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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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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.
Warden is a tough, tenacious close-range brawler built to start fights and stay in them. He usually opens with Binding Word to curse an enemy or Alchemical Flask to slow them and sap their weapon damage, then dashes in to brawl at melee range. Willpower gives him a barrier plus bonus move speed, which is what lets him win the close trades his kit rewards. When a fight turns desperate, he channels Last Stand, pulsing damage that heals him based on the damage dealt while he stands his ground in front of his foes. Play him as the initiator who drags enemies into his range, not a backliner waiting for picks.
Warden is a brawler hero in Deadlock, the hybrid MOBA-shooter by Valve. With 805 max health, 66.057 weapon DPS, and 3 stamina,Warden excels at frontline combat and sustained trades.Core strengths: Warden is strongest against enemies who want to stand and trade at close range, because Willpower's barrier and move speed plus Last Stand's lifesteal let him out-sustain almost anyone who lets him close. He also punishes enemies who like to hold a position, since Binding Word immobilizes anyone who doesn't leave their spot in time. Squishy targets that get caught in the curse and then eat a Flask-weakened brawl rarely survive the follow-up. Against teams that clump up around objectives, Last Stand's pulses hit everything in front of him while healing him, so grouped fights favor him. In short, he's a problem for anything that has to contest space on his terms.. Key weakness: Warden struggles against enemies who can kite him out of melee range, since so much of his value depends on staying close to land Binding Word and stand inside Last Stand. The curse is fair game to escape — if the target moves away from their initial position before the escape time is up, it does nothing and just burns the cooldown. Debuffs and disables hurt him too: enemies with dispels or Unstoppable can shake off his Flask and Binding Word, and crowd control can interrupt or neutralize his channel. Ranged carries that keep their distance and punish him as he approaches are his worst matchups. He needs to force a fight he can stand in, and opponents who deny that deny Warden entirely..Find Warden's abilities, builds, matchups, and tier ranking on GameGoldLab.
Quick Answer: Build Warden as a close-range bruiser: open with Alchemical Flask or Binding Word, then dash in with Willpower up for the barrier and move speed, and brawl. Save Last Stand for when enemies are already committed to you, since its charge grants bullet and spirit resist and its pulses heal you off the damage dealt. He's an initiator who drags fights into melee range, not a long-range duelist.
Warden is a tough, tenacious close-range brawler built to start fights and stay in them. He usually opens with Binding Word to curse an enemy or Alchemical Flask to slow them and sap their weapon damage, then dashes in to brawl at melee range. Willpower gives him a barrier plus bonus move speed, which is what lets him win the close trades his kit rewards. When a fight turns desperate, he channels Last Stand, pulsing damage that heals him based on the damage dealt while he stands his ground in front of his foes. Play him as the initiator who drags enemies into his range, not a backliner waiting for picks.
In the lane, lead with Alchemical Flask so the enemy's weapon damage and move speed drop before you commit, then close and brawl while they're weakened. Binding Word is your pick tool — hold it until an enemy is standing in the open or near a wall, because the curse only pays off if they stay close to where you dropped it. The Flask's first tier also strips a stamina from anyone it hits, which can strand a target who tries to dash away. Use Willpower reactively to absorb a trade rather than dumping it for pure aggression, so you always have the barrier up when it matters. Play for short, decisive trades and don't overstay once your cooldowns are down.
Mid game is where Willpower's scaling and shorter cooldowns turn Warden into a real frontliner — his barrier grows with spirit power, and tier two cuts its cooldown sharply and adds duration. That uptime means you can walk into mid-fights, bait cooldowns, and leave with your barrier intact instead of gambling on it once. Binding Word becomes your team's go signal: land it and the whole squad collapses on whoever is trapped. Keep Alchemical Flask in the rotation to blunt enemy carries before a clash rather than after they've already started shredding your team. Defensively, Flask and Willpower together let you disengage from fights you shouldn't take.
