A user on /r/DeadlockTheGame summarized the video into text if that helps y'all! Abrams: Countered by anti-heal items due to his reliance on siphon life and regeneration Parrying his melee attacks is effective Use ethereal shift to dodge his ultimate ability Bebop: Watch his build (spirit or bullet damage) to choose appropriate counters Debuff remover counters his bomb attacks Ethereal shift can break his combo Dynamo: Positioning is crucial; avoid grouping with teammates Rescue beam can save allies from black hole Reactive barrier provides automatic protection Soul rebirth gives a second chance if caught in black hole Ethereal shift and Unstoppable can prevent damage Grey Talon: Spirit armor is effective if he's using spirit damage Debuff remover counters trap effects Knockdown can interrupt his flight Ethereal shift can dodge owl and charge shot Haze: Warp Stone provides mobility and bullet resistance Return fire can be devastating against her Metal skin negates bullet damage Infernus: Anti-heal items counter his lifesteal strategy Debuff reducer and remover help against his status effects Slowing hex prevents his flame dash escape Ivy: Extra stamina helps dodge her abilities Warp Stone aids in escaping stone form Silence glyph prevents stone form and ultimate Anti-heal items are effective Kelvin: Anti-heal counters his frost grenade and frozen shelter Mobility items help avoid his ice beam and frost shelter Ethereal shift provides temporary invulnerability inside his dome Lady Geist: Silence is very effective against her spell-heavy playstyle Anti-heal items counter her self-healing through spirit lifesteal Lash: Silence and slowing hex severely limit his mobility Ethereal shift can negate ground strike damage McGinnis: Mobility items can outpace her limited stamina Monster rounds are effective against her turrets in lane Anti-heal items work well if she builds tanky Mo + Krill: Positioning is important; stay with teammates Use elevated surfaces to avoid his burrow ability Reactive barrier helps against his ultimate Silence glyph and slowing hex limit his mobility Anti-heal items are effective Paradox: Break line of sight to avoid kinetic carbine Mobility items help avoid wall-swap combo Ethereal shift can negate carbine damage Pocket: Silence prevents her from using mobility abilities Debuff reducer or remover counters her long-lasting Affliction Seven: Knockdown cancels his ultimate ability Line of sight blocking negates storm cloud damage Spirit armor is effective against his damage type Attack speed slow counters his power surge Shiv: Anti-heal items counter his healing in prolonged fights Debuff reducer or remover helps against his bleeds Vindicta: Use cover and break line of sight Mobility items help close the gap Debuff remover and ethereal shift counter her tether ability Viscous: Silence is very effective against their spell-heavy kit Mobility items help avoid puddle punch displacement Warden: Extra stamina helps avoid binding word in lane Debuff remover and ethereal shift counter binding word Slowing hex limits their movement speed advantage Wraith: Ethereal shift can cancel their ultimate ability Metal skin and return fire are effective against their attacks Yamato: Silence right before her ultimate transformation is crucial Watch her health bar to anticipate ultimate timing General counters that work against multiple heroes: Unstoppable and curse are universally effective items Armor items (bullet, spirit, enchanter's barrier, combat barrier) reduce incoming damage Ethereal shift is frequently mentioned as a versatile counter Anti-heal items (toxic bullets, heal bane, decay) are effective against healing-focused heroes
As a Grey Talon player, I can say that some fun tech against him is maintaining vision on them. Obviously, respect their charged shots, but if they're being sized up they can't cast their ultimate without going full shields down, at which point you can deny their ICBM owl by gunning them down while they lose control of their character.
@@eligross328 was thinking the same thing; it's super informative, but it was a bit hard to follow everything as an inexperienced player. The UI is kinda overwhelming 😅
Thank you so much for this video, I think figuring out what items call for certain situations is what ALOT of people struggle with right now. Simply just checking and analyzing your damage report properly helps sooo much.
