Understanding Deadlock Macro: Farm, Fight, and Map Decisions
Macro in Deadlock refers to your strategic choices on the map, including when to farm, fight, push objectives, or rotate. Efficient macro demands always doing productive actions, fighting, farming, or pushing, to avoid wasted time that can cost you resources.
Farming Strategies
Prioritize Lane Creeps
Lane creeps yield the highest consistent gold and provide valuable map control, allowing your team to push and exert pressure.
Creep Sharing Mechanics
- One player on lane: receives 100% of souls.
- Two players on lane: share 60% each, totaling 120%.
- Three or more: total farm efficiency drops below 100%, reducing overall income.
Limit farming on lanes to a maximum of two players unless you are pushing or engaging in fights.
Farming Sinner Sacrifices
Starting at 8 minutes, sinner sacrifices are a high gold-income source, slightly better than lane creeps if farmed quickly. Prioritize sinners for carries that benefit most from the stats.
Managing Unsecured Souls
Unsecured souls come from kills, camps, and other sources outside lane creeps and are lost upon death. Spend these souls promptly by returning to base to shop to prevent losing them. For more on maximizing this aspect, see Deadlock Macro Guide: Key Strategies for Winning Fights and Objectives.
Side Lane Farming
Ideal for carry heroes, side lanes allow 100% creep farm and nearby jungle camps. Push enemy lanes to their side for safer jungle farming or to steal enemy jungle resources.
Jungle Farming Routes
Every character can jungle, but some like Seven, Wraith, Ivy, and Pocket excel due to fast clear times. Utilize efficient routes moving from one camp to the next, balancing safety and speed.
Roles and Playstyle Adaptation
- Carry characters: Focus on farming and scaling for late game.
- Support/gankers: Stay mid-map for rotations, fights, and map control.
Adapt playstyle to team composition and match state. For example, Ivy can serve as a support or carry depending on your team's needs. To deepen your understanding of roles, check out Deadlock Game Roles Explained: Position Strategies & Teamplay Basics.
Timing Fights and Objectives
Fight Timing
Engage after big power spikes, item purchases or level-ups enhancing abilities. Avoid fighting with unspent gold or low health; instead, buy items first for maximal impact.
Responding to Team Fights
If close to a fight, joining is generally better than staying passive. If a fight happens elsewhere, push objectives such as enemy walkers or steal jungle camps to capitalize on enemy distraction.
When to Push Walkers
Push walkers when you have an advantage:
- After securing kills
- When multiple lanes push simultaneously
- During enemy team fights on the opposite side
Walkers provide defensive buffs and their presence demands careful timing. For a detailed breakdown on map and crowd control, see Mastering the Doorman: Ultimate Guide to Crowd Control and Map Control.
Mid Boss Priority
Mid boss is the strongest objective after about 10-15 minutes and offers powerful team-wide buffs. Secure mid boss after winning a big team fight and use the buff to expand map control safely before pushing further or forcing fights.
Playing Safe When Ahead, Risky When Behind
- Ahead: Play cautiously to avoid giving enemy comeback gold. Control map, farm safely, and pick fights selectively.
- Behind: Play more aggressively to find kills, contest objectives, and capitalize on comeback earn mechanics. Use smart rotations and coordinated fights to increase winning chances.
Additional Tips
- Don’t ignore map boxes; incorporate them into routes for extra gold.
- Utilize comeback earn drops on your side of the map when behind to safely build economy.
- Constantly monitor the map and plan your next move to maintain efficiency.
Mastering Deadlock macro is about making continuous, informed decisions balancing farming, fighting, and objectives tailored to your hero role and evolving game state. Practice efficient farming routes, time your fights after power spikes, and leverage objectives like mid boss to lead your team to victory.
For more on character roles and detailed macro strategies, stay tuned for the upcoming part two of this macro guide series. Feel free to leave questions or topics you want covered in the comments!
If you clicked on this video because you're always the poorest person on your team, or you don't even know what
deadlock macro is, or you are the richest person on the team, but you want to get even richer, you're in the right
place. Hello friends, this is Metro. I've been playing highle deadlock for over a year. And today, we're going to
go all over macro. Where do I want to be on the map? When do I even join team fights or when do I farm? When do I
split push? When do I try to attack a walker with my team? When do I do mid boss? We're going to start this guide at
8 minutes. If you're curious about anything before 8 minutes, I released a laning guide just recently that I'm
going to link in the comments below. So, everything after laning stage is going to be covered in this game. At the very
basics of macro, what is deadlock? Macro. Macro is your choices you make on the map. That includes everything from
deciding when should I farm, when should I fight, should I take this fight, do I go back to base. It's basically
everything that is not the in-game micro decisions or infight micro decisions like what ability do I use in this fight
right now, right? That is what we consider macro in mobiles and deadlock. You always do want to either fight or
farm or push. If you're not doing any of those, you're not really doing anything on the map, right? So number one rule is
I always want to do things. How do I get from point A to point B while being the most efficient? If you don't have a plan
on what you want to do, you will waste time and that time that you waste will accumulate over the game. That is a big
part of the reason why some people just end up with more money because they do things more efficiently while some
people might think for a second, right? Like they kill the creep camp and then you're like, hm, what do I do now?
