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All Deadlock heroes: Abrams (Brawler), Apollo (Assassin), Bebop (Brawler), Billy (Brawler), Calico (Assassin), Celeste (Marksman), Drifter (Assassin), Dynamo (Mystic), Graves (Marksman), Grey Talon (Marksman), Haze (Assassin), Holliday (Marksman), Infernus (Marksman), Ivy (Marksman), Kelvin (Brawler), Lady Geist (Mystic), Lash (Assassin), McGinnis (Mystic), Mina (Marksman), Mirage (Assassin), Mo and Krill (Brawler), Paige (Mystic), Paradox (Marksman), Pocket (Assassin), Rem (Mystic), Seven (Mystic), Shiv (Brawler), Silver (Marksman), Sinclair (Mystic), The Doorman (Mystic), Venator (Marksman), Victor (Brawler), Vindicta (Marksman), Viscous (Mystic), Vyper (Assassin), Warden (Brawler), Wraith (Marksman), Yamato (Assassin).
Popular heroes include Victor guide, Dynamo guide, Abrams guide, Bebop guide, Haze guide, Seven guide, Lash guide, Yamato guide. Browse the complete hero list.
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Each hero guide includes base stats, weapon stats, ability breakdowns, item builds, counter matchups, synergies, and FAQs. View all hero guides, check the tier list, and track live stats.
Live statistics for Deadlock including win rates, pick rates, damage output, KDA, net worth, and match volume across all skill brackets. Data sourced from real matches from the deadlock-api.com service. Track the evolving meta with 7-day trend charts showing win rate and pick rate changes over time. Filter heroes by role including Brawler, Marksman, Mystic, and Assassin. Visit the hero stats page for the latest data with win rates and pick rates for every hero.
The Deadlock tier list ranks all heroes using a composite score system. Win rate contributes 40 percent of the score, pick rate contributes 30 percent, match volume contributes 15 percent, and player count contributes 15 percent. S Tier represents the top 14 percent of heroes. A Tier covers the next 20 percent. B Tier includes the next 24 percent. C and D Tier cover the bottom 42 percent. See the full Deadlock tier list for current rankings.
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New to Deadlock? The beginner guide covers soul economy, laning phase, hero roles, map objectives, and core mechanics. The hero roles guide explains Brawler, Marksman, Mystic, and Assassin playstyles. The laning phase guide covers winning your lane and rotating. The soul economy guide explains efficient farming. Browse all Deadlock guides.
Deadlock is a hybrid MOBA-shooter by Valve Corporation in closed alpha. The game combines third-person shooting with MOBA mechanics including lanes, creep waves, towers, and items. Players choose from 38 unique heroes with distinct abilities. Explore hero guides and check live statistics for the current meta.
Victor is a sustain-and-punish bruiser who turns the damage he takes into fuel: every hit charges his Pain Battery, and once it fills he can fire a spread of shocking bolts that nuke and slow whoever is in front of him. He lives on the edge of his own health bar — Jumpstart shocks him for 15% of his current health but pays it back with big health regen and move speed, while Aura of Suffering bleeds enemies and himself at once as its damage ramps up the longer he channels. You want to brawl in the enemy's face, soak what they throw, and punish them with a fully charged battery plus a max-ramped aura. He is not a pure tank and not a pure burst mage — he is a duelist who wins by out-lasting the trade and then shocking anyone stuck in his aura. And when they finally think they have killed him, Shocking Reanimation brings him back to stun and blast them down.
Victor is a brawler hero in Deadlock, the hybrid MOBA-shooter by Valve. With 800 max health, 70.175 weapon DPS, and 3 stamina,Victor excels at frontline combat and sustained trades.Core strengths: Victor feasts on heroes who try to out-trade him up close — anyone who must stand in his Aura of Suffering and shoot through his massive health pool is feeding his Pain Battery while he out-regens them. He also does well against low-burst, sustained-damage lineups, since every small hit charges the battery without threatening a clean kill. Heavy-debuff teams struggle when Victor keeps Jumpstart rolling, because its buff halves the duration of debuffs already on him. And enemies who commit to kill him near their own squad hand Shocking Reanimation a perfect multi-target stun.. Key weakness: Long-range poke is Victor's nightmare — heroes who chip him from outside his 8m aura charge his battery but never let him convert it, so find a way in before you commit. Burst assassins who can delete him before he reacts are dangerous, especially since a lone, wasted death just burns Shocking Reanimation's 240s cooldown. Healing reduction hurts badly, because so much of his survivability is regen and the Pain Battery heal, so expect anti-heal the moment you become a problem. And enemies who simply avoid him, never damaging him and never stepping into his aura, starve Pain Battery and leave his kit half-loaded..Find Victor's abilities, builds, matchups, and tier ranking on GameGoldLab.
Quick Answer: Victor is a sustain-and-punish bruiser who thrives trading damage up close: he charges a Pain Battery by taking hits, shocks himself with Jumpstart to gain regen and move speed, and burns anyone caught in his Aura of Suffering while its damage ramps up. He is at his best standing in the enemy's face, out-lasting the trade, then dumping charged bolts — and if they do kill him, Shocking Reanimation revives him to stun and blast them. He is He/Him.
