# Deadlock Objectives: Guardians, Walkers, Shrines & Patron

> Every Deadlock structure in the order you must destroy it, from Lane Guardians and Walkers to Base Guardians, Shrines and the two-phase Patron, with current wiki numbers. Updated for Extra Slots from Walkers, the Unstable Rift and the September 2026 dynamic Walker indicators.

- **Game:** Deadlock
- **Category:** Map & Objectives
- **Author:** ItzMaze (https://guides-factory.com/authors/itzmaze)
- **Difficulty:** Beginner
- **Reading time:** 19 min
- **Published:** 2026-10-30
- **Updated:** 2026-10-30
- **Tags:** macro-strategy, objectives, patron, walkers
- **Adapted from:** [Explaining The Objectives Of Deadlock And How To Approach Them](https://www.youtube.com/watch?v=kj6NbvnHue0)
- **Canonical URL:** https://guides-factory.com/guides/deadlock-objectives-guide

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## 🎯 The core idea

> Deadlock has one win condition: kill the enemy Patron. To reach it you push objectives in a fixed order: the Lane Guardian, the Walker, a pair of Base Guardians, both Shrines, then the Patron twice (normal, then Weakened). Each step gets stronger as the match goes on. Since November 2025, Walkers are what unlock your three Extra Slots, so they matter far more than the old "third Guardian" rule.

<ul class="legend"><li><span class="badge free">free</span> costs nothing</li>
<li><span class="badge cheap">cheap</span> small cost</li>
<li><span class="badge setup">setup</span> needs preparation</li>
<li><span class="badge grind">grind</span> pays off slowly</li>
<li><span class="badge skip">skip</span> the thing to stop doing</li></ul>

This guide is built on Immajeanyus's objectives breakdown from July 2025. Since then the order of objectives has stayed the same, but a lot of the details changed: Extra Slots (November 2025), the Patron redesign (January 2026), the Unstable Rift (June 2026), the City Never Sleeps map rework (September 29, 2026) and the dynamic Walker attack indicators that shipped with it. Every number below was checked against deadlock.wiki in October 2026. Where the video says something different, the guide says so in that section. The gameplay footage is from the old map, so expect older visuals in the screenshots.

## The objective order from Guardian to Patron

![Deadlock Walker standing at the end of a lane street as a hero approaches it](https://api.guides-factory.com/media/uploads/2026/10/final_0800.webp)

Each of the three lanes, York (yellow), Broadway (blue) and Greenwich (green), has the same set of structures, which some players coming from other MOBAs call towers. Here they are, in the order you have to break them:

| Order | Structure | Count per team | What killing it gives you |
| ----- | --------- | -------------- | ------------------------- |
| 1 | Lane Guardian | 3 (one per lane) | A 1,375-soul bounty granted to every living hero on your team, and the lane's Walker can now be damaged |
| 2 | Walker | 3 (one per lane) | 3,675 souls and one Extra Slot for the whole team |
| 3 | Base Guardians | 3 pairs (one pair per lane) | 1,000 souls each, a permanently faster zipline in that lane, and the first pair makes Shrines vulnerable |
| 4 | Shrines | 2 | Super Troopers in that lane. Destroying both Shrines makes the Patron vulnerable |
| 5 | Patron, then Weakened Patron | 1 | The second phase dying ends the game |

The wiki states the dependencies plainly. A Walker can only be damaged once the Guardian in front of it is dead. Shrines are completely invulnerable until at least one pair of Base Guardians is down. The Patron can't be killed until both Shrines are gone. You do not need to clear all three lanes: one lane cleared all the way to the base is enough to finish the game. The other lanes just give you more souls, more Extra Slots and more ways in.

The video's main point still holds. Kills only help you for a short time, while objectives keep paying off. After you win a fight, look for the biggest objective you can take. If none is reachable, reset or farm.

## Lane Guardians and their early damage resistance

![Deadlock hero fighting a Lane Guardian up close with damage numbers on screen](https://api.guides-factory.com/media/uploads/2026/10/final_0318_HZmUuV6.webp)

Lane Guardians are the first line of defense. They have 5,500 HP and shoot a laser at the closest Trooper or hero in range. The laser deals weapon damage, so Bullet Resist reduces it. A Guardian can't be damaged at all while no enemy Trooper or player is within 24m. It also can't be hurt by a player standing outside its range, even if it is already fighting your Troopers.

