Heroes by Playstyle

Every hero can shoot, farm, and build anything — but kits lean toward playstyles. Find yours below.

New player? Start with the Beginner Picks section at the bottom. These heroes are forgiving while you learn the game's systems.

Brand New Heroes

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.

Playable Now

New — Oct 2Rat King

Rat King

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.

New — Oct 6Baba

Baba

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.

New — Oct 9Solomon

Solomon

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.

New — Oct 13Deadman Danny

Deadman Danny

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.

Coming Soon

Unreleased

Nurse Harrow

Strict, Terrifying, Savior. A stern medical professional. Details under wraps until her release — vote for her in the pre-game lobby to move her up the queue.

Unreleased

Violet

Expressive, Nimble, Creative. An artist. The final hero of the City Never Sleeps rollout — expected October 20.

How the rollout works: players vote in the pre-game lobby for which hero releases next. Votes from the winning team count double, as does your first win of the day. The last hero drops October 20.

Tanks & Brawlers

Get in faces, soak damage, start fights. You live in the middle of the chaos and make space for your team.

Abrams

Abrams

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.

Bebop

Bebop

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.

Kelvin

Kelvin

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

Warden

Warden

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

Mo & Krill

Mo & Krill

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

Billy

Billy

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

Lash

Lash

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

Viscous

Viscous

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

Lady Geist

Lady Geist

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

Victor

Victor

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.

Damage Dealers

Your job is killing. Some burn from range, some dive in close — all of them end fights.

Seven

Seven

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.

Haze

Haze

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

Infernus

Infernus

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

Vindicta

Vindicta

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

Grey Talon

Grey Talon

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

Yamato

Yamato

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

Wraith

Wraith

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

Shiv

Shiv

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

Holliday

Holliday

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

Pocket

Pocket

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

Calico

Calico

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

Drifter

Drifter

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

Mirage

Mirage

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

Apollo

Apollo

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

Mina

Mina

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

Graves

Graves

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.

Silver

Silver

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

Venator

Venator

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

Vyper

Vyper

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.

Supports & Utility

Keep the team alive, control fights, and make everyone around you better. The most underappreciated — and often most impactful — role.

Dynamo

Dynamo

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

Ivy

Ivy

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

Paige

Paige

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

McGinnis

McGinnis

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

Rem

Rem

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

Paradox

Paradox

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

The Doorman

The Doorman

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

Celeste

Celeste

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

Sinclair

Sinclair

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.

Hero Combos

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.

Wombo Combos

Multi-ultimate teamfight enders. When these land cleanly, the fight is over.

Wombo
Lash+Dynamo

The Meat Grinder

Lash Death Slams the enemy team (grabs, lifts, and throws them) into Dynamo's Singularity (black hole that drags enemies in and stuns).

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.

Wombo
Dynamo+Seven

Storm Delivery

Seven starts Storm Cloud (channeled lightning storm, but he can't move) — Dynamo Quantum Entanglements them both (teleports himself plus nearby allies) into the middle of the enemy team.

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.

Wombo
Dynamo+Haze

Geometry Jumpscare

Haze lands Sleep Dagger (puts a target to sleep), Dynamo follows with Kinetic Pulse (knockup) into Singularity — then Haze unloads Bullet Dance (auto-firing flurry with perfect accuracy) on the helpless targets.

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.

Wombo
Kelvin+Seven

Storm Shelter

Kelvin drops Frozen Shelter (impenetrable dome — allies inside heal, enemies are slowed) on the fight, then Seven channels Storm Cloud from inside it.

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.

Pick Combos

Catch one enemy out of position and delete them before their team can react.

Pick
Bebop+Dynamo

Hook Into the Hole

Bebop Grapple Arms a priority target (reels them in) into Dynamo's waiting Singularity.

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.

Pick
Bebop+Kelvin

Frozen Catch

Bebop hooks a target, Kelvin drops Frozen Shelter on them (dome traps them, slows them, blocks their escape).

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.

Pick
Bebop+Haze

Hook, Line, and Sleeper

Bebop hooks a target into the team, Haze was already waiting in Smoke Bomb invisibility — Sleep Dagger into a full Fixation-stacked burst.

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.

Pick
Paradox+Seven

The Yoink

Paradox lands Paradoxical Swap (swaps positions with an enemy hero) on the enemy carry — dropping them in the middle of your team, where Seven's Static Charge (delayed stun) is already waiting.

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.

Dive Combos

Deliver damage directly into the enemy team — high risk, highlight-reel reward.

Dive
Bebop+Lash

The Human Bomb

Bebop sticks a Sticky Bomb (timed explosive, works on allies too) onto Lash — who Grapples over the enemy team and dives in just as it detonates.

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.

Dive
Ivy+Infernus

Air Drop Delivery

Ivy Air Drops (grabs an ally, flies them over the fight) Infernus into the enemy backline — he lands, stacks burns, then detonates Concussive Combustion (living bomb ultimate).

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.

Dive
Abrams+Seven

Seismic Storm

Abrams leads with Seismic Impact (leaps in, AoE stun on landing) — Seven immediately follows with Storm Cloud on the stunned clump.

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 combos? Start with Bebop + anyone. His hook is the easiest setup tool in the game — land a hook and your partner just has to press their buttons. Wombo combos take more coordination; try them with a friend before attempting in solo queue.

Best for Beginners

New to Deadlock? These five are the most forgiving while you learn movement, the shop, and the map:

BeginnerSeven

Seven

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

BeginnerAbrams

Abrams

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

BeginnerInfernus

Infernus

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

BeginnerPaige

Paige

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

BeginnerHaze

Haze

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

Remember: tier lists shift every patch and mastery beats meta. The hero you enjoy enough to practice will always outperform the "S-tier" pick you hate playing. Pick someone fun, then get good.