Basically, what you want to do is you always want to think about the next thing you want to do. Assuming I kill
this walker, do I go back? Do I keep on pushing? and you want to make those decisions over time and constantly and
that's really what makes deadlock or mobiles in general hard, right? So, this is going to be very in-depth and we're
going to talk about a lot of things, but even then I won't be able to cover everything. So, as always, let me know
if you have any questions in the comments. So, let's get into the very basics first. How do I decide what to
do? Do I want to farm or do I want to fight? And that is kind of decided by the character you play. There's some
characters that are very good at fighting early and then there's some characters that are very good at farming
or characters as needed a lot of farm. Okay, so we're going to get into the concept of carry versus support which is
going to be its completely own video which is deadlock roles. So I'm just going to assume you know what your
character is good at, right? Like if you're a seven, you know you need money to get online and then continue fighting
later, right? Or join the fights later. And I'm assuming that if you play Abrams, you know, the character is very
strong early and doesn't need a lot of farm to get online, right? Say same for like something like a Dynamo and Ivy.
So, I'm going to go over farming first here. And the most important tip I can give you is always prioritize the lane
creeps first. The reason that is is lane creeps will give you more money than anything else on the map. at almost
every point in the game in the very late game, you can farm jungle really really fast and then it becomes um less
efficient to be on on the lane. But even if you disregard the money differences, they provide you map control. And map
control is going to help you get even more farm and win the game. Uh but there is a caveat to that. There is a rule to
that. There is a thing in this game called creep sharing. And the way creep sharing works is when you have one
person on the lane, so let's assume you're alone in the lane, you get 100% of the souls, all the souls. And when
you have two people on the lane, both people together each get 60%. So technically, it is actually more
efficient to have two people farm a lane once because you end up with 100% 120% of the overall money. Now is where the
diminishing returns start. When you get three people in the lane, you will already start losing money. The overall
value of the creeps that the lane give you will drop below 100%. You will lose money technically, right? A by being
together on that lane and B because there's probably other lanes that you know um are not being farmed, jungle not
being farmed. Does that mean I always want to have maximum of two people in the lane? Well, not necessarily
obviously, right? with three people on the lane, you will be able to push objectives. But the rule of thumb is if
you are farming, you want to have two people maximum on the lane. Any more than that is because you're looking for
a fight or a gank, you're looking to kill one person, or you're looking to push a guardian or a walker, or you're
looking to push their base, or you're already in a team fight, or you want to defend an objective as multiple if the
entire enemy team pushes. But if you're not in any of those scenarios, it is inefficient in terms of money for you
and your team to be on the lane with more than two people. But a lot of the time, even in high ranks, what I notice
is sometimes my lane mate or a player from another lane comes over and then really doesn't do much on the lane. Like
they're not really pushing, but they're not really looking for a kill. And then they just sit there and you end up with
three people in the lane. And every single wave you spend as three people in the lane, you're losing money. Next
thing to do for farming, and this starts right at 8 minutes after laning, assuming you won or lost the lane. So,
you either killed the enemy guardian or the enemy killed your guardian, you want to start looking for sinner sacrifices.
This is the second highest gold income in the game. H if you do it really fast, it's technically a tiny bit better than
than lane creeps, but you shouldn't sacrifice the lane or your guardian to go for the sinners, right? But if you
can, especially if you're a carry, you want to farm sinners at 8 minutes. Sinners do have downsides. Okay, sinners
um take HP away from you. So, when you farm them on most characters, unless you Billy, for example, where you heal with
every melee hit, you will lose HP plus sinners and creeps in general are going to uh drop what we call unsecured souls
in Deadlock. And if you don't know what that is, I'll give you a short rundown. Unsecured souls is everything you earn
from uh everything in the game that is not lane creeps. Okay, so we're talking enemy hero kills. We're talking creep
camps. We're talking sinner sacrifices. And we're also talking destructibles boxes. Okay, these are unsecured souls.
And if you see those unsecured souls in your menu, those are the souls that you will drop if you die. And this is
basically a punishment um that Valve implemented for AFK farming. Well, not a punishment, a risk, right? You can't
safely farm your own jungle because if you get ganked and you lose unsecured souls, you will lose that money, right?
It's like a mechanic that they implemented to encourage ganking enemy jungle and so people wouldn't AFK farm
jungle the entire game. The way to get rid of unseed souls is they tick down over time. So over time you will lose
more and more and once you have zero secret souls if you die you will not drop a single soul. But the best way to
get rid of them is use them to buy. Okay. So what I'm saying is let's say you're farming sinners at 8 minutes.
your lane is over and you farm a bunch like you maybe take your double sinners or one extra center and you end up with
like a thousand unsecured souls. Uh and overall, let's say you have like 1,600 souls. Okay, you can very easily go to
the shop, buy a 1,600 item and all the unsecured souls are going to be spent last. But if you only have 1,600,
they're all going to be gone, right? So once you have like a threshold for an item and you have unsecured souls, best
thing to do is go back to base or forward um shops and spend the money so you don't lose it in a team fight, which
it's still going to happen and it happens to me on the daily. It's literally a meme on my stream where the
back the number of bags that I drop. That is basically the essentials. Now I'll explain this a bit more in detail.
