Understanding Waves: The Heartbeat of Deadlock
Waves in Deadlock are groups of minions spawning every 30 seconds early game, providing souls (experience and gold), applying pressure by pushing towards enemy structures, and extending vision and map control.
- Souls: Each wave offers roughly 487 souls at 5 minutes game time; missing a wave means lost permanent resources.
- Pressure: Waves attack enemy guardians, walkers, shrines, and the base patron; uncaptured waves lead to structural damage and map disadvantages.
- Information: Troopers grant vision, revealing enemy movements near lanes.
Predicting Enemy Positioning via Waves
Enemies must respond to waves at their guardians or walkers due to high stakes in missing souls and structure defense, making wave locations reliable indicators of enemy presence.
Roaming Windows and Wave Timers
Effective roaming depends on two key timers:
- Enemy Wave Clear Time: Time (5–10 seconds) for opponents to clear waves, creating an opportunity to roam while they are occupied.
- Next Wave Arrival: Waves spawn every 30 seconds early game, decreasing to 25 seconds after 20 minutes and 20 seconds after 35 minutes.
Together, these determine your roam window. Roam too long risks losing lane priority, opening your teammate to dives or loss of map control.
The Crash and Roam Strategy
- Quickly clear your wave to let surviving troopers push into enemy structures.
- Begin roaming during the enemy wave clear to maximize time.
- Wave state in target lanes influences gank viability:
- Overextended enemy = easier gank.
- Wave under enemy structures = higher risk but greater reward if successful.
Executing a Successful Gank
Gankers should consider:
- Target Analysis: Understand enemy hero mobility and cooldowns.
- Engagement Method: Choose the best ability or combo to initiate and guarantee damage.
- Positioning: Approach angle matters; aim for the enemy’s blind spot or use terrain advantage.
- Enemy Resources: Monitor enemy health, stamina, and cooldowns to time the gank.
Allies' Role in Ganks
- Follow up with crowd control (CC) or damage.
- Communicate to bait enemies or coordinate engages.
Hero-Specific Ganking Tips
- Warden: Bait stamina usage, then lock down with Binding Word.
- Hayes: Use Sleep Dagger to incapacitate before gank; coordinate timing with allies.
- Abrams: Engage from behind for effective shoulder charge combo.
Handling Difficult Targets
For heroes like Wraith with teleport escape:
- Bait out their teleport ability before committing.
- Use itemization (e.g., Silence Wave, Slowing Hex) to restrict escape options.
When Not to Roam
Avoid roaming if:
- Enemy wave is pushing your lane (you’d lose significant resources).
- Target enemy is full health under their structure without a coordinated plan.
- Enemy has vision of your rotation.
- Your lane partner is likely to be dived and vulnerable.
- You lack a clear plan or objective for the roam.
Movement Fundamentals for Roaming
- Vents: Familiarize with all map vent locations for fast lane transitions.
- Zip Lines: Use momentum boosts from dashing off zip lines.
- Teleporters: Utilize side lane teleporters to switch lanes quickly.
- Advanced Movement: Practice dashes, wall bounces, sliding, and mantle slides to improve speed and unpredictability.
Mid Lane: The Optimal Roaming Position
Mid lane’s short wave travel time enables faster roam windows and better access to both side lanes.
- Controlling mid forces enemies to be cautious in side lanes.
- Fake roaming from mid creates pressure and uncertainty for opponents.
Roaming Flowchart
- Shove enemy wave, let troopers crash.
- Assess map and lane states for gank opportunities.
- Evaluate your kit and cooldowns.
- Move quickly using vents, zip lines, and teleporters.
- Execute the planned engage.
- Exit promptly to maintain lane priority.
Additional Tips
- Constantly monitor HP bars and communicate intentions.
- Collect map boxes en route without delaying roam.
- Don’t force ganks if conditions aren’t favorable unless testing limits.
- Inform teammates about your roaming to prevent lane vulnerabilities.
Conclusion
Mastering wave mechanics, timing, movement, and communication drastically improves your roaming and ganking effectiveness in Deadlock. All heroes have roaming potential when executed with strategic planning and precision.