Late game, Last Stand is your fight-winner: it charges for two seconds, then pulses damage in a radius while healing you off the damage dealt, and the charge window grants heavy bullet and spirit resist. Time it so the enemy has already committed to you — you want them inside the pulse, not kiting out of it. Tier bonuses stretch it further with a bigger radius, more DPS and a shorter cooldown, and at the top tier it makes you unstoppable with even more resist while channeling. Around it, keep using Binding Word to lock down a priority target and Alchemical Flask to keep the enemy's damage suppressed before they can punish your channel. Warden lives and dies by whether he picks the right moment to plant his feet.
The standard engage is Alchemical Flask first to slow and weaken, then Binding Word on the same target so your curse has the best chance of landing while they're held near their spot. If the curse resolves, dash in with Willpower up and brawl — Willpower's barrier and move speed are what let you survive the first exchange. For a hard commit, catch the enemy in the Binding Word immobilize and then channel Last Stand right on top of them so the pulses and lifesteal do their work while they can't walk out. Ordering matters: Flask to soften, Binding Word to lock, Willpower to enter safely, Last Stand to finish and sustain. If you reverse it and open with Last Stand, you'll usually waste its charge window and lifesteal before the real fight starts.
Warden is strongest against enemies who want to stand and trade at close range, because Willpower's barrier and move speed plus Last Stand's lifesteal let him out-sustain almost anyone who lets him close. He also punishes enemies who like to hold a position, since Binding Word immobilizes anyone who doesn't leave their spot in time. Squishy targets that get caught in the curse and then eat a Flask-weakened brawl rarely survive the follow-up. Against teams that clump up around objectives, Last Stand's pulses hit everything in front of him while healing him, so grouped fights favor him. In short, he's a problem for anything that has to contest space on his terms.
Warden struggles against enemies who can kite him out of melee range, since so much of his value depends on staying close to land Binding Word and stand inside Last Stand. The curse is fair game to escape — if the target moves away from their initial position before the escape time is up, it does nothing and just burns the cooldown. Debuffs and disables hurt him too: enemies with dispels or Unstoppable can shake off his Flask and Binding Word, and crowd control can interrupt or neutralize his channel. Ranged carries that keep their distance and punish him as he approaches are his worst matchups. He needs to force a fight he can stand in, and opponents who deny that deny Warden entirely.
Warden pairs best with allies who hold enemies in place for him, because a locked-down target means Binding Word connects and Last Stand actually lands on someone who can't walk out. Teammates who can heal or barrier him are valuable too, since they buy the time he needs to survive his channel and keep brawling. A front-line partner who soaks the first burst lets Warden follow in with Willpower and Flasks already softening the enemy's damage for the whole fight. He also complements teams that want to force objectives and fight in chokepoints, where his area pulses and immobilize are at their strongest. Give him an engage buddy and a way to stay alive, and he becomes the anchor of the fight rather than a lone diver.
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Live data from 469,845 ranked matches · Source: deadlock-api.com · updated weekly

Warden is a tough, tenacious close-range brawler built to start fights and stay in them. He usually opens with Binding Word to curse an enemy or Alchemical Flask to slow them and sap their weapon damage, then dashes in to brawl at melee range. Willpower gives him a barrier plus bonus move speed, which is what lets him win the close trades his kit rewards. When a fight turns desperate, he channels Last Stand, pulsing damage that heals him based on the damage dealt while he stands his ground in front of his foes. Play him as the initiator who drags enemies into his range, not a backliner waiting for picks.
Alchemical Flask
Willpower
Binding Word
Last Stand
Alchemical Flask
Willpower
Binding Word
Last StandRecommended item build from the community wiki.
Extra Regen
Close Quarters
Monster Rounds
Fleetfoot
Berserker
Enduring Speed
Bullet Armor
Spirit Armor
Suppressor
Mystic Slow
Point Blank
Unstoppable
InhibitorData sourced from game files & community analytics. Values may change with patches.