Souls and Economy
Souls are Deadlock's only currency and its experience: they buy items and level your hero. Most come from lane troopers and their orbs, then hero kills, Haunts, objectives and breakables, and a losing team earns up to 25% more.
Souls are the one resource in Deadlock: every soul you collect is both money for the shop and experience that raises your hero's power and gives Ability Points, and you start each match with 600 of them, a number Valve's Nov 21, 2025 update raised from 400. PC Gamer's beginner guide puts it plainly: "Souls are everything in this game". Deadlock is an invite-only playtest, so each number below carries its patch, as of Oct 26, 2026.
Quick facts
| Starting souls | 600 (since Nov 21, 2025) |
| Trooper bounty | 100 + 2 per minute (since Jun 30, 2026) |
| Deniable orb share | 50% of a trooper's souls (since Jun 30, 2026) |
| Trooper soul range | 45 m (since Nov 21, 2025) |
| Base hero kill bounty | 200, first blood 125, at most 2,200 at 40 minutes (since Jun 30, 2026) |
| Comeback bonus | Up to 25% more souls for the trailing team (since May 8, 2025) |
| Average final net worth | 40,587 souls per player (measured, Oct 12 to Oct 26, 2026) |
Sources: Valve, Nov 21, 2025, Valve, Jun 30, 2026, Valve, May 8, 2025, deadlock-api game stats, measured Oct 26, 2026.
Where souls come from
Lane troopers are the biggest source of souls in Deadlock. Over 1.9 million matches from Oct 12 to Oct 26, 2026, deadlock-api measured an average match of 36 minutes 22 seconds and an average final net worth of 40,587 souls per player. The average player's souls came from these sources in that window:
| Source | Average souls per player |
|---|---|
| Lane troopers (last hits) | 9,627 |
| Hero kills | 8,141 |
| Trooper orbs | 7,940 |
| Neutrals (Haunts) | 4,152 |
| Bosses and objectives | 3,253 |
| Breakables | 2,867 |
| Assists | 2,840 |
| Sinner's Sacrifice | 1,847 |
| Team bonus | 1,643 |
| Trophy Collector (item) | 504 |
Source: deadlock-api (measured), game stats for matches since Oct 12, 2026, read Oct 26, 2026.
Troopers and their orbs together come to 17,567 souls a player, about two-fifths of the listed total, which is why every guide starts with the lane. Mobalytics' jungle guide (Aug 28, 2026) says it directly: "Lane creeps give more Souls than anything else in the game."
Troopers, orbs and denies
A dying trooper splits its souls in two: half fly up as an orb either team can shoot, and half fall to the ground as an orb for your team. Valve's Nov 21, 2025 update introduced the ground orb, which travels to you within 18 m and needs only one teammate to claim it; the flying orb's share was 40% then and has been 50% since Valve's Jun 30, 2026 update. Since the Map Rework of Feb 25, 2025, troopers pay out even without your last hit, as long as you are near.
Shooting the flying orb first secures it for you, and an enemy who shoots it first denies it. The Map Rework set the split between securing and denying at 50/50 (from 65/35). deadlock-api measured 2.9 denies a player a match from Oct 12 to Oct 26, 2026.
Ground orbs last 18 seconds, growing 2 seconds a minute to 40 seconds after 10 minutes, and enemy ground orbs show as faint colorless orbs you cannot claim (Valve, Nov 21, 2025). You collect trooper souls from up to 45 m away (35 m before that update), and claiming an orb gives back ammo, a change from the Shop Rework of May 8, 2025.
A trooper is worth 100 souls plus 2 a minute since Jun 30, 2026, down from 116 plus 1.16 a minute: less before minute 20, more after. When several heroes stand near, each gets a fraction of that: 1, 0.54, 0.36, 0.25, 0.2 and 0.16 for one to six heroes, the ratios Valve set on Nov 21, 2025. The Laning Guide covers how to win these orbs in practice.
Haunts, breakables and Sinner's Sacrifice
Neutral camps, called Haunts since the City Never Sleeps Update of Sep 29, 2026, are the second steady income after the lane. In the game files as of Oct 26, 2026, deadlock-api's copy lists base bounties of 41 souls for a weak Haunt, 68 for a normal one and 181 for a strong one, each growing 1.08% a minute. The Neutral Camps and Jungle page has every camp, its timers and the best times to farm.
Breakables pay small amounts and sometimes a permanent buff. Wooden crates first spawn at 3:00 and every 3 minutes after, with a 60% chance to drop 23 souls plus 2 a minute, and Tough Crates need a Heavy Melee and always drop 46 plus 4 a minute, in the game files as of Oct 26, 2026.
Sinner's Sacrifice is a melee-only soul vault with a base bounty of 155 souls growing 1.08% a minute (game files, Oct 26, 2026), plus Golden Statue buffs for a well-timed Heavy Melee kill.