You really want to give the sinners to your carries. I'm not saying you should never touch them if you are like a
support player like a dynamo for example, but you really want to give them to players that benefit from all
the stats it can get uh the sinners can give. Okay? And those characters are usually the characters that are also
like the carry characters that need the most farm. Examples are Victor, Seven, Haze, Wraith, Infernus, but there's a
lot more. And there's like scenarios where you want to take them as Abrams, right? Like Abrams can also get really
good with money. Just keep in mind that if a person on your team needs the souls more than you, you probably want to give
them the sinners. Now, what is the most efficient way to farm in general as like a carry character or to farm? Let's say
you are a carry character. Let's say you had a bad lane and you're lacking behind in money a bit. What do I do? There is a
thing called side lane farming. And you probably heard this if you watched any streams or watched like um some
educational YouTube videos. People refer to I'll take the side lane. What does that mean? That really means that after
ling stage, you send that person to one of the side lanes and farm the lane and in between creep waves, they will go
into the jungle, farm the jungle, and that's the entire process. And that's usually on average the fastest way you
can get souls because you'll be alone on the side lane, right? So you'll get 100% of the crit farm and there is usually
camps around you near you that you can farm safely in between waves. So what you would do is you would go to that
lane, push the wave so it pushes into the enemy side of the map, and after that's done, you go back to your side of
the map and farm some creep camps. Or if you're ahead, you can also go into the enemy side of the jungle and for example
on the left side of the map, farm their church camp. So you push the creep wave into the enemy side of the map and then
you can decide depending on how the state of the map is. And you always want to look at your map to farm the enemy
side of the map where you know I go into the church here and push this church and wait for the creeper to come back. This
is something you can do if you're ahead, if you're sure um you can get out in time if someone ganks you or you sure
you can like win at least a 1 v one or get out in a 1v2 or right you push the wave towards their side and then you go
back to farm your own cry camps. And I know that sounds very simple, but there's really a lot of nuance to it.
For example, um if you're behind, but you see, let's say on the other side of the map that
the enemy team is fighting, you can do the same thing where you push the crib a bit further, maybe even to the walker,
and then you can steal their farm anyways, even though you're technically behind, right? Um because the enemy is
occupied. And the more people you see on the other side of the map, the more freedom you see on your side of the map.
That's really the basic like looking at the map a lot and planning out what to do next, right? Like um just on a very
basic level for farming, right? Let's say I'm farming the SA. I really don't have to I can look for the enemy if
someone is around. But what I'm really doing here is now what do I do next? Right? Like what do I do next? Do I go
for the probably at 8 minutes I probably going to go for the next sinners. But, you know, maybe if the wave is like
still pushed to their walker, I could also go over and farm the enemy center here, right? And steal their money,
which is like worth double technically because you're getting the money and you're stealing the the money from the
enemy side of the map, right? That's how you want to think about farming enemy jungle camps. There's obviously millions
of scenarios, right? Every game is different. Every team you have is different. So, there's really no one
easy answer. And that's what makes macro macro. And that's why the best players in the game are the best players in the
game because they just make the right choices most of the time. And some people are really good at making choices
about farming. That's why they play carry characters. And some people are really good at making choices of should
I fight here, right? Or they're really good at choices of like I will take this gank and win my team that team fight,
right? But back to the matter at hand farming. Who takes sidelines? Right? It's usually the carry that needs a lot
of farm or you want to give it to someone that is behind in money. Like let's say you're at a bat laning stage,
you go into the side lane, you're behind in money and that's why you take the side lane. Now there are a few other
things that make for great sidelaners. Great sidelaners are characters that are great in 1v ones that can push the enemy
back very easily. I can give you a few examples. Mirage and Infernus, right? If they sit on the side lane, they both
have a good escapes, a tornado and a flame dash to get out if they're in trouble. But if someone shows up and
wants to one v one, you know, both of those characters are great in 1 v one scenarios. So they can very easily take
that, right? So they usually sidelaners are usually long range carry characters. They can put out decent damage long
range because I can sit on this side of the map here and farm this [Â __Â ] cam over here. And if someone comes, I can
decide, can I push them out and harass them or do I have to back out? For the same reason, someone like an Abrams is
not a great side laner because a Abrams mostly wants to fight and b Abrams is like a close-range tank, right? So, if
Abrams had to push the side lane, he's not very fast at farming creeps obviously, right? And he has to get very
close, which means maybe I'm suddenly over here and then he's in um he's in a bigger risk of dying, right? Sidelaners
are also characters that have usually decent movement so they can rotate towards mid pretty fast, right? Most of
the action on the map naturally is going to revolve around middle, right? Because everything revolves around the central
place. If you look at the map, the middle point is the point where you can get the fastest two from anywhere on the
map just by simple geometry. Now, who farms jungle? Like, who wants to farm jungle? It's actually every character in
the game in this game. There's not a dedicated jungler role like in other MOBAs. Um, but some characters are
faster to far to farm jungle with than other characters. number one um hero right now for jungler is probably seven.
He's like once you get to like max power surge and you have a few items, he's like the fastest jungler in the game,
right? Then characters like Wraith are really good, but even other characters like Pocket or Ivy are great for
jungling, right? Because on Ivy, you just put down a katu bomb, you can clear [Â __Â ] camp insanely fast. Pocket can nuke
cry camps really fast in the early game, right? So, um this is really like a character specific thing. Everyone can
do it. And this really will come over time when you play more games. When you go into the jungle, you will realize
when you can farm the jungle efficiently, right? Can I walk to this tier three camp and farm it in a
reasonable time? If it feels too long for you to get the money, it is probably too long, right? It's like a an inner
clock that you want to have in your head. And if it feels really good and really fast when you clear the jungle,
that was probably a great time to jungle. Before we get into the next topic, I'll just give you like a a
really efficient jungle route and we'll make this easy. I'll I'll I'll get on seven and I'll just give you like one of
the main routes that I usually take once I get enough farm. And this is usually again like once I get around power
surge, right? And maybe I have spirit life steal. This is a bit high in money. Um, you could start this earlier, but
I'll show you one jungle route that I can take um, after LX stage once I get a bit of farm to get money insanely fast.
