Deadlock Guide Overview
This KB is synthesized from post-patch educational videos and normalized into practical, patch-aware rules.
Current synthesis status
- Sources processed: 5
- BrcJ9h4mulc - Deadlock Guide For My Employed Friends (F2NKe)
- X9yhG5vKca4 - How to Lane like an ETERNUS in 2026 (HERESY)
- wihHFTapEGk - EVERY Deadlock Hero Explained in 30 SECONDS! (Natan)
- E5CRaB37G5E - STOP HOLDING W: Movement Essentials (Natan)
- n3EdDdPKed4 - Deadlock Fundamentals: Efficiency (Deathy)
- Confidence level: strong baseline fundamentals for laning, macro, movement basics, and efficiency planning.
- Hero archetype/role-selection baseline has been added (see
kb/06-hero-archetypes-and-role-selection.md). - Movement baseline has been added (see
kb/07-movement-mechanics.md). - Still needs more corroboration for hero-specific and matchup-specific edge cases.
Core framework
- Laning: secure soul advantage through wave priority, matchup-aware trading, and coordinated communication.
- Macro & efficiency: minimize downtime and prioritize actions that push game state forward.
- Objectives: treat kills/pressure as temporary opportunities to convert into durable advantages.
- Itemization: buy for current lane/job, prioritize efficient spikes, and use item passives/actives intentionally.
- Movement: cleaner pathing/stamina usage creates safer farm, better rotations, and fewer avoidable deaths.
- Hero choice: pick archetypes that match your preferred job (frontline, pick setup, utility, side-lane carry) and current team needs.
Caveat policy
- Exact timer values and item tuning can shift with patches.
- When exact numbers are quoted, treat them as “current-source guidance” and re-validate after major updates.
Beginner Fundamentals
Patch/context note
- Synthesized from:
- This page is a practical baseline for consistent solo/duo improvement.
Core principles
- Communicate before action in lane (shop, push, rotate, all-in).
- Fight with information, not vibes: regularly check health, items, souls, and ultimate availability before committing.
- Wave first, then fight by default; wave priority creates room to farm, rotate, and pressure safely.
- Stabilize intelligently when behind: safe clears, missing calls, and low-risk pathing beat panic fights.
- Convert windows, don’t admire them: pressure/kill opportunities should become camps, vaults, structures, urn, or boss setup.
- Decision quality > raw mechanics: avoid both extremes (AFK farming and permanent ego-fighting).
- Efficiency mindset: always ask “what is my highest-value next action” instead of wandering or forcing random fights.
- Movement is economy: cleaner stamina usage and routing turns into faster farming, safer rotations, and better fight entries.
Hero selection quick rubric
- Start with heroes whose job is clear to you (frontline brawler, pick/setup, utility support, or scaling side-lane carry).
- Prefer comfort and role clarity over tier-list chasing.
- In lower coordination games, heroes that provide reliable setup or wave control are often easier to convert into wins than purely flashy picks.
- Treat quick roster overviews as orientation, then validate with deeper hero-specific guides before hard committing.
(Primary source for this section: wihHFTapEGk)
Frequent beginner mistakes
- Starting fights without checking item/soul/ult state.
- Fighting inside enemy wave repeatedly and losing HP economy.
- Ignoring objective/value windows to chase low-probability kills.
- Failing to adapt to lane side asymmetry (strong/weak side differences).
- Buying lane items but not playing around their cooldown/value conditions.
- Spending too much time unplanned (idle movement, aimless rotations, late setup to objective timers).
- Weak movement habits (e.g., always holding W in air, poor slide usage, wasteful stamina paths).
Drills / practice goals
- Big-four check drill: before major trades, mentally check health/items/souls/ults.
- Wave-priority drill: clear wave first unless you have a specific punish window.
- Intent-call drill: announce your action before doing it every lane cycle.
- Conversion drill: after each won skirmish, call the immediate value target out loud.
- Item-intent drill: when you buy a proc item (e.g., headshot/resto/barrier style effects), actively trigger it on cooldown windows.
- Efficiency drill: while hitting troopers/camps, pre-plan your next move every wave cycle.
- Movement drill: focus on one movement habit per day (e.g., dash->slide, release W while air-strafing, zipline crouch exits).
Laning
Patch/context note
- Primary lane synthesis source: X9yhG5vKca4
- Reinforced by:
Lane win condition
- Primary objective is soul advantage, not ego-kills.
