Heroes by Playstyle
Every hero can shoot, farm, and build anything — but kits lean toward playstyles. Find yours below.
Every hero can shoot, farm, and build anything — but kits lean toward playstyles. Find yours below.
Fresh from the City Never Sleeps update — six heroes rolling out two per week, with the release order decided by community vote. Four are playable now, two still to come.

Scrappy, Regal, Tenacious. The community-vote winner and a fan-favorite concept made real — an anthropomorphic rodent monarch. His arrival pushed Deadlock to 228,000 concurrent players.

Cackling, Beady, Hexing. A vicious pigeon lady not to be trifled with. Her launch set another record at 236,730 concurrent players — beating the vote winner's debut.

Strategist, Grandmaster, Checkmate. The chess hero. Deploys a bishop that damages enemies on diagonal squares, promotes allies to knights with barriers, and controls space like a grandmaster. Arrived as the player count topped 262,000.

Reckless, High-Flying, Explosive. A skeletal jetpack test pilot for Fairfax Industries. Rains spirit missiles with Strix Salvo, flies with the Chimera Mk1 jetpack (overheat and dive-bomb!), and sprays fuel with Jettison Fuel. Pure aerial chaos.
Strict, Terrifying, Savior. A stern medical professional. One of two heroes still waiting for release — either she or Violet will be next, with the other following after. Vote for her in the pre-game lobby to move her up the queue.
Expressive, Nimble, Creative. An artist. One of two heroes still waiting for release — either she or Nurse Harrow will be next, with the other following after. Vote for her in the pre-game lobby to move her up the queue.
Get in faces, soak damage, start fights. You live in the middle of the chaos and make space for your team.

Gargoyle brawler with lifesteal and a gap-closing shoulder charge. Drain-tanks through fights; his leap-slam ultimate stuns whole teams. Straightforward and hard to kill.

Robot brawler with a hook that yanks enemies out of position. High disruption, high skill — land the hook and fights fall apart for the enemy.

Ice brawler who heals and slows. Protects teammates with ice walls and a huge healing ultimate. Tanky support hybrid.

Mustached officer who weakens enemies and clears waves fast. Frontline presence with strong laning.

Monkey-pig duo with burrow mobility and CC chains. Initiates fights and isolates targets.

Chaotic close-range brawler. Lives dangerously up close and thrives in messy fights.

High-flying initiator with burst damage and strong CC. Dives in, blows someone up, gets out.

Goo-ball menace. Disruptive, slippery, and incredibly hard to kill when played well — but one of the hardest kits to master.

Revolver mystic who sacrifices her own health for power, then steals it back. High-risk lifesteal brawler.

The masochist tank — taking damage charges his battery, and killing him just makes him reanimate angrier. Walk at the enemy team and dare them to focus you.
Your job is killing. Some burn from range, some dive in close — all of them end fights.

Lightning mage with a terrifying storm-cloud ultimate that zones entire teams. Great wave clear, strong at all stages. A top pick for a reason.

Stealthy assassin who sprays bullets and finishes targets up close. Melts isolated enemies and tanks alike.

Fire-based damage-over-time. Easy to pilot, hard to stand near — burn them down and watch them panic.

Vampire sniper. Picks off injured enemies from range and punishes anyone low.

Bow marksman with traps. Rewards precise aim with huge ranged damage and area denial.

Samurai with transformative abilities. High skill ceiling — devastating when mastered, demanding until then.

Gangster duelist who isolates targets and teleports. Scales into a late-game monster.

Close-range brawler-assassin. High damage up close, thrives on aggression.

Crackshot with explosives. Precise, punishing, and great at picking off targets.

Trickster with burst damage and frogs. Slippery split-pusher who wins side lanes.

Slippery burst assassin. Gets in, deletes someone, vanishes.

Stalker who hunts isolated targets. If you're alone, you don't want to see Drifter coming.

Duelist with team utility. Strong 1v1, useful everywhere.

Mobile duelist with crit potential. Stylish and deadly in the right hands.

Nimble harasser. Vexing to play against, rewarding for poke-heavy playstyles.

Death-fueled summoner — collects death from nearby kills to summon Ghouls and Deadheads that flood lanes. A strong macro pick, and one of the highest win-rate heroes right now.