Something I’d like to add as someone who’s begun maining Mo and Krill: if you lose sight of them, check your mini map, chances are we’re trying to get behind you by way of Burrowing. This goes for all stages of the game, They are deceptively effective at reaching your back line and picking off runners.
i know you said that you wouldnt specifically talk about curse on a lot of these heroes due to its overall versatility and cost, but i would like to mention that there's nothing quite like cursing a haze out of her ultimate if youre fast enough, it feels like one of the best uses of curse in my experience
Rescue beam has an interesting interaction with Mo&Krill. If either the target of MoKrill’s ult or MoKrill themselves are pulled by the rescue beam, then both the target and MoKrill will be pulled to the caster as long as the ult lasts. I don’t know whether it’s a bug or an intended feature, but it’s almost broken in the capacity of setting up ganks with or against MoKrill. I build Rescue Beam in half of my games. Due to that, I remember pulling a teammate in the MoKrill’s ult from across the map into our entire team and then 1v6 destroying MoKrill. And I can imagine a power duo of MoKrill and Ivy. Ivy ult-drops MoKrill onto a jungling enemy, deep in the opponents side of the map, and flies back as far as rescue beam’s range would allow. After the initial damage done by MoKrill’s abilities and shots, MoKrill player then ults the target and they get immediately beamed 40-50 meters away from the engagement point to confuse the allies of the target and bring the stunned enemy closer to MoKrill’s and Ivy’s teammates.
one of the most informative videos ive watched. everyone always has the mindset of making their character as strong as possible, not really weakening the enemy
Hey there, can't wait to finish watching this. I have been enjoying theory crafting in this game, so this is way up my alley. Great topic of discussion.
Against Wraith, you can turn Telekenesis by literally turning your camera while lifted. This will still spin your model around making it harder to hit headshots on you.
Since people will be coming for Bebop counters, rushing Reactive Barrier for Lane/Mid-game can help a lot, it applies on his combo and neutralizes most of the damage.
Slowing hex can also be useful, if you have a Kelvin who loves to spam his ice path along with move speed to basically perma-fly and escape everything for free otherwise.
So I'm not a pro player (or maybe even good) by any stretch. And I noticed this thing where basically any match against Seven I'd lose (cause he's Seven). And then last night I did a match against Seven who seemed to not really know what he was doing (going too far into creep line, not watching his own health, etc.). But most importantly I used the item counters you recommended and lo and behold it messed up the Seven even further and we rolled 'em. All this to say, I like your videos, they've helped me see what the deal is with this game compared to other Mobas, and they've helped me. Keep it up!
love the video! Another term for "cancel" that you might hear in your games is "cleanse", that's a term that gained some traction in dota for effects that remove negative status effects
The term "cleanse" is probably a thing from League of Legends, seeing as there's a summoner spell called Cleanse that removes basically all CC and DoT.
I will throw a couple of things out here, maybe they help out. Mo & Krill are not prevented from burrowing by slowing hex or any root/immobilize. Slowing hex is very ineffective against them. What is actually good, that wasn't mentioned, is knockdown. It brings them out of burrow or even the ultimate when it triggers. Also reactive barrier is very useful against a lot of heroes in lane almost entirely eliminating their potential to kill you. Things that trigger it include: Abrams charge and ult. Bebops hook and uppercut Dynamos kinetic pulse and ultimate Hazes sleep dagger Lash ult and T2 ground strike Seven stun Wraith ultimate If I play 1v1 lane against any of these except seven or lash I always buy it. If I have 2 of them in my lane I also buy it. If I'm playing a 2v2 lane and one of these is in my lane I will look at the rest of the enemy team and determine if I want it or not. Timing will also vary based on who you're facing, for example when facing Wraith, you only need it before she gets ult but with bebop asap is usually best.
Warp Stone can get you out of Bebop's uppercut to avoid some of the damage and positional disadvantages and Ethereal Shift can be used on audio cue to avoid Lash's ult which means you probably won't get slammed either.
Hilarious thumbnail. I'm not watching this vid right now but I had to click and Like the vid because the thumbnail (Lash with 👁👁 eyes and a gag because he's silenced) was so good.