- Early guardian damage matters less than building a durable economy lead that converts into midgame objective control.
Core lane loop
- Check health / items / souls / ults.
- Clear wave to establish priority.
- Use priority to take best value action (trade, camp, boxes, buff setup, rotate, reset).
- Reassess matchup/cooldowns and repeat.
Key lane timers (current-source guidance)
- ~0:00-2:00: limited objective pressure; lane combat and wave control dominate.
- ~2:00: camps/boxes become major soul accelerators.
- ~3:30: early-camp respawn windows can be tracked and re-invaded.
- ~4:30 setup -> ~5:00 bridge buffs: pre-clear wave so you can contest buffs without donating lane value.
- ~6:00: Tier-2 camp control becomes more important.
- Later lane phase: center sacrifices/vaults become very high-value conversion targets.
Trading and positioning rules
- Prefer fights when your side has a temporary spike (items, ult availability, cooldown advantage).
- Use cover/veil aggressively; right-side peeks are often safer for firing angles.
- Slide frequently in combat to preserve ammo and extend effective pressure.
- If outmatched in early windows, lose gracefully and stabilize until objective timings open better options.
Movement fundamentals for lane and rotations
- Treat movement as a resource economy, not just mechanics flair.
- In air, avoid autopilot holding W when air-strafing; release W and strafe intentionally for better control.
- Chain dash -> slide frequently for ammo conservation and cleaner repositioning.
- Exit ziplines with crouch when possible to preserve momentum.
- Prefer low-stamina movement routes (wall jumps, efficient mantles, terrain use) to keep stamina for fights.
Healing trooper decision (high-value nuance)
- Kill early when you want shove priority and healthier allied wave tempo.
- Kill late when you need missing-HP recovery for player sustain.
- Treat this as a wave-by-wave choice based on whether tempo or sustain is more valuable right now.
Matchup framework
- Classify lane opponents by cooldown profile (low-CD pressure vs high-CD windows).
- Track key enemy cooldowns and fight when high-impact tools are down.
- Don’t over-invest poke into heavy sustain targets when squishier teammates are better pressure sinks.
Transition out of lane
- Won lane: convert into camps/vaults/rotations/structure pressure immediately.
- Lost lane: prevent further snowball first; only then rebuild through safe wave-jungle cycles.
- Winning lane but failing to convert often erases the advantage by midgame.
Itemization
Patch/context note
- Expanded primarily from X9yhG5vKca4
- Reinforced by macro-first framing from BrcJ9h4mulc
Core ideas
- Buy for your current lane problem and near-term map job.
- In lane phase, a few high-impact/situational buys usually outperform greedy full-build rushing.
- Efficiency matters: soul spending should produce immediate survivability, pressure, or conversion power.
Lane-phase item heuristics
- Flat early-value items (damage/proc stats) are strongest when HP pools are low.
- Wave-control tools are high value when shoved in or when contesting farm tempo.
- At least one sustain tool is often correct, even when ahead, to maintain pressure uptime.
- Barrier-style defensive procs can be lane-winning if enemy kits trigger them reliably.
Healing options: when to prefer what
- Prefer proc-based sustain if your hero can trigger it consistently.
- Prefer channel/regen choices when you can fit recovery into productive movement windows.
- Re-evaluate sustain based on matchup hitbox reliability, lane volatility, and your ability to safely activate heals.
Scaling and spike logic
- Percent-scaling items typically gain value later; many are lower-impact in early lane unless matchup-specific.
- Prioritize mathematically efficient investment spikes before broad, unfocused shopping.
- Practical rule from source examples: by around early-mid spend thresholds, strong builds usually commit into a clear stat line rather than splitting everywhere.
High-frequency execution rule
If an item is balanced around cooldown procs, play to its cooldown:
- Trigger it intentionally and repeatedly.
- Don’t buy proc items and then ignore proc windows.
- Treat missed/unused procs as lost soul value.
Common build traps
- Buying only for lane and sacrificing all midgame conversion power.
- Copying builds without understanding why each slot exists.
- Panic-disengaging after defensive procs instead of using temporary HP windows to trade back when appropriate.
Map, Objectives, and Rotations
Patch/context note
- Synthesized from:
Objective priority
- Create lane pressure first, then convert pressure into durable gains.