And it's it's going to be very basic one. I come to this and usually this side of the map like this jungle is left
untouched until like a bit later because it doesn't have sinners by the way. So there's this right side jungle, like
right bottom jungle. It's usually untouched because there's not sinners and it's usually it's pretty deep into
your territory, right? So it's pretty safe usually. Whereas the left side jungle with the sinners is pretty easy
to invade because there's not a lot of distance between them and you. Okay, if that makes sense. So usually I come here
and if this three camp is up, I can already start farming this, right? If I have cultist, I s cultist and then I
just um clear this jungle camp really quickly and then I go next, right? Already have the next jungle camp
in mind, which is the tier two. Farm this. And then I go next. And as you notice, and I'm not even
doing this like super well right now, but if you do this efficiently, right? And if you do tech like um like sliding
for example on this on this hill, right? Or sliding on the stairs, I can start clearing this jungle camp and this
entire side of the jungle incredibly quickly on seven. And I didn't do it like I didn't do this 100% efficiently.
If I did do this most efficiently, this is like an insane amount of farm, right? And that's just like one route that I
have. And then after that, if I'm like kind of low, right now I have like a lot of unsecured souls. So if I'm kind of
low, um I would go back to base, you know, pick up some boxes on the way and spend my money and heal up. Or right, um
if I'm still like looking healthy or there's like a fight breaking out like closer to me, I would then like go to
the secret shop, buy in the forward secret shop, and join the team fight. That would just be one example of like
what a jungle route would look like. So, you're just getting from one source of souls to the next one as fast as
possible. And that's all it really is. And again, in every game, it is going to look differently. Some jungle camps will
be up and some won't be. And it's on you to make the choices of like, is this probably the most efficient, right? Or
is this like close to maximum efficiency? And that's all that farming macro really is, other than the fact
that you're still part of your team and you still want to be ready to fight at all points, right? We we'll get into
that in a second, like why we want to fight or when do we want to fight. But again, in general on carries, you want
to probably avoid fighting big team fights unless the fight is really close to you or the fight is um the fight is
very one-sided for your team and you know you can just win and clean up, right? Or come in and clean up. Uh or
you are at a point in your build where you feel like, "Oh, I'm very far ahead in money, right? Like if you had a
really good lane start and you had in money, of course you want to show up if your team is struggling or in a fight
and you want to show up, right? So just because you are a carry character in this scenario does not mean you
shouldn't join fights, okay? You just want to do it safely. Like probably not the best idea to join the fight if you
have 2k unsecured and you're half health, right? Because then the chance of you dying and giving the all the
money you just farm to the enemy is really high. Then you probably like, you know, buy in the forward secret shop and
then join the fight. But just to reiterate at the end of this um lane over jungle always and this is a mistake
I see in every rank where people get so lost in jungle farming that they dep prioritize lanes and the money you get
from lanes is faster for most of the game. It also helps you actually earn more because it will push the crit wave
to the enemy and will give you more map control. It will help your team by putting pressure on the enemy and the
enemy has to react, right? You don't want to let your walker get take a lot of damage because you're sitting on a
jungle camp, right? And you don't you most definitely don't want to give up a walker because you're not done farming
your tier three camp that is right next to the walker. Okay, another thing I think I should mention in in general
macro wise, um you see these boxes lying around the map. Um the longer you play the game, the more you will learn like
good box farming routes, but I want to mention a few, right? Like while you're farming jungle camps, you can always
efficiently just walk past like these boxes, slide past these boxes and get some more money that way. Those will add
up over time. And some characters like Kico are actually really, really fast at doing this, right? But don't ignore
these boxes, but also don't usually go out of your way to just farm them, right? They don't give as many souls as
lane and even a jungle, right? They do give quite a decent amount if you include them in your routes that you
take. route to join a team fight, route to, you know, the next jungle camp to farm. Um, and the one thing I should
really mention is this in middle is like the most insane farm. This spawns at 10 minutes together with the mid boss and
then it spawns every uh 2 minutes after, I think. I don't want to lie. Correct me if I'm wrong in the comments, but this
midbox farm is insane. It's like the highest souls um per minute you can get anywhere on the map. Plus, you get like
a lot of the gold statue buffs, right? which gives you extra buffs. Scenario number two, you are a ROR and ganker
character. Okay, and that could be anyone from Abrams to Ivy to Dynamo or you just like playing really aggressive.
Even on a character that is arguably really good at farming like Mina, you can roam around and look for a lot of
kills and that's like play style choices. What is roaming and ganking? its terms, roaming is walking around the
map, rotating from lane to lane to put pressure on objectives or to try to go for kills or helping out your teammates
in fights. Um, and ganking is going to another lane with the sole purpose of or going into the enemy jungle or your own
jungle with the sole purpose of finding an enemy to kill. That is ganking. And um, what do those characters usually do?