For further mastery, explore resources like Mastering Deadlock Macro: Efficiency, Pressure & Objectives Explained for strategic map control and pressure insights, and Deadlock Game Roles Explained: Position Strategies & Teamplay Basics to better understand hero roles in roaming and ganking.
Additionally, Mastering Deadlock: Key Strategies to Dominate Map Control and Teamplay offers advanced teamplay tactics that enhance gank coordination and roaming impact.
Knowing when to roam is one of the hardest things to learn in all of Deadlock. Roam at the wrong time and
you're down souls from the wave and your lane partner is getting dove. Roam at the right time, you end up getting a
kill worth about 7 to 800 souls and you lose nothing. The difference between a good roam and a bad roam comes down to
understanding one thing and that being waves. My name is Pasha Pop. I've played Deadlock competitively for over two
years now and have ranked one on North American leaderboards several times and in today's video we're going to break
down the science behind roaming and ganking in Deadlock. The wave mechanics, the timing, the math, and how to
actually execute it. Before we get into the nitty-gritty about roaming, I need to explain to you how in my opinion
waves are the heartbeat of Deadlock. Waves in Deadlock are groups of minions that start from your base on the zip
line, drop in the lane, and move towards enemy structures. Every wave that spawns in Deadlock provides three things:
souls, pressure, and information. And here's why these three things matter. First, waves are one of the most
efficient sources of souls in Deadlock. Each trooper is worth 116 plus 1.16 souls per minute of game time. There are
four troopers per wave, so if we estimate our game time to be about five minutes, you end up getting a whole
entire wave worth about 487.2 souls. These waves are spawning every 30 seconds in the game and if you miss one,
they're gone forever. They're not jungle camps in the context of they're there permanently forever until you clear
them. When you lose a wave, it's gone forever. Souls are your XP and gold in MOBA terms in Deadlock. They give you
boons which are basically your modern-day levels in Deadlock and they let you buy items. When you lose a wave
or some kind of source of souls, you lose everything. You don't just lose the ability to buy items, you lose your
power as a hero. Second important point about waves, waves push into structures. When you shove a wave in Deadlock, the
wave will march to the enemy guardian, and then the enemy walker, enemy base guardians, enemy shrine, and then
finally at the end, the enemy patron. If the enemy does not clear their wave, their structures will face inevitable
damage. And in Deadlock, losing structures is pivotal. You lose gold, they get a flex slot, you lose map
control, you lose so many things with losing your structures on the map. So, what we can say is that the enemy has an
incentive to clear the waves to defend their structures. And the last point, waves give vision and map control. Your
troopers extend the reach of your zipline, and the farther your zipline goes, the more control of the map that
you have. Troopers also give you vision of the enemy. So, let's say an enemy hero walks past a wave, your troopers
will have vision of that, and you'll be able to detect any oncoming threats that are trying to run past your wave, right?