- Typical conversion ladder: wave priority/pickoff -> camps/vaults/urn pressure -> structures -> boss/base pressure.
- Favor guaranteed value (farm/objective capture) over low-probability chase kills when deciding quickly.
Efficiency operating model
- Efficiency = minimizing downtime while taking actions that improve game state.
- While farming troopers/camps, pre-plan your next action (lane catch, contest objective, rotate, reset).
- “Doing nothing” can be efficient if it preserves a stronger upcoming objective state (e.g., setting up for a favorable objective timing).
- Team efficiency matters more than individual greed: avoid decisions that gain you small value while dropping larger team value.
Practical phase priorities (heuristic)
These are guiding priorities, not hard rules:
-
Early lane (pre-8):
- Troopers/waves
- Towers/kills if realistically available
- Boxes
- Jungle (situationally higher on fast-jungle heroes)
-
8-15:
- Troopers/waves
- Urn windows (if contest is favorable)
- Center sacrifices/vault control
- Tier-3/other high-value camps and mid-map boxes
- Remaining structures and kill conversions
-
15-25:
- Waves first, then convert good fights into urn/walkers/boss setups quickly.
-
25+:
- Play primarily around finding one favorable fight -> boss/base conversion.
Personal efficiency benchmarks (coaching-style targets)
Use these as rough diagnostics, not strict pass/fail metrics:
- By ~10:00, participate in at least 1-2 sinner’s sacrifice/vault contests when game state allows.
- By ~15:00 on farm-oriented heroes, aim for strong soul pace (often around high-teens thousands in stable games).
- By ~20:00, check trooper damage to ensure you are actually pushing enough waves for your role and lobby context.
Rotation timing and lane responsibility
- If you are the closest player to an unmanaged lane, you effectively own that lane until handed off.
- Clear responsibilities fast to create free players for proactive map actions.
- Avoid over-committing multiple players to low-risk single-lane clears.
Asymmetry rules (important)
- Side lanes are not equal in practical value and safety.
- Strong-side control generally gives easier early economy access and safer pressure tools.
- Losing your strong-side structure can disproportionately damage your team’s ability to hold/contest nearby resources.
- Blue lane offers high volatility: stronger attack angles both ways and faster punish opportunities.
Information habits
- Maintain regular minimap snapshots and count visible/missing enemies before committing to risky pathing.
- Plan around objective timers one wave early (don’t arrive late with uncleared responsibilities).
- Use feints and pivots to force bad enemy rotations instead of telegraphing every play.
From behind
- Default to stabilization: safe lane clears, controlled resource collection, and selective objective contests.
- Avoid desperation fights that hand over more map control than the objective was worth.
Teamfighting
Patch/context note
- Sources:
Fight setup
- Enter fights that connect to a broader objective plan.
- Quick pre-fight check: health, items, souls, ults, nearby numbers.
- Avoid fragmented map states where each player is running a separate mini-plan.
Engage/disengage basics
- Commit hardest when your spike window is active (cooldowns/items/ults) and theirs is not.
- It is valid to posture and disengage if new information flips expected odds.
- Use short danger calls immediately when jumped; delayed comms destroy rescue windows.
- Keep escape routes in mind; don’t donate deaths defending low-value lost positions.
Post-fight conversion
- Kills are temporary opportunities, not the final objective.
- Convert quickly into concrete gains (lane state, camps, vaults, structures, urn, boss setup).
- If no clean conversion exists, reset lane responsibilities and deny enemy recovery time.
Hero Archetypes and Role Selection
Patch/context note
- Primary roster overview: wihHFTapEGk
- Cross-game hero matching: m5_o7MhK2CA
- Patch-volatility/tier context: jbD_H7KXnI8, kYZdmFLrjmY
- Treat this page as hero-selection guidance (playstyle fit first), not a permanent tier-list snapshot.
Archetypes (quick picker)
- Brawlers / Frontliners: get in, stay in, absorb pressure, disrupt space.
- Spirit Nukers / Hit-and-Run Casters: burst windows, flanks, cooldown timing.
- Pick / Setup Heroes: catch and isolate targets for team follow-up.
- Utility / Support: enable teammates (heals, shields, mobility, control).
- M1 Carries (aim-scaling weapon carries): farm into high late-game DPS.