How would you play a ROR and gank her properly? As I explained earlier, the middle of the map is the point to where
you can get to everywhere fastest. So, a lot of the time, Roma and Gankas will on average be in the middle of the map a
lot. Okay, which means if a carry of yours is occupying the side lane, if you're someone like Abrams, you will
stay around the middle a lot. You will still go sometimes and farm jungle camps, but you will end up looking for
kills in the middle area of the map a lot and you will be participating in a lot of team fights. Like this entire
scenario or this entire play style is great on pickoff characters and supports that don't need as much money to get
online. So other examples would be something like Holiday or Paradox or again something like a Dynamo where they
are either really good at all points in the game or they're really good at getting that pick off, right? It there's
really no point in ganking uh if you're like let's say a seven and you don't have any farm because like what are you
going to do? You're going to walk up to them and they're going to run away from you, right? Even if you put the stun on
them, there's a delay. You probably won't catch them until like later when you farmed and you're really fast,
right? So, this is great on pickoff characters like Paradox or Holiday that initiate and get a grab on the enemy
with the ultimate. Uh, Kelvin, another example that comes to mind. And the beauty about Deadlock is Deadlock allows
a lot of characters to play more like a support or a carry. So, for example, um Ivy is a character right now that can
play very supporty where she doesn't need a lot of farm and she can help in team fights a lot, right? Save teammates
with the old, come in to a big team fight and silence everyone, put down AoE damage, but she can also decide if she
needs to to get a lot of farm, get a lot of gun items for example, and become a gun carry, right? And that's that's the
way she's being played right now. And both of those options are great at the current moment. And this obviously
changes depending on balance, right? Like sometimes the deaths decide one play style for a character is too good
and they nerf it. But Ivy is a great example. And you can use this information to really adjust your play
style from game to game. So what do I mean by that? Let's say you are that IV and you get into a game where your team
has a wraith and a seven. Okay, you probably, even if you enjoy playing the hard carry Ivy play style, you probably
do want to give those two characters the money in that game. Why? Because they won't be able to play support because
both of those characters I just named are pretty bad if they don't get the money online, right? They can't play
supporty. So in scenarios like this if you want to win more games um you probably make the choice of well okay I
have two hard carries on my team um I'm going to let them have most of the farm most of the sinners they're going to sit
side lane and I'm going to you know help my team out more by running the earn looking for kills right helping a lot of
team fights etc defending a lot of objectives or pushing a lot of objectives for example on the same page
if you get into the game with that very same Ivy you're the same player Yeah. And you don't have a hard carry, right?
You're like, let's say you have Ivy, Paradox, Abrams, Kelvin plus two, right? Like doesn't matter what. And you
realize, wait, nobody on my team really benefits a lot from a lot of money. Then you can very easily switch to their
carry play style and play the character as a carry. And you take the side lane and you farm a lot that game because you
know because you're a smart player and you're watching this video that you in that game need to farm to carry your
team. like your team needs a reliable damage dealer, especially later in the game, right? Early game fights, it
doesn't really matter for comps as much. Uh, but in late game, you will need a damage dealer. So, in general, when do
you look for fights? Uh, as a basic piece of advice, a great time to fight is after your big power spikes. What are
power spikes in this game? Power spikes are any items you buy or any level ups that give you a big boost in damage.
Okay. So, um, what would that be? Let's say you farmed 6.4k on Haze. You have your first few items and you buy Siphon
as your first big item. That is a massive power spike for Haze, right? Suddenly, you're really strong. Before
then, you were really weak, but you're really strong after. And every character has those power spikes. And going over
all of them would obviously like kind of break the scale of this video because there's a lot a lot, right? Just know
for the characters you play when your big power spike is. And usually that is when you level up your first ability to
level five when it like does like a lot a lot when like you get a really great bonus effect. That's almost always a
power spike on all characters. And buying bigger items is also a power spike. Just know that if you are, let's
say you are 12k net worth and the enem is 12k net worth, but you have 3k unspent, you will be you have the
potential to be a lot weaker than them, right? You don't know unless you check the items, you don't know if the enemy
spent all their money, right? especially if they come to gank you. So, just know that hm I have like 3k souls unspent or
4k souls unspent right now. I should probably buy an item before I take the fight, right? So, what a lot of good
players do and what you should try to do too is spend your money before you know there's big fights coming up. How do you
know if there when there's big fights coming up? Very easy examples. Let's say you see your support pick up their earn
and your team is voting towards the other side of the map and you're like farming somewhere in middle. But at that
point, you should probably go hm. You decide if you want to go for the earn fight. If your team makes the call and
you think it's a great idea, you probably want to go to the shop right away, buy the items, and show up in that
fight, right? On the other end, you can also buy the item and go for a split push on the other side of the map,
right? All micro choices you can do. But you really want to be smart about when to take fights. That does not mean you
shouldn't fight ever if you have money unspent, right? A lot of the time I see people that are like full HP that are
like, uh, I would rather go back to base right now and buy an item than to join the fight that is right next to them
where they can very easily win, right? You would still rather have a 3v3 fight than a letting your team die in a 3v2
that they're most likely going to lose to go back to buy an item, right? And generally joining a fight if it's close
to you is always better than not joining a fight at all. And if you decide it's not a good idea to join the fight, if
you think it's a bad fight, you still can do something with the map state. What do I mean by that? If a fight is
breaking out and there's multiple people on both teams in that fight, even if you think it looks bad for your team, you
should still do anything that is not farming your own jungle. Um because if you're farming your own jungle, you're
giving up all the advantages you're getting from having that fight. If the enemy is occupied in that fight, that
means you have other options. You can push a walker, right, and put damage on a walker, kill the walker, get money
that way, get your team ahead that way. If you notice there's a fight on the left side, and you're on the very far
right, but you notice there's at least like four or five people of the enemy team in that fight. Like, yes, you
probably won't be able to get there in time to help your team, but you can very easily push the walker. And a lot of
people, for whatever reason, I don't know this, maybe you could let me know in the comments, are too scared to go
for that, right? They're like, "Oh, there could still be one or two people showing up on my lane and defending."