I main Pocket and usually build lifesteal instead of armors, because he just stacks so much lifesteal throughout the items he buys, and with just a single ult on 3 people you can get 400hp per second for an entire 18 seconds... I really really recommend building antiheal if you see a pocket -that has a lead- with lifesteal items
Kelvins really hate to be slowed or stunned during the Ice Path. Knockdown item and/or stacking slows like slowing bullets/hex/mystic slow on him helps a lot when he tries to engage for his team
@schizug A guide on damage and defense scaling would be good. Some combinations of items just don't seem to synergize and I haven't gone digging myself for what exactly happens with +14% bullet damage +8% bullet damage +10 bullet damage, for example. If they are multiplicities or additive, if they modify a base stat or if the order matters. I intend to look into it myself, but it would make a great video in line with your current content.
i think reactive barrier should've been more emphasized in this video. an early reactive barrier buy can completely turn a lane vs heroes like bebop, dynamo, and viscous
One note that should be added about Paradox: STAY AWAY FROM HER WALLS Touching the wall deals 10% hp damage every time an enemy walks through it and slows that target 80%. It catches many players off-guard when they try to rush in for a melee fight, or can be very deadly when it cuts off a retreating enemy; Take huge damage without realizing it and find themselves unable to sprint or stamina out of the way of her attacks. A smart Paradox will play the wall if the enemy doesn't use AOE to drive her from it. Even tank-y heroes will take serious damage from multiple passes. It also blocks enemy bullets and abilities, so don't waste an ability trying to grapple or snipe through it. Don't sit in the open waiting for her to peek through the wall; she may have a carbine shot charging for the next peek.
I'm not sure if it's that helpful but if you hit Mo and Krill while burrowed it reduced their move speed bonus so one bullet or ability cast on them while burrowed maybe reduce their speed enough to help get away.
Hopefully it’s mentioned in the video, but I’m curious to see a scale of how well anti-heal items work against certain heroes. It seems like every hero has healing to some extent of course and probably can’t go wrong with some in most matches. When are you able to determine when it will be worthwhile especially in reference to which order you buy your items in? Do you skip an item in place of another or add it in?
Not sure if anyone's asked this already, but how do you/is it even possible to comeback from a game with a team that is bloodthirsty for kills? I've queued a couple games now where the team I'm with is constantly seeking teamfights without the soul/ability upgrades to back it up. I've kept games alive longer than it should've been because of prioritizing lanes and watching out for the enemy's strongest hitter. But at the end it's always been a lost match. Always do try to communicate, but it goes on deaf ears Not sure if this is a video worthy question, but thought I'd just put it out there. Loving all the guides man o7
This is the solo queuer conundrum. "Play with Your team" is conflicting advice when your team is throwing down in minutes-long fights spanning multiple deaths. There really is nothing you can do except to show up as big with souls as you can for endgame. I did manage to base trade into a win with an unusual bullet build while the enemy team farmed my team once 😂😂😂 This is a player problem in the moba scene. Mid Game usually defaults to players fighting mid because they can't identify appropriate objectives. Players often don't know what to do and use the enemy faces on the mini map as the cue to take action when it's ok to just stretch out for some map farm and surveil for big events. Bait Fights are the worst kind of teamfight; lacking initiation, idle poking, and revealing many of your teammates on mini at once for a long time. The enemy WILL come prepared if you're showing more info on mini map.
17:54 NOOOO! Why'd you have to go and tell people the secret that Vindicta folds to cover? I'd also add that you REALLY don't want to die to Vindicta mid-late since assassinate gives her souls on kill. I always imagine my picks are dropping 300-500 soul orbs whenever I land one of these shots, it's like a mega-feed.
seven: spirit armors, silence, and not letting him farm. his ult is least of my concerns. i barely use seven’s ult when im playing because his other skills are really oppressive when invested. besides, people caught up to seven’s ult’s weaknesses. im expecting a nerf soon, because if it goes to late game and you let him farm, seven is a monster you just cannot deal.
I think building anti heal against warden is a good idea, he likes to be tanky and his ult heals him for quite a lot, so anti heal makes sense against him
tbh there probably isn't a game of deadlock where antiheal isn't one of the biggest effective DPS items. I mean toxic bullets give a ludicrous percentage of antiheal anyway tbh.
How do I deal with these high dps heroes just running at me tho? Feels like they can just do what they want. Also magically shoot every deny before they even spawn.