Comprehensive hero list by archetype
| Hero | Primary archetype | Secondary archetype | Feels good if you liked… |
|---|---|---|---|
| Abrams | Brawler/Frontliner | Sustain diver | Raid boss bruisers (Mauga/Rein style “walk at them” energy) |
| Bebop | Pick/Setup | Brawler | Hook/pick kits (Blitzcrank/Pudge/road-control picks) |
| Mo & Krill | Brawler/Frontliner | Pick anti-carry | Lockdown tanks (Bane/Skarner-style single-target control) |
| Shiv | Brawler/Frontliner | Duelist finisher | Reset/execute fighters (Darius/Katarina-style cleanup pressure) |
| Silver | Brawler/Frontliner | Transform skirmisher | Werewolf/bruiser shapeshifters (Warwick/Greymane vibes) |
| Yamato | Brawler diver | Spirit nuker hybrid | Dive duelists (Genji-like commit windows, fighter cadence) |
| Victor | Frontliner juggernaut | Sustain bruiser | Slow heavy juggernauts (Nasus/Dr. Mundo “unkillable walkdown”) |
| Apollo | Spirit nuker | Duelist mobility | Parry + dash duelists (Sekiro/fighting-game punish mindset) |
| Calico | Spirit nuker assassin | Roamer brawler | Assassin roamers (Evelynn/Talon-style side-angle hunting) |
| Celeste | Hybrid carry-caster | Mobility skirmisher | Battlemages with aim demands (Cassio/Aurora hybrid feel) |
| Grey Talon | Spirit nuker artillery | Pick/execute | Sniper/artillery (Hanzo/Widow/long-range poke control) |
| Lash | Spirit nuker roamer | Pick engager | Vertical flankers (Doomfist/Batman-like rooftop engage style) |
| Mina | Spirit nuker | Execute skirmisher | Lifesteal casters (Vlad-like sustain burst pacing) |
| Spirit nuker | Trickster escape | High APM tricksters (LeBlanc/Tracer-like in-and-out trading) | |
| Haze | M1 Carry | Pick assassin | Stealth ADC/assassin hybrids (Twitch-like ambush carry) |
| Holliday | Pick/Setup | Spirit nuker mobility | Air-mobility combo heroes (Pharah + combo setup mindset) |
| Paradox | Pick/Setup | Utility controller | Playmakers with displacement (Orianna/Thresh “fight-start tools”) |
| Vindicta | Pick/Setup | Marksman finisher | Sniper hunters (Widow/Caitlyn execute patterns) |
| Doorman | Utility/Support | Pick utility | Macro utility characters (Bard-like map-playmaking energy) |
| Dynamo | Utility/Support | Teamfight engager | Wombo initiators (Zarya/Enigma style multi-target ult impact) |
| Grace | Utility hybrid | Caster carry hybrid | Summoner/control mages (Malzahar/Annie objective pressure) |
| Ivy | Utility/Support | Shooter enabler | Team enablers with map mobility (Mercy/Lucio macro rotators) |
| Kelvin | Utility/Support | Frontliner | Zone-control tanks (Mei/Anivia style area denial) |
| McGinnis | Utility/Support | M1 area-control carry | Engineer/turret kits (Torb/Heimer zoning and setup play) |
| Page | Utility/Support | Enchanter | Traditional supports (Janna/Lulu/Karma team-buff gameplay) |
| Ram | Utility/Support | Roaming disruptor | Pet/summon macro supports (Abathur-like map-value style) |
| Sinclair | Utility hybrid | Spirit nuker | Spell-thief/control mages (Sylas-like “use their tools” fantasy) |
| Viscous | Utility/Support | Frontline peel | Save/peel specialists (Zarya bubble + displacement support feel) |
| Drifter | M1 Carry | Pick assassin | Isolation duelists (Rengar-like side-lane punish patterns) |
| Infernus | M1 Carry | DOT brawler | Ramp DPS burn carries (Soldier/Cassio “keep shooting” pressure) |
| Lady Geist | M1 Carry | Frontline drain bruiser | HP-trading battlemages (Swain/Aatrox style sustain trading) |
| Mirage | M1 Carry | Split push macro | Side-lane macro duelists (Twisted Fate/Fiora map pressure) |
| Seven | M1 Carry | Teamfight AoE caster | Scaling teamfight carries (Kennen/Brand-style AoE wincon) |
| Fentor | M1 Carry | Control marksman | Trapper/sniper hybrids (Jhin/Caitlyn zoning + execute) |
| Viper | M1 Carry | Duelist finisher | Movement-heavy ADCs (Lucian/Vayne sliding skirmish cadence) |
| Warden | M1 Carry | Pick anti-dive | Punish/control marksmen (Ashe/Varus catch-and-hold style) |
| Wraith | M1 Carry | Split push duelist | Hyper-scaling side-lane ADCs (Tristana/Kai’Sa map threat feel) |
Cross-game starting picks (validated beginner mapping)
- Shooter DPS background: start with Haze (simple kit, aim-forward conversion).
