduced on a curve (May 22, 2026). Ziplines and teleporters for crossing the map are on Map and Lanes.

Light and heavy melee

Melee is a weapon every hero carries. In the game files, a light melee deals 50 base damage and a heavy melee 116 for most heroes, both growing with each boon. Heavy melee has a visible wind-up that the target can parry, per Game Rant. Since Sep 16, 2026, a light melee or a dash no longer pauses your gun's firing cycle, so melee can be woven between shots.

Melee also opens the map's rewards. A heavy melee opens City Never Sleeps' Tough Crates, claims the Rejuvenator crystal after a Mid-Boss kill, and is the best last hit on a Sinner's Sacrifice, which takes only melee damage: Mobalytics gives 50 per light and 100 per heavy hit against its 500 health. A melee hit also makes a Soul Urn runner drop the Urn (Jun 30, 2026). See Mid-Boss and Rejuvenator and Soul Urn.

Parry

Parry (F by default) stuns an enemy who melees you while it is active. Esports.gg (Sep 24, 2024) puts the stun at about two seconds and notes you cannot move or shoot while parrying; Game Rant (Sep 22, 2024) says a missed parry goes on a cooldown of about five seconds and that parry does nothing to bullets or abilities. Esports.gg adds that a Guardian's melee can be parried too.

Valve has refined parry through 2026. It works while ground dashing (Apr 10, 2026); parrying during a regular dash cancels the dash and parries on the spot, and parrying pauses your reload (Sep 16, 2026); parrying a trooper stuns it but no longer resets the parry cooldown (May 28, 2026), and since City Never Sleeps neither does parrying an objective, while the cooldown now shows near your reticle. The Mobalytics expert (Oct 22, 2026) reports "an undocumented change which allows stuns to cancel parries" with City Never Sleeps; Valve's notes do not mention it.

Items extend parry. Rebuttal, an 800-soul Vitality item, heals you for the damage you parry, returns it and cuts the parry cooldown by 1.75 seconds, and Counterspell lets you parry abilities (game files, Oct 26, 2026). See Counter Items.

Damage types and resistances

Damage comes from three sources, each with its own resistance. Guns deal bullet damage, cut by Bullet Resist; abilities and spirit items deal spirit damage, cut by Spirit Resist; and melee is cut by Melee Resist, a stat Valve's notes name in hero changes such as the Aug 12, 2026 update. Items such as Bullet Resilience and Spirit Resilience buy the first two, per the game files. Barriers, the shields some items and abilities give, are a single pool reduced normally by resistances since the Shop Rework. Items by tree are on Weapon Items, Vitality Items and Spirit Items.

Headshots deal 1.65 times damage. Valve cut the multiplier from 1.8 on Nov 21, 2025, when it raised base gun damage by 10%. Some heroes take less critical damage: the game files give Seven 55% less (game files).

Bullets lose damage with distance. Each gun has a falloff range where its damage starts to drop and a point where it bottoms out, and City Never Sleeps' Sandbox draws Falloff Guides for your gun so you can see both. The measured average accuracy was 49.3% of shots across Standard and Ranked, and 52.0% in Ranked (deadlock-api, Oct 15 to Oct 26, 2026).

Crowd control shortens when repeated. A second and third crowd control effect within 9 seconds are cut by 15% and 35% (Apr 10, 2026), and being stunned pauses your reload instead of restarting it (Sep 16, 2026).

Respawn

Respawn time grows with the match. Valve's Jun 30, 2026 update ramps it from 8 seconds at 5 minutes to 35 at 20 minutes, and the Sep 16, 2026 update raised the 20-minute value to 38 seconds. The team ahead waits 6 to 22 seconds longer, scaling with a 15% to 30% net worth lead (Jan 20, 2026), and a Rejuvenator cuts your team's respawns while it lasts. How to use enemy respawn time is on Macro and Rotations.

Frequently asked questions

How do you dash jump in Deadlock? In Deadlock, jump between 0.3 and 0.55 seconds into a dash, as the stamina bar turns blue, to dash jump 19 meters; it costs 2 stamina, per Mobalytics.

How do you parry in Deadlock? Press F in Deadlock as an enemy's melee lands, watching for the heavy melee's wind-up; a successful parry stuns the attacker for about two seconds, per Esports.gg, and a miss puts parry on cooldown.

Does sliding cost stamina in Deadlock? No, sliding in Deadlock costs no stamina, and you can shoot while sliding and jump out of a slide since Mar 6, 2026.

How much stamina do Deadlock heroes have? Most Deadlock heroes have 3 stamina; seven have 2 and four (Grey Talon, Ivy, Vyper and Celeste) have 4 in the game files as of Oct 26, 2026.

Do headshots do more damage in Deadlock? Yes, Deadlock headshots deal 1.65 times damage since Valve's Nov 21, 2025 update, down from 1.8.

How much damage does heavy melee do in Deadlock? A heavy melee in Deadlock deals 116 base damage for most heroes and a light melee 50, both growing each level, in the game files as of Oct 26, 2026.

Does wall jumping cost stamina in Deadlock? In Deadlock the first wall jump in a sequence is free and later ones cost 0.5 stamina, under Valve's Oct 2, 2025 rules after a brief 0.25 charge was removed in Dec 2025.

Sources

Moments

Deadlock for Beginners in 20 Minutes - Updated Late 2026

Deathy

  1. Movement in Deadlock runs on stamina: each dash and air jump spends a bar, most heroes have three, and slides, mantles…
  2. The dash jump is the fastest basic move. Jump during a dash and you carry its speed into the air: since Valve's Jun…
  3. Melee is a weapon every hero carries. In the game files, a light melee deals 50 base damage and a heavy melee 116 for…
  4. Valve has refined parry through 2026. It works while ground dashing (Apr 10, 2026); parrying during a regular dash…

The Only Beginner’s Guide You Need for Deadlock (Updated)

Metro Deadlock

  1. Stamina is the bar that pays for dashes and air jumps. In the game files read on Oct 26, 2026, 31 heroes have 3…
  2. Each move has a price. Mobalytics' movement guide (Oct 28, 2024) lists a double jump, a dash and an air dash at 1…
  3. Parry (F by default) stuns an enemy who melees you while it is active. Esports.gg (Sep 24, 2024) puts the stun at…

See also

About this page

Last updated Oct 26, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

Edit History

Hotkeys

/
Jump to the search box
? or Ctrl + /
Open this list
Esc
Close this list, the photo viewer, or the account menu

Video

Space or K
Play or pause
← →
Back or forward 5 seconds
J L
Back or forward 10 seconds
0 to 9
Go to 0% to 90% of the video
, .
Previous or next frame, while paused
M
Mute or unmute
C
Captions on or off
F
Full screen on or off
A D
Previous or next moment

Photo viewer

← → or A D
Previous or next photo
↑ ↓ or W S
Previous or next photo
Home End
First or last photo
I
Show or hide the photo's info
C
Clickless on or off: a pointer over a thumbnail shows it
N
Compare with the last photo: back to the one shown before this, and N again comes back
Q
Move the thumbnails to the next edge: top, bottom, left and round
Ctrl + ,
Open or close the viewer's settings
V
Clickless pan: a zoomed photo follows the pointer, rather than being dragged
B
Browse on or off
Z
Everything out of the way: full screen, no thumbnails, no button bar. Z again puts them back.
Back to top