Chances are, most people would probably look to join that fight, too. Right? And if the wave is pushing into their
walker, like at worst, it's going to be like a one v one for you where one person shows up. And even if you think
you can't win, right? So, you show up, push the walker, and someone defends, you can still back up then and probably
be fine because they're not going to kill you instantly in a 1 v one, right? In most scenarios. So, it's always
better to do something with the map state, okay? If there's fights going on, split push or at least steal the enemy
jungle, right? That because that's still value for your team. You're still getting resources that you're taking
away from the enemy and you're putting it towards your team. So, do anything but farming your own jungle while
there's fighting going on, while there's skirmishes. Okay? even just pushing out a a wave to force
some other enemies to maybe rotate to the other side to defend is still better than farming your own jungle. And that's
one of the biggest mistakes I see beginners do in this game. So, next question that comes up a lot is when do
I push walkers? When is a good time to push walkers? Um, in general, walkers are very hard to crack if the enemy is
defending. The reason being is walkers give passive resistances to the players that are around them on that same team.
Okay? So, if you're fighting someone under their walker, they have a certain amount of higher bullet and spirit
resist. So, they're going to be harder to kill. Plus, the walker is shooting you, lasering you, or maybe stunning you
if you get close. Okay. So, for example, if you were to, let's say the map is completely empty, you don't see any of
the enemies and your team is sitting on all lanes farming. Um, if you decide to just randomly push a walker as like two
people, there's almost 100% chance that the enemy is going to show up with at least one or two people. and you will
risk dying or at the very least wasting your time and not getting a lot of damage on the walker. So, you want to
push walkers when you are up when you have an advantage. And when when do you have an advantage? Let's say you got a
kill on the enemy. You killed one or two enemies and let's say there's two lanes pushing into the enemy side of the map.
That's the time to push for a walker. Ideally, multiple walkers at the same time where two people of your team go
left and maybe four people go right and the enemy has to divert their attention to both walkers, right? That's when they
will make mistakes and that's where you can have the advantage even though they have the defenders advantage of the
walkers. Another scenario I literally just mentioned before is when there's a big team fight on the other side of the
map is a very good time to push a walker on your own, especially when you do a lot of damage to walkers. when your
character does a lot of damage to walkers. Ideally, after a big team fight that you win, so let's say you're at
least up two people. Okay, so after the team fight clears, after the air clears, you're up two people. So let's say it's
a 3v one or a four versus two. You always want to push an objective. Big exception here would be if you win a
team fight like that after like the 15minute mark. And then there's one option that I haven't talked about yet
that is just better and that is the strongest objective and the strongest buff in the game which is mid boss.
Okay. Um the reason I mentioned 15 minutes roughly is at that point in the game the respawn time gets long enough
to where your team after winning a team fight can reasonably kill mid boss faster than the enemy can react with
enough people, right? Where you are most likely to win um a mid boss fight even if they contest, right? So, if you're up
people and it's like past 15 minutes and you just want a team fight, you want to call mid for your team. And that's
another point of macro, just letting your team know, making the decision for your team and being like, "Guys, we just
want a big team fight. They're down two or three and they're going to be down for at least like 20 25 seconds. That's
enough time to go mid boss with multiple people, right? Ideally, you want to send five, six um and kill the mid boss and
get the strongest buff in the game. And I can't reiterate this enough. Mid boss is like the strongest um buff in the
game right now by far. It wins or loses games. You can behind you can be behind like 10 20k as a team and you end up
winning a fight because you played well and suddenly you can do mid boss and you will most likely win after that mid boss
or at least the game will be even. That's how strong mid boss is. And if you're up 10 or 20k and you win a fight
and you do mid boss in like 80% of games, if you play it correctly after, you will not be able to lose anymore.
That's how good mid boss is. And especially after the second mid boss is killed, where you have four reg buffs,
where you have four three lives and you're basically fighting in a 10 versus six is when you can just win the game.