- Hero-shooter support background: start with Page or Kelvin.
- Hero-shooter tank background: start with Abrams or Mo & Krill.
- MOBA carry background: start with Seven (scaling carry) or Victor (lower aim requirement).
- MOBA support/roam background: start with Dynamo.
- MOBA mid/playmaker background: start with Paradox (and then test Holliday).
“I liked X game/role before Deadlock” quick recommendations
- MOBA tank/support players: Abrams, Mo & Krill, Kelvin, Dynamo, Viscous, Ivy
- FPS aimer/sniper players: Vindicta, Grey Talon, Fentor, Wraith
- Assassin/roamer players: Haze, Calico, Pocket, Lash, Drifter
- Macro/split-push players: Mirage, Wraith, Drifter, Ram, Doorman
- Enchanter/support mains: Page, Ivy, Dynamo, Viscous
- Juggernaut/bruiser lovers: Victor, Abrams, Shiv, Lady Geist
- Combo/playmaker lovers: Paradox, Holliday, Bebop, Lash
If you keep facing certain meta heroes (build/playstyle adaptation, not counter-pick)
-
Vs Celeste-heavy lobbies
- Playstyle: stay mid-range, avoid clumping on ult bounces, punish when
Lighteateris down. - Items: early spirit resist +
Dispel Magicto removeLighteaterdebuff.
- Playstyle: stay mid-range, avoid clumping on ult bounces, punish when
-
Vs Graves-heavy lobbies
- Playstyle: avoid long trades in
Gravestone, clear summons quickly, fight outside her short range. - Items: value AoE/waveclear and anti-sustain pressure.
- Playstyle: avoid long trades in
-
Vs Apollo-heavy lobbies
- Playstyle: bait
Repostfirst, then commit cooldowns; deny follow-up dashes after first engage. - Items: spirit resist,
Spellbreaker, and slows/disables (Slowing Hexprofile) are high value.
- Playstyle: bait
-
Vs Silver-heavy lobbies
- Playstyle: kite and space; burst before or right as she is about to enter wolf form.
- Items: anti-weapon defenses (
Metal Skin, disarm effects) are high value.
-
Vs Vender-heavy lobbies
- Playstyle: avoid close corridors/trap zones; force open-space fights.
- Items:
Metal Skinand anti-burst tools versus his weapon/execute windows.
-
Vs Rem-heavy lobbies
- Playstyle: protect sinner timings, clear helper pressure early, and punish Rem when isolated.
- Items: anti-engage tools and reliable waveclear are priority.
Practical selection method (for climbing)
- Choose one primary archetype that matches your instincts.
- Pick 2 heroes in that archetype:
- one stable/easy gameplan,
- one high-ceiling hero you can grow into.
- Play at least 5–10 games each before swapping.
- Keep one fallback hero with reliable waveclear and self-sufficiency for chaotic lobbies.
Caveats
- Archetype fit is fluid; many heroes are true hybrids.
- Tier strength is highly patch-sensitive and rank-sensitive.
- Cross-game comparisons are about feel and learning style, not exact kit equivalence.
Movement Mechanics (Practical Fundamentals)
Patch/context note
- Primary source: E5CRaB37G5E
- Focus: movement basics and practical tech that improve consistency, not highlight-only tricks.
High-impact habits first
- Slide whenever your speed allows (including after many dashes).
- Use dash -> slide habitually to preserve pressure/ammo and reposition faster.
- In the air, avoid autopilot holding W; air-strafe with lateral inputs + mouse movement for better control.
- Use crouch exits from ziplines to preserve momentum.
- Prefer diagonal air dashes where route/safety allows for faster travel.
Stamina-efficient routing
- Keep track of what consumes stamina and what can preserve it (route choice matters).
- Use wall jumps/terrain interactions to gain distance or height with less stamina burn.
- Save stamina for combat-critical moments instead of spending it all on routine travel.