<span class="badge skip">skip</span> Don't shoot the Guardian during the first few minutes of laning. Guardians have time-scaling damage resistance. The wiki puts it at **+50% at 0:00, falling in a straight line to 0% at 6:00 and to -50% (taking extra damage) from 12:00 onward**. The video says "60% less weapon damage at the start, 50% more at 10 minutes". Those were the numbers when it was recorded. The May 22, 2026 patch changed the curve to the one above. The advice is the same either way: early on, hit the enemy laner instead of the Guardian.

Lane Guardians are the one structure **without** backdoor protection. You deal full damage to one even if your Trooper wave is nowhere near it. That makes them the easiest thing on the map to split push.

## Parrying a Guardian and the items the video recommends

![Deadlock Suppressor item tooltip shown while a hero pushes a Lane Guardian in lane](https://api.guides-factory.com/media/uploads/2026/10/final_0335.webp)

<span class="badge free">free</span> If you stand within 5m of a Guardian, it switches to melee attacks, and you can parry them. A successful parry stuns the Guardian for 2 seconds. After that it goes back to its laser and can't melee again for 5 seconds. The wiki confirms the video's numbers here. Use the stun to finish off a low-HP enemy under their Guardian, or to get free damage on a Guardian when your wave isn't there.

<span class="badge cheap">cheap</span> The video recommends Monster Rounds or Cultist Sacrifice for extra damage to structures, and Suppressor to cut a Guardian's damage output. Treat that as the creator's advice, not a confirmed rule. The current wiki describes Suppressor (Tier 2, 1,600 souls) as reducing the fire rate of enemies you hit with spirit damage. It doesn't say whether that works on structures.

Some abilities deal less damage to all objectives. The wiki's list includes Bebop's Hyper Beam, Infernus's Flame Dash, Seven's Storm Cloud, Warden's Last Stand and others at 50%, and Haze's Fixation at 20%. Don't plan a fast Guardian take around those abilities.

## Walkers: health, resistances and backdoor protection

![Deadlock hero attacking a Walker at its feet with fire on the ground](https://api.guides-factory.com/media/uploads/2026/10/final_0835.webp)

Walkers are the second line of defense and the big four-legged machines you see in every lane. Here is how they work now, according to the wiki:

| Walker stat | Value now |
| ----------- | ------------- |
| Health | 6,000 with three Walkers alive, 9,000 with two, 12,000 for the last one |
| Damage resistance | +65% at 0:00, reaching 0% around 9:00 and -65% at 18:00 |
| Bullet Resist | 35% on top of that |
| Ally aura | +15% Bullet and Spirit Resist to defending heroes within 28m |
| Group resistance | 20% less weapon damage with 3 attackers nearby, up to 50% with 6 |
| Bounty | 3,675 souls: 40% split between the attackers nearby, 60% shared by the whole team |

The video is out of date on two points here. It says the side-lane Walkers have much less HP than the Broadway Walker. Since November 21, 2025 all three Walkers start with the same HP, and the remaining ones gain 3,000 HP each time one dies. So the last Walker standing is the hardest to kill, wherever it is. The video also gives resistance steps of "30% more damage at 16 minutes, 40% at 20 minutes". The wiki now describes a steady decline from +65% to -65% over 18 minutes.

<span class="badge setup">setup</span> Walkers have backdoor protection. If you attack one before your Trooper wave reaches it, a green circle and a "Protected" label appear. The Walker then gets 65% damage reduction and regenerates 65 HP per second. Push a wave into it first. The video's advice still applies: around 8 to 10 minutes, when laning ends, Walkers are usually too tanky to solo, and you'll get collapsed on while you try. Spread out if more than two of you are hitting one. If it's nearly dead, commit even if it costs you a death.

## Walker stomp and the dynamic attack indicators

![Deadlock melee hero standing under a Walker's legs inside its stomp range](https://api.guides-factory.com/media/uploads/2026/10/final_0860.webp)

A Walker has three attacks, and they all deal spirit damage:

- **Fire Beam**: a constant beam on the closest target for 2% of max HP per second.
- **Walker stomp**: used only when an enemy is within 15m. It deals 350 damage plus 15% of max HP and stuns for 2 seconds, on a 7-second cooldown.
- **Fireballs**: six projectiles at 200 damage each. They leave fire on the ground and reduce your Bullet and Spirit Resist by 10%. 10-second cooldown.

<span class="badge free">free</span> If you play a melee build, the stomp is your main threat. The video shows ways to melee the Walker and step out just before the stomp. The 7-second cooldown is the window to work with. Hit, back off when the stomp is ready, then go back in once it has been used.

