Souls are the main resource for items and hero growth in Deadlock. Troopers provide the most reliable income during the early lane phase, but part of their value can be contested by both teams.

This guide explains how to collect your own floating orbs and hit enemy orbs. It also shows how to protect your lane position while preparing the next shot.

A trooper creates two parts of its soul value

When a trooper dies near an allied hero, most of its value becomes a ground orb that moves toward the allied team. The opponent cannot take this part.

The remaining part rises as a visible floating orb that either team can shoot. Your team collects the value by hitting its own orb first. An opponent takes this value by hitting the enemy-coloured orb first.

The floating orb will eventually belong to the correct team if no opponent touches it. You need to shoot quickly only when an enemy is close enough to contest it.

Keep ammunition ready for the next orb

A player can damage every trooper and still lose income by reaching an empty magazine when the orb appears. Short controlled bursts leave enough bullets for the second action.

Place the crosshair near the area above a weak trooper before it dies. This reduces the distance needed to move the aim after the orb appears.

Collecting your orb or hitting an enemy orb also returns a small amount of ammunition. This reward helps a player continue the sequence, but it does not replace basic reload timing.

The Patron area is shown on the Deadlock map.
The Patron area is shown on the Deadlock map.

Hit enemy orbs only from a safe position

An enemy orb is valuable, but walking into open space for it can cost health or lead to a defeat. Shoot the orb when it is visible from cover.

If the opponent is watching the same area, change position after each shot. A repeated movement makes it easy for the enemy to prepare an attack.

Health, lane position and the next trooper wave matter more than one orb. A player who loses most of the health bar for one enemy orb may miss several later troopers.

Soul management actions

Collect your floating orb: Protect the available part of your income.

Hit an enemy orb: Take part of the opponent's trooper value.

Keep bullets available: Avoid reloading when an orb appears.

Stay near the wave: Collect reliable lane income.

A close melee hit can collect the full reward

A melee final hit at close range can remove the normal period when the enemy can shoot the orb. This method is useful when an opponent is waiting for the floating orb.

The player must still approach safely. A charged melee attack is easy to punish when the opponent has a clear line of fire or a ready control ability.

Use melee when the trooper is near cover and the enemy cannot answer without taking a larger risk. Do not cross the whole lane only to stop one possible enemy shot.

Move to another resource only after the wave is safe

Neutral camps can provide more souls between lane waves. They are useful when your troopers have moved forward and approaching the enemy guardian would be dangerous.

Do not leave a full allied wave to clear a distant camp. Lane income is reliable and also protects your structures by keeping enemy troopers away.

Before leaving, check the next wave, the position of the opposing hero and the nearest objective. A short camp is helpful only when you can return before the lane becomes a problem.

A quiet lane gives a player room to collect souls safely.
A quiet lane gives a player room to collect souls safely.

Review income together with lane pressure

The soul total does not explain every lane by itself. A player may have a small lead but lose the guardian because the enemy wave was never cleared.

Use the total as one part of the decision. If you lead, buy an item and turn the advantage into safer farming or stronger pressure. If you trail, protect the next waves and stop taking low-value fights.

Use the same simple order in each wave. Stay near the troopers and keep ammunition available. Collect contested orbs, but shoot enemy orbs only from a position that allows a safe exit.

Use a short practice routine before a match

Open the practice area and stand beside one lane wave. First, use only single shots to finish weak troopers. Watch where each floating orb appears and keep the crosshair near that point. This exercise builds a clear link between the final hit and the next shot.

Repeat the same wave while leaving two or three bullets in the magazine. Reload only after the last contested orb has disappeared. The goal is not maximum speed. The goal is to avoid an empty magazine at the exact moment when the reward becomes available.

Next, move behind nearby cover before shooting each orb. This small change teaches you to collect income without standing in the centre of the lane. Check the opponent's position before every step into open space.

Finish the routine by allowing one enemy orb to go. Keep your health and clear the next wave instead. This shows why one missed orb is often less costly than a bad fight. A calm decision protects more income over the next minute.