Kills, assists and unsecured souls
A hero kill is worth 200 souls at base, first blood 125, and a kill bounty grows to at most 2,200 at 40 minutes, the values since Valve's Jun 30, 2026 update. Valve's developer Yoshi added a bonus for small fights on Dec 16, 2025: solo kills pay 25% more and duo kills 15% more.
Unsecured souls are the part of your income you can still lose. Souls from neutrals and similar sources start unsecured and drain into your secured total at 0.5% of the remainder plus 1.6 per tick, the rule since Dec 16, 2025. If you die first, some drop: the minimum that drops is 50 plus 5 a minute since Jun 30, 2026 (150 before), and Mobalytics' souls guide (Jan 25, 2026) notes that anyone can melee the dropped container.
Objectives and team income
Objectives pay everyone. Since Valve's Sep 16, 2026 update, 25% of an objective's bounty goes to heroes nearby and the rest is split among all six players (40% until Jul 9, 2026, then 30%). The Objectives, Mid-Boss and Rejuvenator and Soul Urn pages list each bounty.
Comeback mechanics
A team that falls behind earns more. Since the Shop Rework of May 8, 2025, the losing team gains up to 25% more souls from troopers, neutrals, vaults and objectives; the bonus scales with the gap, peaks at a 20% net worth difference and ignores the first 3,000 souls of it.
The two poorest players on each team get a trickle of souls after the laning phase. Valve added this "tick" on Dec 6, 2024, funded by 2% and 1% of the souls the team gathers. On Sep 16, 2026 Valve routed more through it: 70% of the extra comeback value earned by players already above the enemy team's average net worth now goes to those two players instead.
Valve also made comebacks smaller on Sep 16, 2026, removing a fixed bonus for being even slightly behind on hero kill and Unstable Rift bounties and slightly reducing comeback bounties overall. Kill comeback bounties had been raised 8% on Jun 11, 2026.
The richer team also pays when it dies. Since Valve's Jan 20, 2026 patch, the leading team's respawn grows by 6 to 22 seconds, scaling with a 15% to 30% net worth lead and with game time from 10 to 25 minutes.
The Unstable Rift
The Unstable Rift is a comeback objective: a capture zone that appears in a side lane about every 7 minutes and pays the team that holds it. Valve created it on Jun 30, 2026 by renaming its King of the Hill objective, separating it from the Urn and giving it a start time that varies by a minute either way. An in-world effect shows the lane 60 seconds ahead, then a global announcement comes 20 seconds before it opens (cut from 25 seconds on Jul 9, 2026).
Capture works like king of the hill in a 20 m circle. Both teams can make progress at once, but the Rift completes only with one team inside, taking 6, 12 or 18 seconds for the favored, neutral and unfavored team; left unclaimed for 60 seconds, it throws its souls into the sky as orbs (Jun 4 and Jun 11, 2026). Mobalytics (Oct 12, 2026) puts the first Rift between 10 and 12 minutes, above a side lane's bridge, worth 1,482 souls split across the team and 222 more for each minute later.
The winners also get a push: 5 Rift Troopers down the lane, up to 14 when the team trails (since Jul 9, 2026), with double health and damage and no souls of their own.
The Sep 16, 2026 change scaled the Rift's comeback resist with time. A trailing team's resist in the Rift area had been capped at 35%; since Valve's Sep 16, 2026 update it is 10% plus 1% per minute, "around ~20% for the first one", up to 40% at 30 minutes. All the Rift's comeback bonuses (resist, extra bounty and capture time) scale linearly from nothing at even net worth to full at 15% behind, and the resist aura reaches 35 m and also grants Debuff Resistance.
Frequently asked questions
How do you get souls in Deadlock? In Deadlock, souls come mostly from lane troopers and the orbs they drop, then from hero kills, Haunts (neutral camps), objectives, breakables, assists and Sinner's Sacrifice vaults. deadlock-api measured 17,567 souls a player from troopers and orbs in matches from Oct 12 to Oct 26, 2026.
What are soul orbs in Deadlock? When a trooper dies in Deadlock, half its souls fly up as an orb you shoot to secure (or the enemy shoots to deny), and half fall as a ground orb for your team. The 50% flying share dates from Valve's Jun 30, 2026 update.
How do denies work in Deadlock? In Deadlock you deny by shooting an enemy trooper's flying soul orb before the enemy does, which takes those souls from them. Denies are uncommon: 2.9 a player a match in deadlock-api's Oct 2026 measurement.
Does Deadlock have a comeback mechanic? Yes: in Deadlock a trailing team earns up to 25% more souls (Valve, May 8, 2025), its two poorest players get a soul trickle, the richer team respawns slower, and the Unstable Rift favors the team behind. Valve trimmed some of these bonuses on Sep 16, 2026.
What is the Unstable Rift in Deadlock? The Unstable Rift is a Deadlock capture zone that appears in a side lane about every 7 minutes and gives souls and Rift Troopers to the team that holds it. Valve renamed it from King of the Hill on Jun 30, 2026.