This is the part of the video that has changed the most. In 2025 a Walker had two permanent white circles on the ground, one for stomp range and one for its attack range. The September 29, 2026 update replaced them with a **dynamic attack and stomp range indicator that only appears as you get close**. So you no longer judge the edge from far away. Watch for the indicator as you walk in. If it pops up when you didn't expect it, you are already inside stomp range. The same patch also stopped Walkers from firing fireballs after they die.

## Extra Slots now come only from Walkers

![Deadlock old Extra slot unlocked message for killing three Enemy Guardians, a rule removed in November 2025](https://api.guides-factory.com/media/uploads/2026/10/final_0300_NzAMCui.webp)

The video spends a lot of time on item slots from Guardians, for example defending your third Guardian to stay a slot ahead. **That rule no longer exists.** The screenshot above shows the old "extra slot for killing three Enemy Guardians" message. The November 21, 2025 patch raised the base slot count from 8 to 9 and reduced the number of Extra Slots from 4 to 3. Each Extra Slot now comes from one Walker kill:

| Extra Slot | Unlocked by |
| ---------- | ----------- |
| First | Destroying one enemy Walker |
| Second | Destroying two enemy Walkers |
| Third | Destroying all three enemy Walkers |

Guardians and Base Guardians give no slots now. Some things haven't changed. Being down slots barely matters at first, but late in the game, when your items are full, it can leave you a whole item behind. <span class="badge setup">setup</span> If you're ahead, defend your **Walkers** to protect your slot lead. If you're behind, the video's advice now fits Walkers instead of Guardians. Split push the lane the enemy isn't in, and trade your life for a Walker if you have to, because every Walker gives you souls *and* a slot.

## Unstable Rift, Soul Urn and Midboss around the chain

![Deadlock team fight inside the Midboss pit over the Rejuvenator](https://api.guides-factory.com/media/uploads/2026/10/final_1060.webp)

These three aren't structures, but they decide who gets to push. Two of them work very differently from what the video shows.

**Unstable Rift (new since June 30, 2026).** This is the comeback objective the video doesn't cover. A visual effect first appears on a random side lane's bridge. 60 seconds later everyone gets an announcement. 20 seconds after that, a 20m capture point opens. The first Rift comes around 11:00 (anywhere from 10 to 12 minutes), then one about every 7 minutes. Capturing takes 12 seconds. Both teams build progress while they stand on the point, but it can only be claimed when one team is alone there. The winning team gets the souls instantly, shared equally, plus a wave of oversized Rift Troopers in that lane. They're great for breaking a Walker. If the team behind on net worth captures it, they capture faster (down to 6s, while the leading team needs up to 18s). They also get bonus resists near the point, bonus souls and up to 14 Rift Troopers. <span class="badge setup">setup</span> If you're ahead, show up to deny it. If you're behind, the Rift is your best chance to push a structure.

**Soul Urn.** The video's urn section is out of date. Since June 30, 2026 the urn is its own objective. It spawns at 10:00 and then every 5 minutes, alternating between York and Greenwich, and you deliver it to the opposite end of the map. The souls go to the runner (250 plus 70 per minute, set when it spawns) along with 4 permanent buffs, and teammates who collect the orbs share in them. It no longer comes with the candle and hostage tricks the video describes.

**Midboss.** It now spawns at the start of the match (May 2026). Killing it gives 3,000 souls (plus 50 per minute), 2 permanent buffs per player and a Rejuvenator crystal. Each heavy melee on the crystal gives your team one Rejuvenator credit, up to 3. A credit revives a player on the spot after 3 seconds and lasts 3 minutes. The video's table of "respawn time cut by 0.5x/0.4x/0.3x" describes the old Rejuvenator. The respawn timer of 7, then 6, then 5 minutes still matches the wiki. The video's main advice still holds: after you clearly win a fight, Midboss is the most valuable objective you can take.

## Base Guardians: opening the enemy base

![Deadlock pair of Base Guardians firing lasers at a hero in a sandbox test](https://api.guides-factory.com/media/uploads/2026/10/final_1150.webp)

Each team has three pairs of Base Guardians, one pair at each base entrance. They have 4,000 HP and 20% Bullet Resist, use a laser plus a melee attack, and **can't be parried**, unlike Lane Guardians. They also have their own bullet resistance that depends on how many attackers there are. It starts at 40% and drops by 20% for each enemy hero nearby, reaching 0% with two or more heroes. The video describes this as going *up* to 80% with six players nearby. The wiki says the opposite: bring a second hero and the bonus resistance is gone.