Now that you understand how waves are the heartbeat of Deadlock, let's look at how now we can use waves to project
where the enemy will be on the map. The key insight that makes roaming work and your roaming consistent is the idea that
waves are a point of interest, a POI, for the enemy. Because waves are so valuable, the enemies must show up to
catch them. They lose the souls and their structures take damage if they neglect these waves. This means every
time the wave spawns, you know where the enemy's going to be at, and they're going to be at the wave, right? Another
thing to think about is when a wave crashes into a guardian, someone has to be there. They can't just ignore the 500
or 600 or 700 souls that you get from the wave based on game time and the damage that their structure takes. It is
simply not ignorable to any extent. Now, the stakes of taking a guardian are very low, right? The enemy doesn't lose that
much when they lose their guardian. However, losing a walker means the enemy's going to get a massive soul
boost of 4,000 souls to unlock a flex slot and way more map control than what the guardian provided, right? So, when a
wave is on an enemy walker, the stakes are so much more higher and they are quite literally forced to respond to
that wave on their walker. The risk, however, to playing any wave that is attacking a objective is that you're
under their objective, right? So, if you accidentally take the approach with the guardian or the walker, wherever you're
at, right? Incorrectly and do the ganking correctly, you could just get one shot by the walker stomp. However,
everything that we discussed here is the foundation of every gank in a MOBA. You simply know where the enemy now needs to
be at to an extent with waves and structures. Now, you can use this to set up ganks for yourself easier. But, that
is not the only thing we have to discuss here about waves. The next topic I want to discuss are wave timers, that being
your roam window. If you've ever played League of Legends or Dota, you've probably heard of the word roam timer
and Deadlock has the exact same concept. Understanding it is what separates players who roam effectively to players
who roam poorly. Now, there are two timers that you need to think about after you clear or shove your wave. The
first timer being enemy wave clear time. From the moment your wave crashes into the enemies side of the lane on their
guardian or their walker, the enemy has to clear it, as we stated prior. This is your first window. A full four trooper
wave can take from five to 10 seconds to clear depending on your hero. The reason that this timer is important is that
this timer is basically the amount of time that you have to begin or start your roam because while the enemy is
clearing the troopers, they are unable to do anything, right? They're stuck there clearing the troopers while
perhaps you're taking the vent to another lane to begin your roam. The next timer is timer number two, next
wave arrival. After both waves are cleared, you can expect the next wave to come soon. In the early game, 0 to 20
minutes, waves spawn every 30 seconds. After 20 minutes, the waves now respawn every 25 seconds. And after 35 minutes,
the waves respawn every 20 seconds. So, your total roam window in the early game is essentially the first timer, the
enemy clear wave time, plus the next wave arrival time. And obviously, you can extend your roam a little past both
of these timers, as long as you understand the implication of the fact that you're going to lose priority, that
means control of the wave, if you don't show up back in the lane when the next wave has arrived. And why is it a
concern to lose priority in your lane? Well, assuming you're still roaming, it could mean that the laner in which you
left gets dived. It could mean that they roam. It could mean that they steal your camps, senders, invade your jungle,
right? There's a lot of implications with giving the enemy free wave shove. And also, maybe they have the wave shove
to kill you on your way back from the roam, right? The next thing we'll be talking about, now that we understand
wave timers, is how to properly set up the roam. The most standard way of ganking in Deadlock is what I like to
call the crash and roam. The approach is simple, and we kind of talked about this a little briefly when we talked about
wave timers. You clear the wave as fast as possible. Your surviving troopers crash into the enemy guardian, and then
you leave for your roam while the enemy has to deal with your troopers under their guardian. The faster you can clear
your wave, the sooner that your timer will begin. And you will have the standard 25-35 second timer that we
talked about a little prior. Obviously, once again, there's heroes or certain methods of clearing the wave that will
make it quicker or slower, depending, right? You punch the wave, you use abilities in the wave, it'll go by much
quicker than if you're page left clicking the wave, right? Another important thing to roaming in Deadlock
is reading the wave states in the other lanes, especially if you're in mid lane, which we'll talk about later as to why
that's important. Before you go for any gank in Deadlock, you should heavily consider the wave state in the lanes
that you're considering the gank. For example, if the enemy is pushed up towards your allies, objectives, walker,
structure, whatever, right? It's good because the enemy laner is overextended and far from their walker, far from
their guardian, far from whatever, right? Very easy gank. Now, let's say our wave is pushed up to the enemy
walker or enemy guardian, this is still gankable but riskier with a higher reward. The reason that this is riskier
is because you're diving next to their structures. The reason that this is more rewarding is because the wave is under
their structure. So, if you manage to kill them while the wave is under their walker or guardian or whatever, right?