Okay, so mid boss is like the number one objective in the game right now. and it's probably too strong and it will
probably get nerfed in the future, I would imagine. But it will always be the number one objectives to get your team
really far ahead, right? The risk of mid boss is always that the enemy technically can steal it. But if the
enemy is down a lot of players, it will be way less likely for the enemy to steal more than like one of the three or
four buffs. And at that point, you just get very far ahead in the fight. Consider mid boss after 15 minutes. And
the longer you get into the game, the more you should consider mid boss because again the respawn timer
increases over time. So if you kill the enemy team at like 25 minutes or you get like two kills at 25 minutes, um they're
going to have a very long respawn time, which is going to be more than enough time for you to kill mid boss. There's
more advanced strategy you can employ where you go into mid boss and bait mid boss where you get them just to that 60%
health threshold the mid boss and then he screams like goes like right where everyone knows that mid boss is being
done so you get them to that threshold if you're not sure you can finish it and then you go out as a group as six
ideally and you look for more kills right to secure it because obviously there's a lot of intricacies to mid boss
as well where there's um characters like Yamato Y or Lash that have really good ultimates that can steal mid boss,
right? Where Yamato can become unstoppable in old and just perma parry and like stop you from taking getting
the heavy melees in on the rejuvenator, right? So, there's more advanced technique you can do there, but for this
video um in the scale of this video, I just want to mention mid boss is OP. It should be your number one thing in your
mind um after like 15 to 20 minutes if you win a big team fight. On the same page, you should also be ready to
contest mid boss. Let's say you have a fight at 15 minutes and you lose the fight and you die, right? Or two of your
teammates die. If your team is still alert, the four people and you know the enemy is going to do mid boss, you can
contest, right? if you plan it correctly and especially if you have ultimates that can stun uh around the rejuvenator.
Um like Ivy, there's so many in the game, I can't name all of them, right? If you are aware of that option of the
enemy and your team gathers as four, chances are the enemy is not going to send six, right? Because it's a public
match unless you're a pro player, which you're probably not watching this video if you're a pro player. So chances are,
you know, someone of the enemy team is going to go back into their jungle and farm, right? and then the other person
is going to maybe push a lane and then suddenly it's a 4v4 fight in mid and you can punish the enemy, right? If you're
up, try to get your entire team to do mid boss on a general level and if you're behind, try to be aware of that
threat. So, after you secure med boss, what do you do? Like a lot of teams, this is the next the next big mistake I
see a lot of people do. What happens after you get med boss? Let's say you have Viju, right? I just said you should
probably win the game. If you follow the next few rules, you will. Okay, so hear me out. Mid boss lasts for 4 minutes for
the first buff. Okay, so for 4 minutes, if anyone on your team dies, they will respawn up to three, right? And your
entire team gets fire rate, more HP, and more spirit damage, which also means you're going to be stronger in any
fight. You're just going to feel stronger than the enemy. So do not rush objectives right after, right? Let's say
you won a big fight, you secure mid boss. Do not just run down and forget everything I just mentioned.
and act like you're invincible, right? That's the only way to lose. Okay, what do I mean by that? Do not just push the
last walker that the enemy has as six, right? Because the enemy is only having one walker to defend. So, they're all
going to show up as six and they still will have that advantage of the defender, right? Now, you have the mid
boss buffs, so it might still work out for you, but it's risky. So, what do you want to do? You have 4 minutes. You can
take more space. You're safer, right? you can go more into the enemy side of the map and steal their farm, steal
their jungle and get ahead that way, right? And during that time, if you're a ganker, you can also look to get another
kill, right? And then we repeat what we just learned where after you get that kill, then you can start like pushing
more objectives, right? Or then you can start pushing into the enemy base. A lot of the time, a very normal example I see
is you kill the enemy walkers, right? you're ahead, you get the mid boss, and then you know your entire team is like,
"Oh, we're six people. We have mid boss. Let's just push the enemy base." And the enemy has six people to defend. This
could still backfire, right? The enemy base is the hardest thing to crack in the game and it's close to their spawn,
right? There's like lashold that can throw you into the enemy spawn and the enemy has the defenders advantage. So
even at that point, if you're not incredibly far ahead, right? Like if you're not like 40k souls plus ahead,
you still want to play it safe as the as the winning team and farm that jungle and then look for a kill, right? You
have 4 minutes. You have time with the mid boss. Look for a kill or two and then again then because you're up, you
can very safely start attacking the enemy base and start taking shrines and downing the Patreon, etc. Right? So, um,
take your time with the mid boss and play the game the same way. Uh, which brings me to like an overall macro
concept that I think is really important, which is if you're ahead, you should play really
safe and the more you're behind, the riskier you have to play. Okay, most people think it's the other way around
where it's like, oh, I'm ahead in money. I'm very strong, right? I can play more risky. But the thing is, there's a thing
called comeback gold in this game. Come back gold basically works anything any so any source of souls that you get um
while being behind that is earn that is enemy hero kills if you're behind you get more of those it's like a comeback
mechanic which means if you're ahead you get less right compared to the enemy so you don't want to take even trades when
you're ahead um which means if you're ahead you want to play safer right you are more powerful but uh you don't want
to run head first into the enemy but on the same page If you're behind, if you just sit on your base like the average
player, right? Oh my god, they have VUF and they are up like 10k. We shouldn't fight, right? That's always what I hear
everyone say. And sometimes that's true, but a lot of the time the only way to come back is like leaving your base at
six and then looking for that enemy kill, right? Maybe getting one reju early, maybe killing someone twice,
right? The same person can't be respawned twice with the reju. So maybe you go out into your jungle as six as
the team that's behind. You find a kill early and suddenly make the fight a 6v5. Now the enemy might still have rejuv and
you might still lose the fight. But every fight you don't take as a team that's behind is like one step closer to
losing, right? If the people that are ahead play properly, you can't really come back as a team that's behind. So,
you have to start playing a bit more risky and going for something when you're behind. That's how comebacks
happen. Comebacks do not happen by you just sitting in your base unless the enemy is stupid and runs into you, but
then they misplayed as well, right? You can't rely on that. So, if you want to be in control of your own destiny, you
should really think of it in terms of numbers. If I just sit in base and do nothing and the enem is ahead and
they're taking my entire jungle, right, there's like a 5% chance I'll win if the enemy is really stupid and runs into
your head first. But 95% of the time, you lost. Whereas, okay, maybe if I tell my team, let's look for a kill, right?
