Deadlock Times research · Visual cheat sheet

Deadlock comeback & catch-up

Hero kills, jungle and objective rewards, the Unstable Rift, and the Urn do not share one multiplier. Follow each source from its normal reward through its own comeback calculation and into the shared catch-up payout.

Build 25354466Current defaults

00

How the rewards connect

There is no universal comeback multiplier, but rewards that use the same math are bundled below. Lane, jungle, boss, and objective rewards share one bonus; hero kills, the Rift, and the Urn each use a different calculation.

  1. 1A reward happensKill, Rift, Trooper, jungle, objective, or Urn
  2. 2Pay normal SoulsThe ordinary reward is calculated first
  3. 3Calculate extra SoulsUse the rule for that reward group
  4. 4Divide the extraWork out each teammate's share
  5. 5Check net worthHigh-net-worth recipients redirect 70%
  6. 6Fill the catch-up pool62.5% for poorest; 37.5% for second-poorest
  7. 7Pay three installmentsOne pulse is one installment, about a second apart
Reward groupHow extra Souls are calculatedWhat is includedWhat happens next
Hero killsTeam deficit and rich-victim boostsCreates extra Souls, then divides them across the killer's whole team. The +125 first-kill reward remains part of the normal bounty.Each teammate's extra share can stay direct or enter the catch-up pool.
Troopers, jungle & objectivesOne shared team-gap bonus, up to +26%Covers Lane Troopers; Neutrals and Neutral Bosses; Sinner's Sacrifices; Mid Boss; Tier-1 and Tier-2 Trooper Bosses; Base Guardians; and Shrines. The normal reward stays unchanged.Only the added bonus can move into the catch-up pool.
Unstable RiftIts own spawn-time team-gap calculationThe ordinary Rift reward remains direct. Only the extra amount for each teammate counts as comeback Souls. The live gap separately controls Resists and Rift Troopers.Each teammate's extra amount can stay direct or enter the catch-up pool.
UrnIts own cash-in calculationWe confirmed the Urn's extra Souls follow the same catch-up rules, but have not fully mapped how the game calculates that amount.Enter a known Urn bonus to see who receives it.
Passive catch-upNo reward multiplierAfter 8:00, recent team income creates separate budgets for the two poorest teammates.These are newly created Souls, not redirected reward Souls.
01

Hero kills

Build the normal bounty first. Then calculate extra team Souls and decide whether each player's share stays direct or enters catch-up.

September 16 changeWhen the killer's team was not ahead and qualified for comeback Souls, removed the old flat bonus—a raw +162 before 8:00 / +270 from 8:00 onward—then reduced the uncapped bump from +0.216 to +0.15.

01

Time base

The listed kill reward climbs evenly from 200 Souls at match start to 2,200 at 40:00, then stops.

b(t) = trunc(200 + 2000 × clamp(t / 2400, 0, 1))

t = elapsed game seconds

Example20:00 → t = 1,200b = trunc(200 + 2,000 × 0.5) = 1,200
02

Credit scaling

More credited players reduce the total bounty. Count the killer plus anyone who damaged the victim during the last 10 seconds.

B = ceil(b(t) × fₙ)fₙ = 1.250, 1.150, 0.849, 0.700, 0.550, 0.498

fₙ corresponds to 1 through 6 credited players

ExampleThree credited players at 20:00B = ceil(1,200 × 0.849) = 1,019 Souls
03

Killer / assist split

The killer has weight 2.2; each assister has weight 1. The killer's first hero kill adds 125 before this normal-reward split.

T = B + 125IA_pool = trunc(T × a / (a + 2.2))killer = T − A_pool

a = assister count · I = 1 on the killer's first hero kill

ExampleB = 1,019 · two assists · I = 0Assist pool = 485; killer = 534Assisters receive 242 and 243
04

Team deficit

The team-gap multiplier begins only when the killer's team trails by more than 1,500 total Souls. It measures the proportional gap, not just the raw gap.

C = 1 + 2.268(V / K − 1)

Use when K > 0 and V − K > 1,500; otherwise C = 1.

K = killer-team Souls · V = victim-team Souls

Example60,000 vs 72,000C = 1 + 2.268 × (72 / 60 − 1) = 1.4536
05

Rich victim

Compare the defeated hero with the average Souls per player on the killer's team. This can activate even when the killer's team is ahead.

A = floor(K / max(p, 1))D = 1 + 2.484(v / A − 1)

Use D when A > 1,250 and v > A; otherwise D = 1.

p = killer-team players · v = victim Souls

ExampleK = 60,000 · p = 6 · v = 14,000A = 10,000D = 1 + 2.484 × 0.4 = 1.9936
06

Turn the boosts into Souls

C and D are temporary boost factors, not a Soul payout. Multiply them, limit that product to 5× before 8:00 or 7× afterward, then add +0.15 only when the killer's team is not ahead, qualifies for comeback Souls, and does not hit the cap. Scale B by that result, subtract the original B, and keep 40% of only the uplift.