They will lose the wave because it's going to dive to the structure, right? And if waves are in the middle, this is
very standard, nothing really special going on there. You just need to consider the enemy heroes. For example,
if wave is in the middle and they have a wraith, there's probably no chance you're going to kill them if their
guardian is up. If their guardian is gone, perhaps it's possible, right? Now that we talked about how to set up the
gank, let's talk about how to execute the gank. When we think about executing the gank, we need to look at it through
two perspectives, the ganker, you, the person rotating, and the lane ally, the person that is receiving the gank, the
ally, you know, the hero that's there to help you, assuming that there's someone there, right? When any hero is ganking
in Dead Lock, there are four things. You can think of it as a ganker's checklist that you need to consider. First, who am
I ganking? Am I ganking Paige, a hero with no mobility? Am I ganking Wraith with teleport? Am I ganking Shiv with
infinite shotgun movement? Who am I ganking and what are the implications of that? Second, how am I going to engage?
What is the catalyst for the gank? What do I have in my kit as the ganker to guarantee damage or some kind of kill?
Third, what's my angle? Am I coming from behind the enemy? Am I coming from high ground? Am I going to sit in a veil and
wait for them to walk up? Am I going to have my teammate bait them to walk up in the lane? How am I actually going to get
an angle on the enemy? And fourth, what is their HP? What's their resources? Do they have alts? Do they have health? Are
they missing stamina? Did they burn an important cool down, right? Do a full checklist of their resources. Now,
that's it for the ganker. Let's think about the allies role when it comes to the gank. If you're someone receiving a
gank in a lane, your job is to follow up with the gank, obviously, and help cut off their escape if possible. You need
to think about what you have in your kit. If you happen to be playing a hero like Abrams and you're receiving a gank,
use your shoulder charge to follow up on whatever CC, if your ganker does have CC, to ensure, you know, chain CC'ing
the enemy so that you can lock them down for longer and get more guaranteed damage off. If you aren't a hero that
has CC, and let's say you're playing something like Infernos without ultimate, your job is just primarily
focus on dealing damage with whatever setup your ganker has. You know, maybe your ganker's Abrams, he pins them to a
wall, you Catalyst Flame Dash burn them as Infernos and he dies. And you should actively be communicating with your
ganker to see if perhaps you need to do something for him in order to make the gank successful. Like, for example, some
gankers will need their ally hero to walk up a little bit in the lane to bait the enemy when the ganker is in
position, right? So, the enemy gets baited, walks forward, and dies. Let's talk about some hero specific examples
in the context of ganking. Let's say your ganking is Warden as this hero, you want to try to bait out enemy stamina by
throwing out chemical flasks, perhaps fighting them a little bit to make them stam away. And then, as soon as they
have burned whatever movement abilities or stamina that they have, you throw your binding word on them, locking them
down, guaranteeing it because they're out of movement resources, setting up the gank perfectly. Hayes is pretty
simple. You go invis, pop your sleep dagger, enemy's asleep, sets up the gank perfectly fine. Where a lot of people
will go wrong with ganking as Hayes is they will wake up the enemy before your hero is in position for the gank. So,
make sure you coordinate with your ally when you're ganking as Hayes so that they can get into position ASAP while
they're sleeping. Abrams is a pretty simple one that we've talked about quite a bit. As Abrams, usually you need like
Phantom Strike or Warp Zone, but assuming that you don't have these items, you usually want to approach the
gank from the behind. That being facing the enemy's back with the enemy facing away from you so that you can get a nice
shoulder pin off into your ally into a wall stunning them setting up the gank perfectly. Now, I do want to talk a
little bit about the contrary, like the hero that you are ganking, right? So, for example, classic example, Wraith.
Wraith is a very difficult hero to gank because of her Project Mind, you know, her teleport. When that's maxed, it gets
to a 12-second cooldown. So, how are you supposed to gank this Wraith? There's two ways that you can approach the
ganking of Wraith with her teleport available. The first way you can approach it is baiting out her teleport.