Like, we're behind, but if we get a kill, we can maybe turn the game around. Maybe your win rate or your chances of
winning go up to like 20 or 30%. Right? You're still behind. You're still more likely to lose than to win if you're
behind. That's just what being behind means in this game. But you're going to up your chances of winning and not down
your chances of winning. Now, that's not to say, oh, we're down. Let's run around S6 and just throw, right? You need to
take smart fights, which means don't just push an objective if you're behind, right? As as S6, um look for a kill in
the enemy that is farming your jungle that is being greedy. That kind of stuff, right? Look for a favorable fight
where let's say you see the enemy carry that has the most money sitting on a side lane right on the left side and you
are in your base S6 but on the other side of the map you see like two other people. you can go as six and attack
those other people because you know that hyper carry is on the other side of the map right on the left side which will
give you the best chance of winning that fight right oh their carry is not there we can take that fight right now and
increase our chances of winning and that's what most people don't do even in high rank because they're too scared
they're like oh we're behind we should probably just sit in base will not save you if the enemy is playing it correctly
in the long run is what I'm trying to say another thing you can do If you want to come back, if you're behind is the
comeback E. Um, obviously N has three different drop spots, right? One is forward to the enemy, one is in the
middle, and one is on your side of the map. And if you're more than 10% of souls behind when you first pick up the
earn, the drop spot will be on your side. And again, the earn will give you comeback gold. So another way to come
back is if you want to help out your team is you wait for the earn to spawn. Ideally, you have the control of that
lane at that time, even if you're behind. You pick up the earn and deposit it on your side of the map. And that is
usually pretty safe, right? It's pretty deep into your territory. And um if the enemy tries to contest you, they're
going to have a harder time, right? Um so comeback earns are a great way to come back as well. Even fights are still
good if you're behind, right? If you know you're going to get into a fight and the most likely scenario is you will
die but you will also get one enemy kill that's good for your team because again you're behind so you'll get more gold
from the kill on the enemy hero than they will get on you. Do not worry about your KD. Do not worry about oh I don't
want to die here right? What you should think of is wait I will give my team more money this way even if I die and
that's good for my team. Same for a walker. Let's say you're behind and your team is struggling fighting on one side
of the map and you are pushing a walker. Uh if you get that walker kill, that's a way for your team to get back into the
game. Even if you die for it, 100% worth it. And that's the end of the macro guide. And I'm sure I didn't cover
everything. So, please let me know if you have any questions in the comments. And if there's more in-depth topics you
want me to get into, please let me know as well. The next video we're going to release is going to go all over roles,
right? I um kind of address them a bit in this video because roles kind of determine what you want to do. So,
that's going to be kind of part two of the macro guide. But also, if you want to know, wait, is the carry is a
character I'm playing a carry or support? Do I want to farm a lot or do I want to do this? Right? Like, um that's
going to be addressed in the next video. So, watch out for that. Um and yeah, hope that was informative. Until next
time, see you friends. Bye-bye. his patch. Now he's going to run it back.
Deadlock macro refers to strategic decisions involving when and where to farm, fight, push objectives, and rotate on the map. It's crucial because efficient macro ensures you're always performing productive actions, maximizing gold and map control while minimizing wasted time that can cost your team resources and advantage.
Prioritize farming lane creeps, as they provide the most consistent gold and help maintain map control. Ideally, limit the number of players farming the same lane to two; one player gets 100% of souls, two share a total of 120%, but three or more reduce overall efficiency. Focus carries on side lanes for safer, uninterrupted creeps and nearby jungle access.
Starting at 8 minutes, sinners become a high gold source slightly better than lane creeps if cleared quickly. Prioritize farming sinners with carry heroes who benefit from their stats, and clear them promptly to maximize your gold income. Efficiently timing sinner farming can accelerate your scaling and power spikes.
Unsecured souls come from kills and jungle camps and are lost upon death, so spend them promptly by returning to base to shop for items. Avoid entering fights with large amounts of unspent gold as item purchases create power spikes; timely spending improves your effectiveness and reduces risk of losing valuable resources.
Engage fights after big power spikes like item purchases or level-ups, and avoid fighting with low health or unspent gold. Push walkers when you have advantages—after kills, when multiple lanes are pushing, or during enemy fights on the opposite side. Secure mid boss after winning major fights (around 10-15 minutes) for team-wide buffs to strengthen map control and initiate further pushes.
When ahead, play cautiously to avoid giving the enemy comeback gold—focus on safe farming, map control, and selective fights. When behind, adopt a more aggressive approach, contest objectives, seek kills, and use smart rotations or comeback earn drops to rebuild economy. Coordinated fights and map awareness improve chances to turn the game around.
While all heroes can jungle, characters like Seven, Wraith, Ivy, and Pocket excel due to their fast clear speeds. Employ efficient jungle routes that balance safety and speed by progressing from one camp to the next, and combine jungle farming with side lane pushes or map control to maximize gold and maintain pressure on the enemy.
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