Practical combat movement notes
- Sliding can be used to cancel/shorten exposure windows after movement commitments.
- Instant movement bursts can improve engage/disengage timing but should be practiced deliberately.
- Heavy melee lunge can serve as emergency micro-reposition if stamina is exhausted.
Learning progression (recommended)
- Do not learn everything at once.
- Add one movement habit at a time in live games (e.g., day 1: dash->slide; day 2: zipline crouch exits; day 3: air-strafe discipline).
- Watch strong players for map-specific route usage, then copy one pattern at a time.
Caveat
- Advanced niche tech (edge/corner variants, niche micro routes) is optional for most players early.
- Prioritize repeatable, fight-relevant movement consistency first.
Source Index
| Video ID | Date | Title | Channel | URL | Transcript |
|---|---|---|---|---|---|
| BrcJ9h4mulc | 2026-01-05T13:28:57-08:00 | Deadlock Guide For My Employed Friends | F2NKe | https://www.youtube.com/watch?v=BrcJ9h4mulc | sources/youtube/BrcJ9h4mulc/transcript.md |
| X9yhG5vKca4 | 2026-01-26T20:04:21-08:00 | How to Lane like an ETERNUS in 2026 | Comprehensive Deadlock Lane Guide | HERESY | https://www.youtube.com/watch?v=X9yhG5vKca4 | sources/youtube/X9yhG5vKca4/transcript.md |
| wihHFTapEGk | 2026-02-15T01:39:16-08:00 | EVERY Deadlock Hero Explained in 30 SECONDS! Playstyles & Builds & Difficulty | Natan | https://www.youtube.com/watch?v=wihHFTapEGk | sources/youtube/wihHFTapEGk/transcript.md |
| E5CRaB37G5E | 2026-01-25T12:57:12-08:00 | Why You Should STOP HOLDING W | Deadlock Movement Essentials Guide | Natan | https://www.youtube.com/watch?v=E5CRaB37G5E | sources/youtube/E5CRaB37G5E/transcript.md |
| n3EdDdPKed4 | 2026-01-10T13:59:04-08:00 | Deadlock Fundamentals: Efficiency | Deathy | https://www.youtube.com/watch?v=n3EdDdPKed4 | sources/youtube/n3EdDdPKed4/transcript.md |
| B_1tE9Lkywc | 2026-02-16T02:40:51-08:00 | The 2 Simple Rules to NOT LOSE LANE in Deadlock | moe9times | https://www.youtube.com/watch?v=B_1tE9Lkywc | sources/youtube/B_1tE9Lkywc/transcript.md |
| m5_o7MhK2CA | 2026-01-28T08:01:09-08:00 | The Best Deadlock Hero for YOU (Based on What You Play) | Metro Deadlock | https://www.youtube.com/watch?v=m5_o7MhK2CA | sources/youtube/m5_o7MhK2CA/transcript.md |
| jbD_H7KXnI8 | 2026-02-13T11:24:35-08:00 | The Deadlock Hero Tier List (Post-Patch Reality Check) | More Metro | https://www.youtube.com/watch?v=jbD_H7KXnI8 | sources/youtube/jbD_H7KXnI8/transcript.md |
| kYZdmFLrjmY | 2026-02-01T14:00:53-08:00 | The Deadlock Hero Tier List (Post-Patch Reality Check) | More Metro | https://www.youtube.com/watch?v=kYZdmFLrjmY | sources/youtube/kYZdmFLrjmY/transcript.md |
| oapQc4tvuaY | 2026-02-17T10:45:04-08:00 | Deadlock Ability Draft (Newest Heroes) | GlutenSnake | https://www.youtube.com/watch?v=oapQc4tvuaY | sources/youtube/oapQc4tvuaY/transcript.md |
| jjCwNoZbl7A | 2026-02-16T11:21:54-08:00 | Ranking Every DEADLOCK Hero - NEW Update TIER LIST | Ansonex | https://www.youtube.com/watch?v=jjCwNoZbl7A | sources/youtube/jjCwNoZbl7A/transcript.md |
| UgVm8ujfMzs | 2026-02-16T06:00:57-08:00 | How To Counter Every New Deadlock Hero (Before Everyone Else Does) | Metro Deadlock | https://www.youtube.com/watch?v=UgVm8ujfMzs | sources/youtube/UgVm8ujfMzs/transcript.md |