<span class="badge setup">setup</span> Base Guardians have the same backdoor protection as Walkers (65% damage reduction and 65 HP/s regeneration). It turns off when a Trooper wave reaches them, or when any zipline is pushed up to the base. Once the protection drops, it takes 14 seconds to come back. The video also says Base Guardians regenerate HP over time on their own. The wiki disagrees: the backdoor regen only heals a structure back to the HP it had when the protected attack started, and the Patron is the only structure that heals to full out of combat.

Killing one pair gives you a permanently faster zipline in that lane and makes the Shrines vulnerable. Killing more pairs only gives souls and extra paths into the base. You don't need them to win.

## Shrines: what you must destroy before the Patron

![Deadlock heroes sieging the enemy base with both Enemy Shrine health bars on screen](https://api.guides-factory.com/media/uploads/2026/10/final_1205.webp)

Shrines come in a pair on opposite sides of the enemy base. They are the last layer of the chain, and you need to destroy both shrines before the Patron can take any damage. The first Shrine has 5,000 HP. When it falls, the second one goes up to 10,000. The video calls Shrines the lowest-HP structure. That's no longer true: since March 2026 Base Guardians (4,000) have less.

Shrines take no damage from attacks fired from outside their platform. They also have the scaling bullet resistance, starting at 60% and losing 20% per enemy hero nearby (0% with three or more). The wiki also lists 20% base Bullet Resist and the same backdoor protection as Walkers. While you're on the platform, the Patron fires a delayed explosion at it (300 damage plus 20% of max HP) that also curses you. When you see the warning, step off and come back.

<span class="badge free">free</span> The video's positioning tips still apply. During a siege, have at least one player on the Shrines so a fight at the entrance doesn't leave you with nothing. Melee heroes should attack from a covered angle. Ranged heroes can hit the platform from further away than you'd expect. Each Shrine you destroy also turns your Troopers in that lane into Super Troopers (60% more damage, 40% more health).

## The Patron and its two phases

![Deadlock Patron transforming into its weakened phase after its first health bar is depleted](https://api.guides-factory.com/media/uploads/2026/10/final_1245.webp)

The Patron (the Hidden King or the Archmother since the January 2026 redesign) has 12,000 HP. From minute 20 it gains 250 more max HP per minute. In phase one it shoots a slow laser at heroes and Troopers that deals 440 damage plus 5% of max HP per second. The laser leaves burning ground and lowers your Bullet and Spirit Resist by 10%. The Patron regenerates 120 HP/s out of combat, and its backdoor protection adds 75 HP/s more. So come with a wave.

When half its health is gone, it becomes invulnerable for a short time, collapses and re-forms as a floating orb in the pit. That's the "The Patron is transforming" moment in the screenshot. The video's key point checks out: **downing phase one cuts the remaining respawn time of every dead defender by up to 20 seconds.** Taking phase one isn't a free win. The enemy gets back into the fight sooner. The old footage shows the pre-2026 Patron models, but the two phases work the same way.

## How to kill the Weakened Patron

![Deadlock Weakened Patron orb floating in the enemy base pit while a hero shoots it](https://api.guides-factory.com/media/uploads/2026/10/final_1265.webp)

The weakened Patron has the same starting HP as phase one but gains 450 max HP per minute starting at minute 1. Like Midboss, it can only be damaged from inside its pit. It hurts up to 3 enemies within 19m for 75 damage per second, and every 15 seconds it sets off a delayed explosion across the pit (300 damage plus 20% of max HP).

The rule that matters most was added after the video. Since December 17, 2025, **the Weakened Patron gets 50% damage reduction once one defender has been in the pit for 2 seconds, and 100% with two or more defenders there.** You can't race the damage while defenders stand in the pit. Kill them or knock them out first, then focus the orb. <span class="badge free">free</span> The video's reminder still applies: make sure everyone shoots the Patron once the way is clear, especially as your Rejuvenator credits run out.

## When to end and when to back off

![Deadlock heroes fighting at the Weakened Patron with its health bar low](https://api.guides-factory.com/media/uploads/2026/10/final_1222.webp)

The video gives four checks to make after downing phase one, and they still work:

- **Rejuvenator**: if your team still has Rejuvenator credits, a lost fight in the pit costs you much less. Without them, a wipe can leave you dead long enough for the enemy to take Midboss and push back.
- **Wave state**: lanes pushed into their base keep defenders busy and stop them from all ziplining to your base after a fight.
- **Numbers**: defenders have to kill you twice when you have Rejuvenators. You only have to kill them once, because downing the Patron already cost them respawn time.
- **Ultimates**: AoE ultimates like Dynamo's Singularity, Seven's Storm Cloud or Lash's Death Slam make it much easier to clear the pit.