M₀ = C × DM = min(M₀, 5 before 8:00; otherwise 7)M ← M + 0.15 only when the killer's team is not ahead and M₀ was not cappedraw uplift = trunc(B × M) − BE = trunc(raw uplift × 0.40)

The 5× / 7× cap limits C × D, not the final Soul payout. B is the participant-scaled bounty and excludes the +125 first-kill bonus. The +0.15 comes after the cap check, with no second clamp.

ExampleC × D = 1.4536 × 1.9936 = 2.8979; below the 7× cap+0.15 → M = 3.0479; trunc(1,019 × M) = 3,105Raw uplift = 3,105 − 1,019 = 2,086; E = trunc(2,086 × 0.40) = 834

September 16 changeWhen the killer's team was not ahead and qualified for comeback Souls, the old flat bonus was a raw +162 before 8:00 or +270 afterward, added before the ×0.40 conversion. It is now gone, and the old +0.216 bump is +0.15. In this worked example the complete old formula paid 969 instead of 834.

07

Whole-team split

The killer takes 30% of the comeback extra. The rest uses weight 1.5 for each assister and weight 1 for every other teammate.

killer = trunc(0.30E)R = E − killer; W = 1.5a + uassister = trunc(1.5R / W)other teammate = trunc(R / W)

a = assisters · u = other teammates

ExampleE = 834 · two assists · three others250 to killer · 146 to each assist · 97 to each other833 paid; 1 lost to truncation
02

Unstable Rift

Reward calculations remember the Soul gap at spawn. Bullet, Spirit, and Debuff Resist instead follow the live gap around the Rift.

September 16 changeRemoved the flat +170 Souls per eligible teammate and replaced the fixed 35% Resist maximum with 10% + 1 point/minute, capped at 40%.

08

Base Rift reward

At spawn, the Rift stores a team-wide reward that grows in 222-Soul time steps. Its winner shares that integer total across the team.

m = max(1, floor((tₛ − 720) / 60))G = 1,260 + 222m

tₛ = Rift spawn time in seconds · G = team reward

ExampleRift at 12:00 → tₛ = 720 · m = 1G = 1,260 + 222 = 1,482 Souls
09

Trailing-team reward

The poorer team at spawn is marked. If it claims the Rift, snapshot deficit intensity determines the same extra amount for every teammate.

r = min(1, 1.5(O / P − 1))e = ceil((10 / 7) × r × G / N)

P/O = marked/enemy snapshot Souls · N = current recipients

Example80k vs 100k · G = 1,482 · N = 6r = 0.375e = ceil(132.32) = 133 Souls each

September 16 changeThe previous flat +170 Souls per eligible teammate is gone. This example was 303 each in the previous build and is 133 each now.

10

Three Resists

Normalize the marked team's live deficit from 0 to 15%, then multiply it by a maximum that rises one point per game minute from 10% to 40%.

d = 1 − max(L, 1) / max(Oₗ, 1)q = clamp(d / 0.15, 0, 1)R_max(t) = min(10 + t_minutes, 40)%R_effective = q × R_max(t)

Same value: Bullet Resist · Spirit Resist · Debuff Resist · roughly 35m area

Example12:00 · live totals 90k vs 100kq = 0.10 / 0.15 = 0.6667 · R_max = 22%Each Resist = 0.6667 × 22% = 14.67%

September 16 changeThe fixed 35% maximum became a time ramp: 10% + 1 percentage point per minute, capped at 40%.

11

Rift Troopers

The same normalized deficit scales special Rift Troopers from 5 to 14. They are larger, black, and drop no Souls when killed.

T_Rift Troopers = floor(5 + 9q)

Normal capture: 12s · full-strength endpoints: 6s trailing / 18s leading

Exampleq = 0.6667T = floor(5 + 9 × 0.6667) = 11At q = 1 → 14 Rift Troopers
03

Catch-up payouts

Catch-up moves Souls toward the lowest-net-worth teammates. Starting at 8:00, the game sets a budget every three seconds and pays it in three smaller installments about one second apart. The game calls each installment a pulse.

September 16 changeAdded the 70% high-net-worth redirect and its team-local pending pool.

12

Who keeps the extra?

When a player is due extra comeback Souls, compare their total Souls with the average enemy player. If they are above that average, they receive 30% now and nearest-rounded 70% goes into their team's catch-up pool. At or below the average, they keep the whole amount.

A_enemy = floor(O / n)redirect = round_nearest(0.70x)direct = x − redirect

Redirect only when recipient Souls wᵢ > A_enemy. Equality stays direct.

O = enemy-team Souls · n = enemy players · x = this player's extra comeback Souls

ExampleRecipient 40k · enemy average 30k · x = 10070 enters the team pool · 30 is paid now

September 16 changeA high-net-worth player now sends 70% of each comeback share into the team catch-up pool.

13

Passive catch-up

After 8:00, the game looks back over ten 3-second slices of team income. That recent average creates small, new Soul budgets for the poorest and second-poorest teammates. These budgets use the same three-installment schedule described below.

H = (Σ gⱼ for j = 1..10) / 10L_regular = floor(0.025H)S_regular = floor(0.015H)

H = average team income in one recent 3-second slice. This creates new Souls; it does not spend the redirected reward pool.

