The Deadlock Map Explained: Lanes, Guardians, Walkers, and the Patron

A geography-first tour of the Deadlock map: what Guardians, Walkers, Shrines, and the Patron do, and the exact order you break them to win.

10 min read
mapobjectivesfundamentalsbeginner

If you've dropped into a few matches and still aren't sure why the game suddenly ends, here's the Deadlock map explained the way a coach would walk you through it: not as a list of building names, but as a route. Deadlock is a game about one thing. You march down a lane, break the enemy's defenses in a fixed order, and kill their Patron before they kill yours. Every structure on the map is a checkpoint on that route, and knowing what each one does is most of what separates players who win from players who just fight. This is the short version of how to win in Deadlock, structure by structure.

The map is a route, not a battlefield

Picture two mirrored bases connected by four parallel lanes. Yours sits at one end, the enemy Patron at the other, and everything between is symmetric: whatever you can do to them, they can do to you. Troopers (the game's minions) march down each lane and feed you souls when you last-hit them. Between the lanes is the jungle, full of neutral camps you clear for extra souls, plus two objectives worth learning early. The Soul Urn is a pickup you carry to a drop-off for a lump of team gold, and the Mid-Boss is a heavy neutral that drops a Rejuvenator buff strong enough to swing the late game. The whole map is wrapped in a rail of zip lines, so movement is fast and ganks come from angles a normal MOBA would never allow.

Guardians, Walkers, and Shrines: every structure in order

This is the part of the Deadlock objectives guide that actually matters. There are only a handful of structure types, and they always come in the same sequence. Here's what each one is and what you get for killing it.

StructureWhere it sitsWhat it doesWhat killing it gives you
GuardianFront of each laneShields itself while watching you and zones you out of the laneSouls plus a team flex slot; opens the path to the Walker
WalkerBehind the GuardianA heavy patrolling mech that punishes overextensionA big soul bump plus a team flex slot; cracks the base open
ShrineFlanking the Patron, two per baseKeeps the Patron completely invulnerable while it standsNothing on its own, but both must fall to expose the Patron
PatronCenter of the enemy baseThe win condition itself, fought in two phasesThe game
The path to the Patron, front to back
  1. Laning
    Farm and pressure the Guardian

    Last-hit troopers for souls, deny the enemy theirs, and chip the Guardian's shield every time it drops to attack your wave. Most of the early game is just building a soul lead here.

  2. Guardians fall
    The map opens up

    Once Guardians die, flex slots come online and rotations begin. Teams start grouping for the Soul Urn, contesting jungle camps, and looking for picks with zip-line ganks.

  3. Walkers and Mid-Boss
    The mid-game siege

    Downing Walkers gives another soul and flex-slot payday and exposes the base. Around now, a won teamfight is often cashed in for the Mid-Boss and its Rejuvenator.

  4. The base
    Shrines, then the Patron

    Break both Shrines, burst the Patron to its weakened phase, and finish it before the enemy respawns. This is the whole game in one push, so time it carefully.

Guardians: your first real objective

Guardians are the gatekeepers of each lane, and they're the first structure you'll realistically kill. A Guardian projects a shield that makes it immune while it's watching you. The shield drops only when it turns to attack something else, like your troopers, or when no enemy hero is in its sightline. That's the whole trick. Push a wave into it, let the Guardian aggro your troopers, and unload during the window its shield is down. A hero like Seven can delete a Guardian's health bar in one of those windows, because his kit clears waves and chews through structures at the same time. Kill the Guardian and two things happen: your lane opens toward the Walker, and your team is rewarded with souls and a flex slot everyone can use.

That flex-slot reward is the part new players miss. Deadlock gives every hero item slots split into Weapon, Vitality, and Spirit categories, and flex slots are the wildcards you can fill with anything. Because objectives grant them, breaking Guardians and Walkers doesn't just move you closer to the win, it makes your whole team permanently stronger for the rest of the match. Objectives are the best farm on the map. Ignoring them to chase kills is how teams end up ahead on the scoreboard and behind on power.