So, let's say you want to gank Wraith, right? And you have an allied Infernus laying against her. Perhaps one thing
that you could do as the ganker is communicate to the allied Infernus to force the enemy Wraith to teleport away
so you can come gank. Maybe the Infernus flame dashes out her, maybe the Infernus fights her, whatever the Infernus can do
if he even can, he can bait out the teleport for you so you can make the gank possible as it's not possible if
she has teleport. Another approach is itemization. So, we can buy items like Silence Wave, Slowing Hex, Curse to
prevent the Wraith from teleporting giving us a window to lock her down with our CC whether we're playing Abrams,
Warden, you know, Hayes and effectively hopefully killing her before her teleport becomes available with whatever
item we use to silence that movement spell. Now, we talked about how to execute the roam, the timers, when to
roam, all that good jazz. Let's talk about when you don't want to roam. Not every moment in Deadlock is a roam
opportunity. It is important to identify when exactly in the game it is a bad time to roam. The first indicator of
when it's a bad time to roam is when the enemy wave is pushing into you. If the enemy wave is about to crash on your
side, you need to catch up. Leaving now means you lose the whole entire enemy wave, risking your walker, your
guardian, or whatever, and you don't have a crashed wave on the enemy side, giving you that roam timer, right? As we
talked about prior. The second indicator is, let's say, the enemy is full HP under their walker. Unless you have a
very coordinated plan on how to kill this guy, or you're super far ahead, you're most likely not going to be able
to gank a guy full HP under his walker. Don't get me wrong, it's still really possible, you just need to think about
the situation much more deeper. It's not free. Third indicator, if the enemy can see your rotation, the gank most likely
will not be good because the enemy will call that out, and the gank will be predictable. The fourth indicator is, if
you have a really good feeling that your lane partner will get dove. If you think that's the case, most likely you
shouldn't probably roam because your guy is going to die 2 v 1, unless he is extremely confident in his own
capability to hold down the lane, right? So, you need to think deeply about your lane match-up, your match-up, your
heroes, and the implications of that when it comes to roaming. And the last indicator is if you don't have a plan.
If you have no idea why you're roaming, if you don't know how you're going to roam, if you don't know where you're
roaming, most likely you shouldn't do it because your roams need to be thought ahead. One of the most important things
when it comes to roaming, as we mentioned, is the timers, which is basically dictated by how quickly you
can do this roam, right? And then essence, movement, which is the next thing that we'll be talking about. About
movement, guys, so roam is only as good as how quickly you can execute it, right? You have certain windows that you
need to play within, and if you spend too much of your time, you know, moving around like a slug around the map, right
guys? You're not going to be able to execute on the roam as effectively as other players, right? So, there's four
movement techs that I want to talk about when it comes to roaming. They're not specifically techs, they're kind of just
ideas, I suppose, and some of them are techs, but first being vents. The vents in Deadlock are scattered across the
whole entire map, and they allow heroes from lanes to roam to other lanes. They're specifically placed and designed
in that way. So, if you don't know where every vent in Deadlock is, and you want to roam, that is a massive problem. You
need to familiarize yourself with all the vents locations on the map, and the best way to go about doing that is to go
explore in YC. Perhaps you hop in a custom with some friends, explore the map. However you want to go about it,
you need to memorize all of these vents locations, period. Another important movement fundamental to consider when
you're ganking are zip lines, and specifically the movement tech that you can do on zip lines. You can crouch off
of the zip lines and dash to give yourself a bunch of momentum off the zip line and fly across the map. So, if
you're ever considering on, you know, maybe going from mid to left side, you should start with the zip line to dash
off the zip line to have that huge velocity boost. The third roaming movement fundamental are teleporters.
These are scattered across the whole entire map, and in my opinion, they're only really applicable if you're ganking
from a side lane to another side lane. You know, if you're trying to gang from left lane to right lane, you can use the
teleporters to get to whatever side you're trying to go to. People often times don't think that these side lanes
are connected to one another, but indeed they are. The teleporters are very heavily under utilized from what I have
seen in the countless bot reviews that I have done in Deadlock. And the last movement idea to consider when you're
roaming and ganking are movement fundamentals and movement techs, which all of them apply, right? Sliding after
dashes, wall bouncing for free momentum, edge boosting, mantle slide, all that great stuff. I talked more about this in
my how to move like a pro Deadlock video. And there's obviously a lot of other fantastic resources out there on
YouTube. Highly recommend for you to become really good at movement if you plan on roaming. And the way that I
recommend for people to get better at movement when I'm coaching is I simply recommend hopping the explore NYC for a
few days, practice movement, practice what you see in videos, practice some cool tech you saw some streamer do, and
just keep going and going and going. And after a few days, hopefully a few weeks, you should just be better at movement.