Im not sure you can really call any of the 6300 souls perks like Silencer "counters" seeing as they are an awful idea to try and buy early or mid-game, and by late game, when you actually can get them the die is cast already, buying a counter after 20 mins of gameplay isnt very effective.
What to buy first Bullet/Spirit armors or Bullet/Spirit Barriers? Do i need to get Improved versions of these? Do i need to get both? Why are we skip than?
are bullet lifesteal and spirit lifesteal categorized as heal? and can healing reduce affect the lifesteal? nevermind it was mentioned during infernus lmao
A user on /r/DeadlockTheGame summarized the video into text if that helps y'all!
Abrams:
Countered by anti-heal items due to his reliance on siphon life and regeneration
Parrying his melee attacks is effective
Use ethereal shift to dodge his ultimate ability
Bebop:
Watch his build (spirit or bullet damage) to choose appropriate counters
Debuff remover counters his bomb attacks
Ethereal shift can break his combo
Dynamo:
Positioning is crucial; avoid grouping with teammates
Rescue beam can save allies from black hole
Reactive barrier provides automatic protection
Soul rebirth gives a second chance if caught in black hole
Ethereal shift and Unstoppable can prevent damage
Grey Talon:
Spirit armor is effective if he's using spirit damage
Debuff remover counters trap effects
Knockdown can interrupt his flight
Ethereal shift can dodge owl and charge shot
Haze:
Warp Stone provides mobility and bullet resistance
Return fire can be devastating against her
Metal skin negates bullet damage
Infernus:
Anti-heal items counter his lifesteal strategy
Debuff reducer and remover help against his status effects
Slowing hex prevents his flame dash escape
Ivy:
Extra stamina helps dodge her abilities
Warp Stone aids in escaping stone form
Silence glyph prevents stone form and ultimate
Anti-heal items are effective
Kelvin:
Anti-heal counters his frost grenade and frozen shelter
Mobility items help avoid his ice beam and frost shelter
Ethereal shift provides temporary invulnerability inside his dome
Lady Geist:
Silence is very effective against her spell-heavy playstyle
Anti-heal items counter her self-healing through spirit lifesteal
Lash:
Silence and slowing hex severely limit his mobility
Ethereal shift can negate ground strike damage
McGinnis:
Mobility items can outpace her limited stamina
Monster rounds are effective against her turrets in lane
Anti-heal items work well if she builds tanky
Mo + Krill:
Positioning is important; stay with teammates
Use elevated surfaces to avoid his burrow ability
Reactive barrier helps against his ultimate
Silence glyph and slowing hex limit his mobility
Anti-heal items are effective
Paradox:
Break line of sight to avoid kinetic carbine
Mobility items help avoid wall-swap combo
Ethereal shift can negate carbine damage
Pocket:
Silence prevents her from using mobility abilities
Debuff reducer or remover counters her long-lasting Affliction
Seven:
Knockdown cancels his ultimate ability
Line of sight blocking negates storm cloud damage
Spirit armor is effective against his damage type
Attack speed slow counters his power surge
Shiv:
Anti-heal items counter his healing in prolonged fights
Debuff reducer or remover helps against his bleeds
Vindicta:
Use cover and break line of sight
Mobility items help close the gap
Debuff remover and ethereal shift counter her tether ability
Viscous:
Silence is very effective against their spell-heavy kit
Mobility items help avoid puddle punch displacement
Warden:
Extra stamina helps avoid binding word in lane
Debuff remover and ethereal shift counter binding word
Slowing hex limits their movement speed advantage
Wraith:
Ethereal shift can cancel their ultimate ability
Metal skin and return fire are effective against their attacks
Yamato:
Silence right before her ultimate transformation is crucial
Watch her health bar to anticipate ultimate timing
General counters that work against multiple heroes:
Unstoppable and curse are universally effective items
Armor items (bullet, spirit, enchanter's barrier, combat barrier) reduce incoming damage
Ethereal shift is frequently mentioned as a versatile counter
Anti-heal items (toxic bullets, heal bane, decay) are effective against healing-focused heroes
Lifesaver!