Walkers: the mid-game wall

Behind each Guardian stands a Walker, a towering mech on legs that patrols its lane and hits far harder than any tower you're used to. You don't brute-force a Walker the way you chip a Guardian. It has real range and real damage, so you fight it with your creep wave in front of you and, ideally, a plan. This is where a hero like McGinnis earns her spot: drop a wall to cut the Walker off from support, plant turrets to stack sustained damage, and siege it down while your team holds the choke. Down the Walker and you've cracked the lane open to the enemy base, plus another chunk of souls and another flex slot for the team.

Shrines and the Patron: closing the game

At the enemy base you'll find the Patron flanked by two Shrines, sometimes called Base Guardians. The Patron is the win condition, but it's completely invulnerable until both Shrines are destroyed, so the base assault is really a two-step: kill the Shrines, then race the Patron before the enemy respawns. The Patron itself has a first phase where you damage it from range. Drop it low and it descends into a weakened second phase and starts fighting back on the ground. Kill it there and the match is over. A diver like Mo & Krill is perfect for this moment: burrow into the base, tie up the last defender, and buy the seconds your team needs to finish the Patron before reinforcements arrive.

  1. 1
    Clear the wave in with you

    Push a trooper wave into the base so you're not tanking Shrines and the Patron with your own health bar alone.

  2. 2
    Break both Shrines

    The Patron can't be touched until both are down. Split them if you have the bodies to spare, or focus one at a time and stay together.

  3. 3
    Burst phase one

    Hit the Patron from range and drop it into its weakened state as fast as you can, before the enemy can regroup on you.

  4. 4
    Finish before the respawn wave

    Check enemy death timers. If two or more are about to respawn, back off the Patron rather than feed a wipe on their doorstep.

How to win in Deadlock, in practice

Stripped to its core, how to win in Deadlock is simple to say and hard to do: farm souls, break objectives in order, and only commit to the Patron when the fight is already won. Everything else, the duels, the jungle camps, the Soul Urn, and the Mid-Boss, exists to help you arrive at the enemy base stronger than they are. The teams that understand the map as a route, not a scoreboard, close games. The teams that chase kills across the map tend to lose ones they were winning.

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Guide FAQ

What order do you destroy structures in Deadlock?

Per lane, the Guardian goes first, then the Walker behind it. Once you reach the enemy base, destroy both Shrines to expose the Patron, then kill the Patron to win. You can't damage the Patron while either Shrine still stands, so the base push is always Shrines first.

What do Guardians, Walkers, and Shrines do in Deadlock?

Guardians gatekeep each lane and shield themselves while watching you. Walkers are heavy mechs behind them that punish overextension. Shrines flank the Patron and keep it invulnerable. Guardians and Walkers reward souls and flex slots when destroyed; Shrines simply have to fall before you can touch the Patron.

What are flex slots, and why do objectives matter so much?

Flex slots are wildcard item slots you can fill with any category: Weapon, Vitality, or Spirit. Your team unlocks them by destroying Guardians and Walkers, which is why objectives are the strongest farm on the map. Winning fights but ignoring structures leaves your team weaker than the scoreboard suggests.

How do you win in Deadlock as a beginner?

Build three habits: last-hit troopers for souls, take objectives in order instead of chasing kills, and only push the Patron when the enemy team is dead or respawning. Good positioning on the zip lines and a clear plan for each Shrine push will win you more games than raw aim ever will.

What is the Mid-Boss and should I fight it?

The Mid-Boss is a heavy neutral in the center of the map that drops a Rejuvenator buff: strong healing plus a self-revive that can decide the late game. Fight it when you have a numbers advantage or right after a won teamfight, never blindly. Getting caught taking it hands the enemy a free objective and often the game.

Can you really lose from one bad Patron dive?

Absolutely, and it's the most common way winning games flip. Diving the Patron with dead teammates and no creep wave gets you wiped on the enemy's doorstep, and they counter-push into your undefended base. If the enemy is about to respawn, take the Shrines or the map pressure instead and reset. The Patron isn't going anywhere.