Sources
- 11-21-2025 Update, Valve, Nov 21, 2025
- Minor Update - 06-30-2026, Valve, Jun 30, 2026
- Minor Update - 09-16-2026, Valve, Sep 16, 2026
- Minor Update - 07-09-2026, Valve, Jul 9, 2026
- Minor Update - 06-04-2026, Valve, Jun 4, 2026
- Minor Update - 06-11-2026, Valve, Jun 12, 2026
- Shop Rework Update, Valve, May 8, 2025
- Map Rework Update, Valve, Feb 25, 2025
- 12-06-2024 Update, Valve, Dec 6, 2024
- 12-16-2025 Update, Valve (Yoshi) on the Deadlock forums, Dec 16, 2025
- 12-29-2025 Update, Valve (Yoshi) on the Deadlock forums, Dec 29, 2025 and Jan 20, 2026
- Deadlock - City Never Sleeps, Valve, Sep 29, 2026
- Game stats, matches since Oct 12, 2026, deadlock-api (measured), read Oct 26, 2026
- NPC units and misc entities, deadlock-api (game files), read Oct 26, 2026
- If Deadlock is your first MOBA, here are 6 tips to suck less at it, PC Gamer (Harvey Randall), Sep 4, 2024
- Deadlock Neutrals and Jungle Explained, Mobalytics (dxvis), Aug 28, 2026
- Deadlock Souls Guide, Mobalytics, Jan 25, 2026
- Deadlock Unstable Rifts Explained, Mobalytics (dxvis), Oct 12, 2026
- Deadlock for Beginners in 20 Minutes - Updated Late 2026, Deathy, Oct 8, 2026 (video)
- Just Give Me 33 Minutes, You'll Out Farm Everyone | Deadlock Farming Guide, Shotty, Sep 7, 2026 (video)
- The Only Lane Guide You'll Ever Need | Deadlock Laning Guide, Shotty, Oct 7, 2026 (video)
- The Only Beginner’s Guide You Need for Deadlock (Updated), Metro Deadlock, Oct 1, 2026 (video)
Moments
Deadlock for Beginners in 20 Minutes - Updated Late 2026
Deathy
- Souls are the one resource in Deadlock: every soul you collect is both money for the shop and experience that raises…
- A dying trooper splits its souls in two: half fly up as an orb either team can shoot, and half fall to the ground as…
- Sinner's Sacrifice is a melee-only soul vault with a base bounty of 155 souls growing 1.08% a minute (game files, Oct…
- The Unstable Rift is a comeback objective: a capture zone that appears in a side lane about every 7 minutes and pays…
- The Sep 16, 2026 change scaled the Rift's comeback resist with time. A trailing team's resist in the Rift area had…
Just Give Me 33 Minutes, You'll Out Farm Everyone | Deadlock Farming Guide
Shotty
The Only Lane Guide You'll Ever Need | Deadlock Laning Guide
Shotty
The Only Beginner’s Guide You Need for Deadlock (Updated)
Metro Deadlock
See also
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Items and ShopDeadlock sells 156 items in its shop in three categories (Weapon, Vitality, Spirit) and four tiers costing 800, 1,600, 3,200 and 6,400 souls. Each hero has 9 item slots plus 3 Flex Slots, one unlocked for each enemy Walker the team destroys. -
Ability Points and LevelingIn Deadlock your soul total is your level: at set soul counts you unlock your four abilities (at 0, 500, 1,400 and 3,200 souls above the start) or earn an Ability Point, 32 in all by 48,600, exactly enough for every upgrade at 1, 2 and 5 points each. -
Laning GuideIn Deadlock's lane phase, two heroes share each of three lanes, farm trooper waves that come every 25 seconds, shoot the soul orb that flies up from each dying trooper to secure it (or your own trooper's orb, to deny it), and pick up the ground orb that holds the other half. Trade with abilities, stay away from the enemy Guardian early, and leave lane to farm camps once the wave is pushed, usually around 5 to 10 minutes.
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City Never Sleeps UpdateCity Never Sleeps is Deadlock's Sep 29, 2026 update: a new look for the whole map, neutral camps turned into Haunts, four Districts, a new HUD and accessibility options, and six heroes released by player vote from Oct 2 to Oct 20, 2026. -
Neutral Camps and JungleDeadlock's jungle is the neutral camps between the lanes, called Haunts since City Never Sleeps (Sep 29, 2026): weak camps first spawn at 2:00, medium at 5:00 and strong at 8:00, alongside crates, Buff Containers and Sinner's Sacrifice soul vaults. -
ObjectivesYou win a Deadlock match by destroying the enemy Patron in its base. To reach it, a team breaks a lane's Guardian, Walker and pair of Base Guardians, then two Shrines, and each enemy Walker it kills unlocks a Flex Slot for every player.