Not enough Ethereal shift, tbh
As a Grey Talon player, I can say that some fun tech against him is maintaining vision on them. Obviously, respect their charged shots, but if they're being sized up they can't cast their ultimate without going full shields down, at which point you can deny their ICBM owl by gunning them down while they lose control of their character.
If you build debuff remover for any reason it allows you to parry after an Abrams charge. Also slownig hex prevents him from charging.
Showing the items u are talking about on screen would make this 10 times better imo
Good point. I'll make sure to find a buddy to act out the scenarios for future videos!
@@Schizug i was talking about ability icon but seeing the items an action is even better! :3
@@Schizug yeah having a lil jpeg of the item info would be rad; it would take more time but would def improve videos :)
@@eligross328 was thinking the same thing; it's super informative, but it was a bit hard to follow everything as an inexperienced player. The UI is kinda overwhelming 😅
Would make the video 4 times better
Thank you so much for this video, I think figuring out what items call for certain situations is what ALOT of people struggle with right now. Simply just checking and analyzing your damage report properly helps sooo much.
Damage report + checking what category the enemy specs into + checking what those items are, if you have the time.
I love your channel, i’m so glad there are so many new content creators for deadlock
Love how you explained everything without sounding too rushed. Thank you! This is sooo helpful.
Excellent counter explanations! Thanks for adding chapter markers too. Will definitely be referencing this video as I continue to learn. Thank you!
Something I’d like to add as someone who’s begun maining Mo and Krill: if you lose sight of them, check your mini map, chances are we’re trying to get behind you by way of Burrowing. This goes for all stages of the game, They are deceptively effective at reaching your back line and picking off runners.
snitch
i know you said that you wouldnt specifically talk about curse on a lot of these heroes due to its overall versatility and cost, but i would like to mention that there's nothing quite like cursing a haze out of her ultimate if youre fast enough, it feels like one of the best uses of curse in my experience
Yeah it's simply good for everything lol
Curse doesn't work if someone has unstoppable active correct ?
@@M.L.official yep it doesn't stop haze in her ult with unstoppable active
Yeah i just run metal skin and leave it.
Rescue beam has an interesting interaction with Mo&Krill. If either the target of MoKrill’s ult or MoKrill themselves are pulled by the rescue beam, then both the target and MoKrill will be pulled to the caster as long as the ult lasts.
I don’t know whether it’s a bug or an intended feature, but it’s almost broken in the capacity of setting up ganks with or against MoKrill.
I build Rescue Beam in half of my games. Due to that, I remember pulling a teammate in the MoKrill’s ult from across the map into our entire team and then 1v6 destroying MoKrill.
And I can imagine a power duo of MoKrill and Ivy. Ivy ult-drops MoKrill onto a jungling enemy, deep in the opponents side of the map, and flies back as far as rescue beam’s range would allow. After the initial damage done by MoKrill’s abilities and shots, MoKrill player then ults the target and they get immediately beamed 40-50 meters away from the engagement point to confuse the allies of the target and bring the stunned enemy closer to MoKrill’s and Ivy’s teammates.
one of the most informative videos ive watched. everyone always has the mindset of making their character as strong as possible, not really weakening the enemy
Hey there, can't wait to finish watching this. I have been enjoying theory crafting in this game, so this is way up my alley. Great topic of discussion.
Would be great to show the exact items or point at them when you speak about them and not just show the default shop screen
He has them in his inventory when he talks about them
Reading is too hard huh?
@@jethro1044 No, it's not. He simply gave him a nice tip from viewer's point of view...
Use eyes
@@quizedn8131 fair point!
This channel better grow. Easy to understand explanations, thank you.
This game is overwhelming for an fps player, you’ve made it much more fun. 🤙
Really great breakdown of not only items, but strategies against heros as they become problems. good stuff
I appreciate you doing the work for us and putting it into a digestible video
Against Wraith, you can turn Telekenesis by literally turning your camera while lifted. This will still spin your model around making it harder to hit headshots on you.
This is a really good point and even turning away and looking down can hide the head hitbox on some heros.
This is true and one of the reasons why backshots should do 10-20% more damage.