Werewolf shapeshifter — pokes as a human to build bloodlust, then transforms and mauls the backline. Managing the transform timing is the whole hero.

Witch-hunter duelist — traps chokes, shotgun-blasts enemies into walls for stuns, and finishes with blessed execution stakes. Anti-heal fire counters sustain comps.

The slide assassin — absurd slide mobility, stacking dagger and venom damage, and a petrify ultimate for free kills. One of the most movement-intensive heroes in the game.
Keep the team alive, control fights, and make everyone around you better. The most underappreciated — and often most impactful — role.

The premier support initiator. His black-hole ultimate wins teamfights outright. High sustain, massive playmaking.

SMG imp who heals allies and disrupts enemies. Weirdly mobile, versatile, and tough to kill.

Booksmart protector with shields, damage buffs, and a global ultimate that heals allies and hurts enemies anywhere on the map.

Inventor who sets up turrets and zones. Defensive anchor who controls space.

Tiny helper with sleep-themed utility. Deceptively impactful support kit.

Tactician who manipulates time and disrupts enemies. High skill floor, unique playstyle.

Doors, portals, and teamfight control. One of the highest skill ceilings in the game.

Light-themed support — prism shields, bouncing slows, and delayed sky-beams that reward pre-planned positioning. Softens targets for her team to finish.

The wildcard — scouts with a spectral Assistant, hexes enemies into rabbits, and copies the enemy's ultimate to turn it against them. The hardest hero in the game to master.
Deadlock's best moments come from heroes combining abilities — one hero sets them up, the other knocks them down. This is called tech: practiced coordination between two kits that produces more than either could alone. Learn these and you'll start seeing combo windows everywhere.
Multi-ultimate teamfight enders. When these land cleanly, the fight is over.
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Why it works: Death Slam groups scattered enemies into one pile; Singularity keeps them there. Nothing escapes, nothing dodges — the whole team eats full damage from both ults.
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Why it works: Storm Cloud's weakness is that Seven is a sitting duck. Dynamo solves it by delivering the storm directly onto grouped enemies who can't escape the radius.
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Why it works: Bullet Dance needs stationary targets to maximize damage. Dynamo's layered CC (sleep into knockup into black hole) guarantees Haze gets a full magazine on every enemy.
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Why it works: The dome protects Seven from divers and interrupts while he channels, and the slow keeps enemies inside the storm radius longer. A protected Seven is a team-wiping Seven.
Catch one enemy out of position and delete them before their team can react.
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Why it works: A hooked target lands exactly where Bebop faces — straight into the black hole. One hook becomes a guaranteed kill with zero counterplay once the Singularity is placed.
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Why it works: The dome cuts off every escape route — the hooked target can't dash, can't get help, and can't fight back effectively while your team collapses on them.
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Why it works: Bebop's lockdown gives Haze the clean setup she needs. It doesn't require tight timing — the hook alone creates a long enough window for Haze to do her whole routine.
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Why it works: The swap is instant and disorienting — the carry goes from safe backline to surrounded with no time to react. Pre-placed CC means they're stunned before they can even process what happened.
Deliver damage directly into the enemy team — high risk, highlight-reel reward.
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Why it works: Lash wants to be in the middle of the enemy team anyway. The bomb turns his engage into a nuke — enemies have to deal with a diving brawler AND a ticking explosive at the same time.
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Why it works: Infernus's biggest weakness is getting kited before he can reach his targets. Ivy's flight skips the approach entirely — he starts the fight already in position, at full HP, with his bomb ready.
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Why it works: Storm Cloud needs enemies to stay in the radius. Abrams's stun guarantees the first crucial seconds land at full damage, and his drain-tank presence keeps the fight going long enough for the storm to finish the job.
New to Deadlock? These five are the most forgiving while you learn movement, the shop, and the map:

Strong at every stage, clear gameplan, game-winning ultimate. The best all-rounder to learn on.

Hard to kill, simple gameplan: charge in and punch. Teaches frontline positioning safely.

Easy kit, strong damage-over-time. Learn spacing and trading without complex combos.

Supportive kit that keeps you useful even while learning. Great for understanding team play.

Intuitive assassin loop: find isolated target, delete them, leave. Teaches map awareness fast.