That's what I at least did anecdotally. Now, so we've talked about movement, there's one last important thing that
I'd like to talk about when it comes down to roaming. And that is the idea of the mid lane being the best lane to roam
from in Deadlock. And this is in part why top teams put their roamer, their holiday, their be a popular role,
whatever, in the mid lane. If you didn't know, mid lane is the shortest lane in Deadlock, and the distance between the
mid guardians is shorter than the distance in the side lane. And that means that your wave has to travel less
of a distance to the enemy guardian, meaning that you can start your roam quicker because the wave crashes faster,
right? In mid lane, your wave will arrive to the lane before any of the waves arrive to the side lanes. That
means that by the time you start your roam, people are still playing for wave priority in the other lanes, which is
perfect. You know what I mean? People are center, and prio's only beginning to shape out, and the waves won't be fully
cleared by the time that you get to the lane you're trying to roam to. Because mid lane is the center of the map, you
have equal access to each side of the map, meaning that you can gank left, you can gank right without any difference,
essentially, right? You have vents that go both sides, it's no problem. Now, because mid lane is so threatening to
roam from, there's this idea behind roaming, which people haven't quite incorporated yet, which is a big thing
in League of Legends. When you just are not on vision, right? So, by not showing on vision in mid lane and roaming and
potentially going for a gank, that creates a lot of chaos in the enemy team comms, right? And you can even do this
from a side lane, right? Just fake roam. This is an idea that if you're able to explore it yourself enough could make
you a very, very strong roaming player in the current deadlock meta or player pool, whatever you want to call it, I
guess. So, by simply getting wave prio in mid lane and threatening a roam, you can threaten both side lanes and force
both side laners to back up because they don't know which lane's going to get ganked, right? The ganker could either
go left, could go right. It's just infinite pressure for your side lanes if you fake this gank from mid lane. Now,
let's put everything together and let's do the whole roam flowchart from step one to step six. Step one, shove your
wave. Kill the enemy wave and let your troopers push into the enemy guardian. Your roam timer starts at that moment.
Step two, look at the map. Which lanes are gankable? Are the enemies pushed up? Are they low HP? Do your allies have CC
to follow up? What's the status of all the other lanes and their cool downs and their health? Step three, check your
kit. How are you going to do the gank? Do you have CC? Do you have enough HP? Do you have your abilities off cool
down, right? What do you have in your kits to make the gank work? Step four, move to where you're trying to gank. Use
the teleporters, use the zip line movement, use vents, use movement tech to get wherever you're trying to go as
quick as possible. Step five, execute. Engage from the angle in which you planned in step three. Combo your
abilities with the allies abilities. Most of this is kind of done in step three, like when you're thinking about
your kit and planning it out. This is just the execution part and remembering what you planned in step three. And now
step six, get out, right? Don't spend too long in the roam. Go, do your thing. Now I need to go back. You can shove the
wave if you want before you leave. Just keep in mind, you might three-way split that. That might be bad, right?