@@ricardo33p Backshots 🗣️🗣️
Seeing Lash with eyes is cursed
lash is just feeling it without his eyes,the sacred wind technique
@@aperksthe spirit of Doomfist guides him
Since people will be coming for Bebop counters, rushing Reactive Barrier for Lane/Mid-game can help a lot, it applies on his combo and neutralizes most of the damage.
Thank you so fucking much
I would like to add in that Enduring Speed is quite nice against Kelvin to reduce the potency of his slow beam.
Slowing hex can also be useful, if you have a Kelvin who loves to spam his ice path along with move speed to basically perma-fly and escape everything for free otherwise.
I tried to make this point but didn't drive it home I guess. I agree though
So I'm not a pro player (or maybe even good) by any stretch. And I noticed this thing where basically any match against Seven I'd lose (cause he's Seven). And then last night I did a match against Seven who seemed to not really know what he was doing (going too far into creep line, not watching his own health, etc.). But most importantly I used the item counters you recommended and lo and behold it messed up the Seven even further and we rolled 'em.
All this to say, I like your videos, they've helped me see what the deal is with this game compared to other Mobas, and they've helped me. Keep it up!
This is a great watch! Now we need a counter-counter video!
love the video! Another term for "cancel" that you might hear in your games is "cleanse", that's a term that gained some traction in dota for effects that remove negative status effects
Or the even more old school Dota where both bad and good removal was purge
The term "cleanse" is probably a thing from League of Legends, seeing as there's a summoner spell called Cleanse that removes basically all CC and DoT.
car bean 😩
🚗 🫘
take a shot every time he says car bean 😭
thank god i wasn't the only one squirming everytime he said it.. carb(eye)ne
I came here for this comment 😂
car bean is correct
I will throw a couple of things out here, maybe they help out. Mo & Krill are not prevented from burrowing by slowing hex or any root/immobilize. Slowing hex is very ineffective against them. What is actually good, that wasn't mentioned, is knockdown. It brings them out of burrow or even the ultimate when it triggers.
Also reactive barrier is very useful against a lot of heroes in lane almost entirely eliminating their potential to kill you. Things that trigger it include:
Abrams charge and ult.
Bebops hook and uppercut
Dynamos kinetic pulse and ultimate
Hazes sleep dagger
Lash ult and T2 ground strike
Seven stun
Wraith ultimate
If I play 1v1 lane against any of these except seven or lash I always buy it. If I have 2 of them in my lane I also buy it. If I'm playing a 2v2 lane and one of these is in my lane I will look at the rest of the enemy team and determine if I want it or not. Timing will also vary based on who you're facing, for example when facing Wraith, you only need it before she gets ult but with bebop asap is usually best.
Warp Stone can get you out of Bebop's uppercut to avoid some of the damage and positional disadvantages and Ethereal Shift can be used on audio cue to avoid Lash's ult which means you probably won't get slammed either.
alright, silence glyph and ethereal shift it is. curse sometimes depending on matchup. lots to learn, thank you for the vid!
Great video. Keep pumping them out.
Just a note though - Slowing Hex doesn't prevent Mo & Krill from using Burrow.
Hilarious thumbnail. I'm not watching this vid right now but I had to click and Like the vid because the thumbnail (Lash with 👁👁 eyes and a gag because he's silenced) was so good.
Incredibly efficient video, really well done.
best intermediate/advanced video about the game.
Love this vid. This is how you carry you solo queue games
I main Pocket and usually build lifesteal instead of armors, because he just stacks so much lifesteal throughout the items he buys, and with just a single ult on 3 people you can get 400hp per second for an entire 18 seconds... I really really recommend building antiheal if you see a pocket -that has a lead- with lifesteal items
You can buy antiheal every game, any damage dealer is gonna build some form of lifesteal.
Kelvins really hate to be slowed or stunned during the Ice Path. Knockdown item and/or stacking slows like slowing bullets/hex/mystic slow on him helps a lot when he tries to engage for his team
This needs less views but I hope you get more subs xD great video, awesome to help put a custom build together for my personal play preferences
Any plans on a laning guide? Love your stuff, quick n' easy to understand.
quick and informative! Great job!
Great content! Hope more viewers subscribe, great deadlock insights.
great guide. Thanks this was an awesome breakdown.