<span class="badge setup">setup</span> If you wipe the enemy and Midboss is up, the video suggests splitting up: one or two players take Midboss while the rest push. Then you aren't giving up the base push while you fight Midboss.

## How this guide was fact-checked

The objective order, the structure stats, the slot rules and every number in this guide come from deadlock.wiki (Lane Guardian, Walker, Base Guardian, Shrine, Patron, Backdoor Protection, Extra Slots, Unstable Rift, Soul Urn and Midboss pages, plus their update histories), checked on October 19, 2026. The tactical advice (when to push, parry timing, Shrine angles, end-game checks) comes from Immajeanyus's July 2025 video and is credited as such. Screenshots are real frames from that video, so they show the pre-rework map and the old Patron models.

Corrections to the video, as stated in the sections above:

- Guardian resistance is now +50% to -50% over 12 minutes, not "60% less early, 50% more at 10 minutes" (May 2026).
- Walkers all start with the same HP (6,000/9,000/12,000 as they die), and side-lane Walkers are not weaker (November 2025). Their resistance now goes from +65% to -65% over 18 minutes, not the 16- and 20-minute steps the video gives.
- Item slots: Guardians and Base Guardians no longer give slots. All three Extra Slots come from Walkers (November 2025).
- Base Guardian bullet resistance goes *down* with more attackers (40%, minus 20% per hero), it doesn't rise to 80%. They have no out-of-combat regen to full HP. Only the Patron does.
- Shrines are not the lowest-HP structure (5,000/10,000 vs 4,000 for Base Guardians), and they're invulnerable until a pair of Base Guardians dies (May 2026).
- Soul Urn and Rejuvenator mechanics changed (June 2026 urn split, Rejuvenator credits). The Unstable Rift (June 2026), the Weakened Patron's resistance to defenders in the pit (December 2025) and the dynamic Walker indicators (September 29, 2026) all came after the video.
- The Suppressor recommendation is the video's advice. The wiki doesn't confirm that it reduces structure damage.

## What this guide doesn't answer

- **Exact routes into each base on the new map**: City Never Sleeps rebuilt the city, and the old footage can't show the new entrances. See our Deadlock map guide.
- **Lane-by-lane early laning and trading**: that belongs in a laning guide, not an objectives overview.
- **Hero-specific objective damage numbers**: they depend on items and change with each patch. Only the wiki's list of abilities with reduced objective damage is mentioned here.
- **Street Brawl rules**: Lane Guardians get backdoor protection in Street Brawl. This guide covers the standard 6v6 mode only.
- **The Curiosity Shop and Haunts**: they're part of the map's economy, not the chain of structures, and they have their own guides.

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## FAQ

### What order do you destroy objectives in Deadlock?

In each lane you destroy the Lane Guardian first, then the Walker, then a pair of Base Guardians at the base entrance. Killing one pair makes the two Shrines vulnerable, and destroying both Shrines makes the enemy Patron vulnerable. The Patron has two phases, and killing the Weakened Patron wins the game. One fully cleared lane is enough to win.

### How do you get Extra Slots in Deadlock?

Since the November 21, 2025 patch, Extra Slots come only from Walkers. Your team gets the first Extra Slot for destroying one enemy Walker, the second for two and the third for all three. Guardians and Base Guardians no longer give slots, and the base slot count went from 8 to 9.

### How does Walker stomp work in Deadlock?

A Walker only stomps when an enemy is within 15m. The stomp deals 350 damage plus 15% of max HP and stuns for 2 seconds, and it has a 7-second cooldown. Since September 29, 2026 the stomp and attack ranges show up as a dynamic indicator when you get close, replacing the old permanent circles on the ground.

### What is backdoor protection in Deadlock?

Backdoor protection is a green 'Protected' shield on Walkers, Base Guardians, Shrines and the Patron when no enemy Trooper wave has reached them. It gives 65% damage reduction and 65 HP per second of regeneration (75 for the Patron). Push a wave in to remove it. Lane Guardians don't have it in normal matches.

### How do you kill the Weakened Patron in Deadlock?

After you destroy both Shrines and take the first half of the Patron's health, it turns into an orb that can only be damaged from inside the pit. It gets 50% damage reduction once one defender has been in the pit for 2 seconds, and becomes immune with two or more defenders there. Kill or knock out the defenders first, then have the whole team shoot the orb.

