A match in the Valve game Deadlock ends when a team destroys the enemy Patron. Eliminations and collected Souls make heroes stronger, but they do not complete the objective by themselves. Teams must move through a fixed chain of structures.
Each lane contains a Guardian and a Walker before the enemy base. Base Guardians protect access to two Shrines, and both Shrines must fall before the Patron becomes available. Understanding that order prevents wasted attacks against a protected target.
Guardians are the first permanent lane target
A Guardian stands in front of each lane. Trooper waves absorb its attention and give heroes a safer time to attack. Moving ahead of the wave exposes a player to structure damage and enemy defenders.
Winning a lane fight creates a short window. The nearest safe reward is often Guardian damage rather than a long chase. Even partial damage matters because it remains after the opponents return.
Before committing, players should check the other lanes and the minimap. Missing enemies may use a zipline or teleporter to defend. A quick retreat is better than giving away the Souls earned from the previous fight.
Walkers require more time and better team support
The Walker sits deeper in the lane and is harder to remove alone. It has stronger defence and gives the enemy more time to rotate. Teams should push the wave first and bring enough damage to finish before opponents surround them.
A Walker is a valuable target because it opens more map space and supports team progression. The attack should still stop when the wave disappears or several enemies leave the map.
Pressure on two lanes can help the attacking team. One player may force a response in another lane while teammates attack the Walker. This works only when both groups know when to leave. A late retreat can turn a structure attempt into several lost heroes.

Teams must attack Base Guardians and Shrines in a strict order
After a lane is opened, a team can approach the enemy base. Base Guardians must be removed before the protected Shrines can be attacked. Trying to damage an invulnerable Shrine wastes time and gives defenders a free position.
The base is dangerous because enemy heroes return nearby. Teams need healthy Troopers, available abilities and enough health to survive the defence. Entering after a long fight with no resources often throws away the advantage.
Both Shrines must fall to expose the Patron. A team can sometimes take one Shrine and leave safely. Keeping the permanent objective is better than staying for an uncertain second target.
Objective order
1: Guardian. Move forward with allied Troopers.
2: Walker. Bring team support and watch rotations.
3: Guardians at the base. Control the base entrance.
4: Two Shrines. Destroy the two Shrines before attacking the Patron.
5: Patron. Complete both phases.
The fight against the Patron has two phases
The first Patron phase takes place while defenders can attack from several directions. Players should keep sight of entrances instead of placing every camera and ability on the central target.
After the first phase, the Weakened Patron becomes the final objective in the pit. Damage must be applied from the correct area. A team that enters without controlling the surroundings can be trapped by returning opponents.
The safest finish usually follows a clear team-fight victory, strong lane pressure or a large advantage near an important structure. Rushing the Patron without those conditions gives the defending team a chance to reverse the match.
A won fight should lead to the nearest safe objective
Players often lose time by chasing one survivor across the map. The better question is which permanent target can be reached before the enemy team returns. The answer may be a Guardian, Walker, Shrine or Patron phase.
The nearest objective is not always safe. Teams should count living opponents, check wave position and estimate travel time. A clear call helps everyone attack the same structure or leave together.
The Valve game Deadlock rewards teams that convert temporary advantages into permanent map progress. Eliminations create the opportunity for an attack. Structures move the match toward victory. Keeping those roles separate makes late-game decisions much easier.