@schizug A guide on damage and defense scaling would be good. Some combinations of items just don't seem to synergize and I haven't gone digging myself for what exactly happens with +14% bullet damage +8% bullet damage +10 bullet damage, for example. If they are multiplicities or additive, if they modify a base stat or if the order matters. I intend to look into it myself, but it would make a great video in line with your current content.
another shiv counter is mobility/slowing hex, his dash is ridiculous and you dont wanna be hit by that at alllll
Mo and Krill can use warp stone while burrowed so don't depend on hopping to a high area once it hits mid game.
i think reactive barrier should've been more emphasized in this video. an early reactive barrier buy can completely turn a lane vs heroes like bebop, dynamo, and viscous
I haven't thought about barrier as a lane item enough. When Veil Walker was 1200 it was busted and barrier performs similarly
instantly liked for the thumbnail
You're the only person on the internet I've seen that actually they/them'd Pocket, just wanted to say thanks for actually reading the character bios
the mo and krill go to highground tip also works against infernus flame dash, you cant jump with it
One note that should be added about Paradox: STAY AWAY FROM HER WALLS
Touching the wall deals 10% hp damage every time an enemy walks through it and slows that target 80%. It catches many players off-guard when they try to rush in for a melee fight, or can be very deadly when it cuts off a retreating enemy; Take huge damage without realizing it and find themselves unable to sprint or stamina out of the way of her attacks. A smart Paradox will play the wall if the enemy doesn't use AOE to drive her from it. Even tank-y heroes will take serious damage from multiple passes. It also blocks enemy bullets and abilities, so don't waste an ability trying to grapple or snipe through it. Don't sit in the open waiting for her to peek through the wall; she may have a carbine shot charging for the next peek.
Amazing so to counter lash i need to make him shut up? Sounds about right.
great video, but the main thing i learned is eth shift is really powerful
I'm not sure if it's that helpful but if you hit Mo and Krill while burrowed it reduced their move speed bonus so one bullet or ability cast on them while burrowed maybe reduce their speed enough to help get away.
I've heard you can also warpstone after getting carbine'd by paradox, she'll usually miss the ult after
Say car bean one more time I swear
Aginst Paradox's carbine, along with ethereal shift, debuff remover works
If you're playing Abrams you can stun then heavy melee. This will cause folks to panic and parry early while you're doming them for headshots.
Hopefully it’s mentioned in the video, but I’m curious to see a scale of how well anti-heal items work against certain heroes. It seems like every hero has healing to some extent of course and probably can’t go wrong with some in most matches. When are you able to determine when it will be worthwhile especially in reference to which order you buy your items in? Do you skip an item in place of another or add it in?
Not sure if anyone's asked this already, but how do you/is it even possible to comeback from a game with a team that is bloodthirsty for kills? I've queued a couple games now where the team I'm with is constantly seeking teamfights without the soul/ability upgrades to back it up. I've kept games alive longer than it should've been because of prioritizing lanes and watching out for the enemy's strongest hitter. But at the end it's always been a lost match. Always do try to communicate, but it goes on deaf ears
Not sure if this is a video worthy question, but thought I'd just put it out there. Loving all the guides man o7
This is the solo queuer conundrum. "Play with Your team" is conflicting advice when your team is throwing down in minutes-long fights spanning multiple deaths. There really is nothing you can do except to show up as big with souls as you can for endgame. I did manage to base trade into a win with an unusual bullet build while the enemy team farmed my team once 😂😂😂
This is a player problem in the moba scene. Mid Game usually defaults to players fighting mid because they can't identify appropriate objectives. Players often don't know what to do and use the enemy faces on the mini map as the cue to take action when it's ok to just stretch out for some map farm and surveil for big events.
Bait Fights are the worst kind of teamfight; lacking initiation, idle poking, and revealing many of your teammates on mini at once for a long time. The enemy WILL come prepared if you're showing more info on mini map.
You should talk about phantom strike
17:54 NOOOO! Why'd you have to go and tell people the secret that Vindicta folds to cover?