ExampleSteady team income = 200 Souls/secondH = 600 per 3-second slicePoorest gets 15/period (5/sec); second-poorest gets 9 (3/sec)
14

Split the redirected pool

Once payouts begin at 8:00, the next 3-second boundary empties the pending pool into two fixed budgets: 62.5% for the poorest teammate and the remainder for the second-poorest.

L = floor(0.625R)S = R − L

With two active players, both redirect shares merge onto the poorest. With one, both go to that player. With none, the current installment returns to pending.

ExampleR = 101Poorest: floor(0.625 × 101) = 63Second-poorest: 101 − 63 = 38
15

Three one-second installments

A pulse is one scheduled installment. Each 3-second budget is divided into three integer payments made about one second apart. Before every payment, the game checks the Soul totals again, so a later installment can go to a different teammate.

pulse_k(X) = ceil(X(k + 1) / 3) − ceil(Xk / 3)k = 0, 1, 2

The three installments always add back to the fixed budget X; only their recipients can change.

ExamplePoorest budget 63 → pulse 1: 21 · pulse 2: 21 · pulse 3: 21Second-poorest budget 38 → 13 · 13 · 12All three installments paid = 101
16

The split does not lose Souls

Once a player's comeback share is divided, the direct payment plus the pooled payment still equals that share. Splitting the pool and paying its three installments also preserve their integer totals.

direct + redirect = xL + S = RΣ pulse_k(X), k = 0..2, equals X

This applies only after a comeback share reaches catch-up. Passive catch-up creates Souls; the hero team split can lose a rounding remainder; Rift rounding can add a few Souls.

Example30 direct + 70 pooled = 10063 + 38 = 101 pooled21 + 21 + 21 = 63 · 13 + 13 + 12 = 38
04

Troopers, jungle & objectives

These rewards look different in a match, but they all use the same team-gap bonus. You only need one formula for the whole group.

17

One bonus for the whole group

This one calculation covers Lane Troopers; jungle Neutrals and Neutral Bosses; Sinner's Sacrifices; Mid Boss; Tier-1 and Tier-2 Trooper Bosses; Base Guardians; and Shrines. The normal reward is paid first. If the enemy leads by more than 3,000 team Souls, the game adds up to 26% extra, and only that extra can be redirected.

z = V / (K + 3,000)m = 1 + 0.26 × clamp((z − 1) / 0.20, 0, 1)bonus = trunc(B × m) − B

Active only when V > K + 3,000. The normal reward B always stays direct.

K = your team's total Souls · V = enemy-team total Souls · B = normal reward. This formula does not apply to hero kills, the Unstable Rift, or the Urn.

ExampleNormal reward 100 · own team 50k · enemy 65kz = 1.2264 → bonus reaches its 26% capPay 100 normally and create 26 extra; a high-net-worth recipient redirects 18 of the 26
05

September 16 changes

Immediately previous build 25260093 compared with current build 25354466.

MechanicPreviousCurrent
Hero flat bonus (raw term)162 before 8:00 / 270 afterRemoved
Hero uncapped bump+0.216+0.15
Rift fixed extra+170 per eligible teammateRemoved
Rift Resist maximumFixed 35%10% + 1 point/minute; cap 40%
High-net-worth redirectAbsent70% nearest-rounded

Notation

floor rounds down · ceil rounds up · trunc rounds toward zero · roundnearest uses nearest integer, nominal ties-to-even · clamp(x, 0, 1) keeps x between 0 and 1.

Scope and method

Mechanics and values come from a static comparison of installed build 25354466 with manifest-verified build 25260093: binaries, VData, registered defaults, callers, and control flow. This covers documented ordinary-match paths; several special-mode branches remain unresolved. Runtime testing confirmed Rift defaults but did not complete a live player event.

Player terminology

Names follow the community-maintained Deadlock Wiki.

06 · Interactive calculator

Try the payout calculator

Change any input to see where the Souls go. Everything runs in your browser—no account, match, or player data is sent anywhere.

Hero-kill inputs
1
Normal reward1,200 → 1,019

Time base → credited-player scale. Normal total is 1,019.

2
Hero-kill comeback boost1.4536 × 1.9936 → 3.0479×

Team-gap boost × rich-victim boost = 2.8979. The 7× cap is not reached, so +0.15 is added; 40% of the resulting increase creates 834 extra Souls.

3
Split among all teammates250 / 146 / 97

Killer / each assister / each other teammate. 1 lost to rounding.

4
Killer share250

The calculator now checks whether this player's share stays direct or enters the catch-up pool.

Paid to this player75

The part they receive immediately.

Added to the catch-up pool175

Nearest-rounded 70% when this player is above the enemy-player average.

Pending pool after event175
Lowest-net-worth10937 / 36 / 36
Second-lowest6622 / 22 / 22
Independent passive channelAt 20 minutes: recent average 600 → lowest 15 / second 9 per 3-second period.

What this can test: the documented ordinary-match calculations shown above. It has not yet been checked against a complete live match. For the Urn, you can test where a known amount goes, but the calculator cannot yet work out that starting amount from the match state.