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

One payout pipeline

There is no universal comeback multiplier. Hero kills, selected NPC/objective rewards, the Rift, and the Urn generate comeback Souls differently; only the routing and payout stages are shared.

  1. 1Reward sourceKill, Rift, NPC, objective, or Urn
  2. 2Normal SoulsThe source's ordinary base reward
  3. 3Source generatorHero M, selected-source m, Rift r/e, or Urn path
  4. 4Player allocationOnly the comeback portion moves forward
  5. 570% recipient checkStrictly above enemy-player average
  6. 662.5 / 37.5 poolCurrent lowest and second-lowest
  7. 7Three pulsesRecipients re-ranked every pulse
SourceComeback generatorWhat it changesShared stage
Hero killHero-only C × D → M; 40% conversionCreates E, then splits E across the killer's whole team. First-kill +125 stays in the normal reward.Each teammate's E share is checked separately.
Lane TrooperSelected-source m, up to 1.26×Base award stays direct. Only trunc(base × m) − base is comeback.Only that bonus is checked.
Jungle / Neutral / Sinner's SacrificeThe same selected-source mEligible Neutral or Neutral-Boss direct/orb grants; not the hero multiplier.Only the added bonus is checked.
Boss / Mid BossThe same selected-source m on EBossKillApplied to the eligible award being granted. It does not use victim Souls or C × D.Only the added bonus is checked.
Tier bosses, Base Guardians, ShrinesThe same selected-source m on listed orb grantsTier-1/Tier-2 Trooper-Boss, Base-Guardian, and Shrine orb sources are in scope.Only the added bonus is checked.
Unstable RiftRift-only spawn snapshot r → eG is the direct team base. Only per-recipient extra e is comeback. Live q separately drives Resist and Rift Troopers.Each recipient's e is checked.
UrnSeparate Urn cash-in pathIt is neither hero M nor selected-source m. The public report confirms its comeback allocation reaches routing, but does not publish a complete normalized generator.The known comeback allocation is checked.
Passive catch-upNo comeback multiplierA rolling ten-period income history creates separate 2.5% / 1.5% budgets after 8:00.Paid directly to the current lowest two; not a redirect transfer.

Executable reference

Test the payout pipeline

Change any input. The calculator runs the reconstructed current-build arithmetic locally 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-only generator1.4536 × 1.9936 → M 3.0479

C × D = 2.8979. The 7× cap does not bind, so +0.15 is added; 40% of the resulting uplift creates 834 extra Souls.

3
Whole-team allocation250 / 146 / 97

Killer / each assister / each other. 1 lost to split truncation.

4
Killer share tested250

This one player's comeback allocation now enters the shared high-net-worth check.

Paid to this recipient75

Direct portion of this comeback allocation.

Added to redirect pool175

Nearest-rounded 70% when recipient is strictly above enemy 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.

Scope: static executable specification of documented ordinary-match defaults, not gameplay validation. Urn mode tests the confirmed routing stage from a known comeback allocation because the complete Urn generation formula is not normalized in the public report.

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 changeIn eligible non-winning-team cases, 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 in an eligible non-winning-team case when the cap did not bind. 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 for an eligible non-winning team when 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 changeIn eligible non-winning-team cases, 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

Comeback helps a trailing team. Catch-up routes Souls toward that team's lowest-net-worth players. A player's net worth is their total Souls.

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

12

Recipient check

For every comeback share, compare its recipient with the live enemy-team average. A player strictly above that average redirects nearest-rounded 70%.

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

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

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

September 16 changeHigh-net-worth recipients now redirect 70% of each comeback allocation into the team catch-up pool.

13

Passive catch-up

After 8:00, ten recent 3-second team-income buckets create new budgets for the lowest and second-lowest players.

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

This creates Souls; it is not the redirected pool.

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

Pool split

At the next 3-second boundary, split the pending redirected pool in the same 2.5-to-1.5 ratio. The integer remainder goes to second-lowest.

L = floor(0.625R)S = R − L

Two active players: both shares merge onto lowest · one: both go to that player · none: current pulse returns to pending

ExampleR = 101Lowest: floor(0.625 × 101) = 63Second-lowest: 101 − 63 = 38
15

Three pulses

Each fixed budget becomes three cumulative-ceiling differences paid about one second apart. Players are re-ranked by current Souls on every pulse.

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

The three pulse integers always sum back to X.

Example63 → 21 + 21 + 2138 → 13 + 13 + 12Total paid = 101
04

Other eligible rewards

Selected Troopers, Neutrals, Sinner's Sacrifices, and objectives can create a separate bonus. Only that added bonus can be redirected.

16

Non-hero bonus

This starts once the enemy leads by more than 3,000 team Souls. Ignore the first 3,000; the remaining adjusted ratio scales the bonus up to 26%.

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. Base reward B stays direct.

ExampleBase 100 · own team 50k · enemy 65kz = 1.2264 → capped m = 1.26Bonus = 26; high-net-worth recipient redirects 18
17

Integer accounting

Redirection, the 62.5/37.5 pool split, and the pulse schedule each preserve their integer input. The whole economy is not globally conservative.

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

Passive catch-up creates Souls; hero splitting can discard a remainder; Rift ceiling can add rounding units.

Example30 + 70 = 100 allocated63 + 38 = 101 pooled21 + 21 + 21 = 63 · 13 + 13 + 12 = 38
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.