Depending on what your team wants or what the vibes are like, but get out, finish your gank, don't stay there too
long. Enough talk about the roaming. I want to roam over and highlight the support that you guys have shown the
channel which have allowed me and the go editor GoRepLyte, to continue making these videos. Thank you all so much for
the YouTube memberships and Death Realm Academy sign-ups. If you aren't familiar with Death Realm Academy, that is an
academy ran by me and the beloved Deffy. We do ward review raffles, master classes of heroes, support coaching,
performance coaching. We have so many coaches and so many resources. We even have a dashboard, guys. So, if you're
interested in checking out Death Realm Academy, which I highly recommend for you to, click the link in the
description and use code Poshy10 for 10% off your first month. Thank you all for the support once again, and let's get
back right into the video. Some quick extra tips before we conclude. You always, while you're ganking, want to be
monitoring the HP bars of your allies and the enemies during your gank, right? The enemies being one HP could be the
condition for the gank, and the enemies being full HP could be the condition on not to gank, right? Communication, when
you are ganking, is massive. And if you're not communicating with your other lanes, or the lane that you're leaving,
or whatever, right? The gank most likely won't go well. It is one of the most important things in all of Dead Realm to
have your active gankers, or your roamers, or whatever you want to call them, communicating with your team their
intentions and what they want to do. Make sure, as you're ganking and roaming, you're grabbing boxes as you're
doing these ganks, as often times they are in like the way of your gank. Like, as you're roaming from mid lane to left
lane, there's a bunch of boxes on the way. You might as well just kind of grab some as you're going. Don't go too out
of your way, but get the ones that are convenient, right? Don't force the ganks. If you think it's a bad gank and
it doesn't look good, there's no need to overforce it, right? Now, in the context of limit testing, I highly recommend for
you to overforce the gank so that you can kind of just understand where the limits are of heroes, like Holiday
Paradox, roaming heroes, right? But, if you already understand your limits very well, do not force when you think it's
really bad. And because you now have all this knowledge of ganking and roaming, you should make an active effort for
your team when you notice that your laner or perhaps another laner is roaming, right? If you can give your
team that information that, "Hey, my laner's actually roaming. You guys need to be careful." That would save
potentially one of your lanes from just going out berserk, right? And losing the lane and losing their guardian, maybe
game loss from that, right? So guys, roaming is a pretty complicated thing, but it is one of the most impactful
things that you can do in Deadlock. And a lot of times when I'm coaching people is something that they lack. And all
heroes can do this. Even if you're not on holiday, Vindicator can do this, Abrams, Moe. All heroes in Deadlock can
roam. It's just a matter of how you execute the roam, who you're roaming with, who you're roaming to, and all
that good jazz. So guys, if you enjoyed the video, make sure to like, subscribe, comment your thoughts, all that great
jazz. More Deadlock content coming soon. And if you want to learn one of the most important strategies when it comes to
generating souls in Pro Play, click this video on your screen.
Waves in Deadlock are groups of minions that spawn regularly, providing souls (experience and gold), applying pressure to enemy structures, and granting vision via troopers. Controlling waves ensures resource gain, map control, and informs you about enemy positioning, making them fundamental for timing effective roams and successful ganks.
To optimize roaming, consider the enemy's wave clear time (typically 5–10 seconds) and the interval between waves (30 seconds early game, decreasing as the game progresses). Roam immediately after clearing your wave and while the enemy is occupied clearing theirs, maximizing your roam window before the next wave arrives to avoid losing lane priority.
Successful ganks require analyzing the target's mobility and cooldowns, selecting a proper engagement ability or combo, positioning to approach from the enemy’s blind spot or terrain advantage, and coordinating with allies for follow-up crowd control or damage. Timing and communication during ganks greatly increase the chance of securing kills.
Each hero’s unique skills impact gank strategies: for example, Warden can bait stamina usage before locking down enemies with Binding Word; Hayes uses Sleep Dagger to incapacitate targets; Abrams excels by engaging from behind with shoulder charge combos. Tailoring your approach to your hero’s kit maximizes gank effectiveness.
Avoid roaming if the enemy wave is pushing your lane, your target is at full health under their structure without backup, the enemy has vision of your rotation, your lane partner is vulnerable to dives, or you lack a clear roam plan. These situations risk losing resources and map control that outweigh potential gank benefits.
Utilizing map features like vents, zip lines, and side lane teleporters accelerates lane transitions, while advanced maneuvers such as dashes, wall bounces, sliding, and mantle slides enhance mobility and unpredictability. Mastering these movements allows quicker gank setups and safer retreats.
Mid lane features the shortest wave travel time, creating faster roam windows and easier access to side lanes. Controlling mid lane forces enemies to be cautious elsewhere, while also enabling fake roams that pressure opponents and create strategic advantages for your team.
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