Victor is a sustain-and-punish bruiser who turns the damage he takes into fuel: every hit charges his Pain Battery, and once it fills he can fire a spread of shocking bolts that nuke and slow whoever is in front of him. He lives on the edge of his own health bar — Jumpstart shocks him for 15% of his current health but pays it back with big health regen and move speed, while Aura of Suffering bleeds enemies and himself at once as its damage ramps up the longer he channels. You want to brawl in the enemy's face, soak what they throw, and punish them with a fully charged battery plus a max-ramped aura. He is not a pure tank and not a pure burst mage — he is a duelist who wins by out-lasting the trade and then shocking anyone stuck in his aura. And when they finally think they have killed him, Shocking Reanimation brings him back to stun and blast them down.
Start the lane patient: Memento Mori takes a full 1.67s to spin up to max fire rate, so short taps waste your damage — commit to a full spray or not at all. Lean on Jumpstart to out-sustain trades; it costs 15% of your current health but hands back big HP regen and 3m move speed, so you win the long duel. Let the enemy hit you to build Pain Battery, then spend the charged bolts for burst plus a 32% slow once they are low. Keep Aura of Suffering for when they actually step in to trade, and remember its self-damage is pure and cannot be resisted.
Midgame is roaming pick-ups and small brawls, where Victor shines as the frontline duelist. Play forward — the more the enemy team shoots you the faster Pain Battery fills, and a max-ramped Aura of Suffering forces them to respect your zone or eat escalating damage. Use Jumpstart's move speed to run down a fleeing target or disengage, and time it before an enemy leans on a long debuff so its duration is halved. Hunt 2v2s where you can itemize tanky and simply win the sustain war.
In late teamfights you are the tip of the spear: get into the middle, pop Aura of Suffering once the enemy commits, and let the channel ramp toward its maximum damage. Bank a charged Pain Battery and dump it on the enemy carry the instant they are exposed. Save Shocking Reanimation as a fight-flipper — dying in the middle of their team buys you a purge, a stun, and a big damage wave on revive. After it is spent, remember the T1 fire-rate buff while the ult is on cooldown keeps your DPS competitive for the next fight.
Jumpstart then Aura of Suffering: the regen from Jumpstart offsets the aura's self-damage so you out-sustain anyone standing in your zone while the channel ramps. Build Pain Battery on the way in, then fire the charged bolts at the peak of the fight for burst plus the 32% T1 slow, and heal back a chunk with the T3 on-hit heal. Bait a lethal hit inside their team so Shocking Reanimation's wave and 1.5s stun catch them grouped, then finish with the bolts. Before an enemy ultimate lands, pre-cast Jumpstart so its debuff-resist halves the duration instead of reacting too late.
Victor feasts on heroes who try to out-trade him up close — anyone who must stand in his Aura of Suffering and shoot through his massive health pool is feeding his Pain Battery while he out-regens them. He also does well against low-burst, sustained-damage lineups, since every small hit charges the battery without threatening a clean kill. Heavy-debuff teams struggle when Victor keeps Jumpstart rolling, because its buff halves the duration of debuffs already on him. And enemies who commit to kill him near their own squad hand Shocking Reanimation a perfect multi-target stun.
Long-range poke is Victor's nightmare — heroes who chip him from outside his 8m aura charge his battery but never let him convert it, so find a way in before you commit. Burst assassins who can delete him before he reacts are dangerous, especially since a lone, wasted death just burns Shocking Reanimation's 240s cooldown. Healing reduction hurts badly, because so much of his survivability is regen and the Pain Battery heal, so expect anti-heal the moment you become a problem. And enemies who simply avoid him, never damaging him and never stepping into his aura, starve Pain Battery and leave his kit half-loaded.
Pair Victor with a healer or shielding support — amplification of his regen makes Jumpstart and the Pain Battery on-hit heal far more valuable and lets him frontline longer. Zoners and crowd-control allies who hold enemies inside his Aura of Suffering turn it from a soft slow into a real kill zone. Anyone who can follow up on Shocking Reanimation's stun, such as a big AoE or lockdown teammate, cashes in the reanimation window for a teamfight swing. And a durable dive partner who shares the frontline keeps the enemy's damage split, charging your battery while you both survive.
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Live data from 1,040,916 ranked matches · Source: deadlock-api.com · updated weekly

Victor is a sustain-and-punish bruiser who turns the damage he takes into fuel: every hit charges his Pain Battery, and once it fills he can fire a spread of shocking bolts that nuke and slow whoever is in front of him. He lives on the edge of his own health bar — Jumpstart shocks him for 15% of his current health but pays it back with big health regen and move speed, while Aura of Suffering bleeds enemies and himself at once as its damage ramps up the longer he channels. You want to brawl in the enemy's face, soak what they throw, and punish them with a fully charged battery plus a max-ramped aura. He is not a pure tank and not a pure burst mage — he is a duelist who wins by out-lasting the trade and then shocking anyone stuck in his aura. And when they finally think they have killed him, Shocking Reanimation brings him back to stun and blast them down.
Pain Battery
Jumpstart
Aura of Suffering
Shocking Reanimation
Pain Battery
Jumpstart
Aura of Suffering
Shocking ReanimationRecommended item build from the community wiki.
Extra Regen
Extra Spirit
Extra Charge
Healing Booster
Spirit Lifesteal
Torment Pulse
Superior Cooldown
Warp Stone
Bullet Armor
Spirit Armor
Infuser
Escalating Exposure
Leech
UnstoppableData sourced from game files & community analytics. Values may change with patches.