I'd also add that you REALLY don't want to die to Vindicta mid-late since assassinate gives her souls on kill. I always imagine my picks are dropping 300-500 soul orbs whenever I land one of these shots, it's like a mega-feed.
Totally missed that top right damage check, amazing
who could have thought that counter to that rusty demon ass robor is so cheap?!THX man
Nice thumbnail, but we all know Lash doesn't have eyes
What i hate about playing against abrams is he'll whiff his punch and now im getting punished for his mistake because my parry is on cooldown
Content creators and color blind mode colors. Name a more iconic duo.
No colorblind mode yet but luckily the team colors are colorblind friendly
this guy is here to eat all the UA-cam deadlock community 😂
Not including Curse in the silence/interrupt group is weird considering its so incredibly powerful.
Fair enough! I thought I spoke to it's power but clearly not enough. Curse is very good and does many things
can you make a haze guide? and if possible a vindicta guide aswell? 😀😀
Your take on Yamato is such a copout
thank you so much.
This game is particularly focused on counter-itemization as opposed to counter-play
early game reactive barrier is also great against bebop
return fire against haze is trash, doesnt return passive and while ultied she has evasion
on the other hand return fire is great on haze :D
How do multiple sources of antiheal work?
Do they
- stack additively?
- stack multillivitively?
- or just use thr strongest one applied?
I actually am not sure and would have to tinker in demo mode to give you the right answer
@@Schizugreally want a vid on this
Valve usually has a cap on the effect, if Dota is anything to go by.
No answer for your question but a little more context.
1:56 CRIMINAL
I got obliterated in lane by a warden as infernus when he bought slowing hex off the rip. Confused the hell out of me.
tldr healbane, silence, decay, and ethereal shift basically counters everything.
seven: spirit armors, silence, and not letting him farm. his ult is least of my concerns. i barely use seven’s ult when im playing because his other skills are really oppressive when invested. besides, people caught up to seven’s ult’s weaknesses. im expecting a nerf soon, because if it goes to late game and you let him farm, seven is a monster you just cannot deal.
Monster Rounds is not working against McGinnis. ty for the video
never give lash eyes
please
I think building anti heal against warden is a good idea, he likes to be tanky and his ult heals him for quite a lot, so anti heal makes sense against him
Monster rounds do NOT work on mcginnis turrets in current version of the game.
“Right click damage as well”. I hope some moba terms never die.
great vid
I fuck with this content man! nice work
i guess i am not as big a fan of ethereal shift when i can just colossus return fire and reflect more damage than i take for 7 seconds
Silencer is insanely good on McGinnis
idea for next video: how to counter these counters
Unstoppable is the counter counter lol
tbh there probably isn't a game of deadlock where antiheal isn't one of the biggest effective DPS items. I mean toxic bullets give a ludicrous percentage of antiheal anyway tbh.
How do I deal with these high dps heroes just running at me tho? Feels like they can just do what they want. Also magically shoot every deny before they even spawn.
Im not sure you can really call any of the 6300 souls perks like Silencer "counters" seeing as they are an awful idea to try and buy early or mid-game, and by late game, when you actually can get them the die is cast already, buying a counter after 20 mins of gameplay isnt very effective.
maybe not silencer but silence glyph at 3k is a great buy and can be gotten early
What to buy first Bullet/Spirit armors or Bullet/Spirit Barriers? Do i need to get Improved versions of these? Do i need to get both? Why are we skip than?
this really locked my dead
2:20 was that Yamato playing on controller?
infernus run has inbuilt slow resist, so slowing hex isn't a very good counter. It's still useful but knockdown would be better
As a paradox player iam amused about the youtuber calling my ability carbean, instead of karbine
“Car bean”
are bullet lifesteal and spirit lifesteal categorized as heal? and can healing reduce affect the lifesteal?
nevermind it was mentioned during infernus lmao
I like before I watch
can you make a guide to disable vindictas clothes
Dawg
wait for steam workshop support
she's too old for you.
I beg your pardon?
how does healing reduction between healbane, toxic bullets and decay work in this game? is it all additive?
I think you can warpstone out of kelvins ult but i havent tried it myself
I don't think you can.
When you say mobility and stamina do you mean the same thing?