Deadlock stats measure your economy and your impact. Souls (net worth) and souls per minute show how well you farm, last hits and denies show lane control, KDA shows fight results, and player damage, objective damage and healing show what you actually did for your team. No single number decides a game, so read them together.
Below you will find what each stat means, how the game and community trackers present it, which numbers matter for your playstyle, and how to use them to improve. Everything is current as of October 2026, while Deadlock is still invite-only and in development, so details can change with any patch.
What stats does Deadlock track for each match?
Deadlock is developed and published by Valve, and its Steam page still describes it as early development with access limited to friend invites from playtesters. Even so, the game records a full set of per-player numbers. Community documentation of the match replay format by the boon project lists kills, deaths, assists, net worth, last hits, denies, hero damage, objective damage, hero healing and self healing as separate fields.
In the client, the match history view groups the headline numbers with small icons: kills, souls collected, healing, hero damage and objective damage, as TechWiser documented in February 2025. Valve can reorganize these screens at any time, so treat the layout as a snapshot.
| Stat | What it measures | Why it matters |
|---|---|---|
| Souls / net worth | Total souls earned, Deadlock's currency and experience in one | Drives items and hero levels, so it predicts how strong you are |
| Souls per minute | Net worth divided by match length (tracker-derived) | Lets you compare farm across short and long games |
| Last hits | Troopers you finished and secured | Core lane income and a direct test of laning mechanics |
| Denies | Enemy trooper soul orbs you shot first | Takes souls from your lane opponent while adding to yours |
| KDA | Kills, deaths and assists | Fight outcomes; deaths also cost tempo and unsecured souls |
| Player (hero) damage | Damage dealt to enemy heroes | Shows fight contribution even when you miss the kill |
| Objective damage | Damage dealt to Guardians, Walkers, Shrines, the Patron and similar targets | Measures map pressure, which is how games are won |
| Healing | Healing done to allies, tracked separately from self healing | Shows support value that damage numbers miss |
What are souls and net worth in Deadlock?
Souls are both the shop currency and the experience that levels your hero, according to the community Deadlock Wiki souls page. Every player starts with 600 souls. You earn more from troopers, hero kills, jungle camps, crates, objectives and certain items.
Net worth is the running total of souls you have earned. The game also tracks an ability-point value alongside it, per the boon field list, but the soul total is what trackers usually show as net worth. Because Deadlock has comeback rules, net worth is not a perfect measure of skill. The wiki notes that killing a hero well above your team's average net worth can pay up to 126.8% more souls, and a trailing team can earn up to 26% more from troopers, camps and objectives.
What does souls per minute show?
Souls per minute divides your net worth by the length of the match. A 20-minute stomp and a 45-minute grind produce very different totals, so the per-minute figure is the fairer way to compare your farm across games. Trackers can calculate it slightly differently, so compare like with like on one site.
One catch: souls from jungle camps, Sinner's Sacrifices and crates arrive as haunted souls, which the wiki says are lost on death until they convert to secured souls over time. Dying while carrying a large unsecured bank quietly lowers this number.
How do last hits and denies work in Deadlock?
When a trooper dies, its souls drop as two orbs. Per the wiki, half sits on the ground and half floats and has to be shot to claim it. A last hit means you landed the killing blow and secured the souls.
A deny happens when you shoot an enemy trooper's floating orb before they do. Ally orbs show green and enemy orbs orange, and denying sends those souls to you and nearby allies instead. Ground orbs cannot be denied, and a floating orb nobody shoots pops on its own after about a second.
Together these two stats are the clearest read on your laning. High last hits with low denies usually means you farm well but let your opponent farm freely. Low numbers on both often point to positioning or to spending too much of the lane trading shots.
What do KDA, player damage and objective damage tell you?
KDA counts kills, deaths and assists. Trackers commonly express it as a ratio of kills plus assists to deaths, but check each site's definition. The wiki says an assist requires dealing damage within the last 10 seconds before the kill, so supports and peel heroes can rack up assists without many kills.
Player damage, sometimes labeled hero damage, is the total you dealt to enemy heroes. It shows pressure in fights even when someone else gets the kill. Objective damage covers the structures and bosses the wiki mechanics page lists, from Guardians and Walkers to Shrines and the Patron. Large objective damage on a winning team is often a better sign of good play than a big kill count.
Read damage stats with context. A tank who soaks fire and controls space may deal less damage than a carry but still win the fight. Statlocker's own site makes the same point that a glance at KDA is not enough on its own.
How is healing counted in Deadlock stats?
The match data separates hero healing, meaning healing you do for teammates, from self healing, per the boon field list. The match history healing figure is presented as healing given to allies. Lifesteal and regeneration you spend on yourself therefore may not show up the way you expect.
Healing is a role stat. On a dedicated healer it is one of the best measures of impact; on a damage-focused hero it is close to irrelevant. Compare it against other players on the same hero, not against your whole lobby.
Which Deadlock stat trackers are reputable in 2026?
Outside the game client, most Deadlock stat history comes from community projects, and as of October 2026 these three are active and openly state they are not affiliated with Valve:
- Deadlock API: a free, open-source project that collects publicly available match data through Valve's client APIs. It offers hero and item analytics, rank distribution, leaderboards, a developer API and hourly public data dumps.
- Statlocker: an independent analytics platform in development since April 2025, with match history, performance analysis, rank tools, hero mastery and laning matchups.
- Tracklock: a tracker with player stats, match history, ranked leaderboards, tier lists and a Windows app with timers and a beta damage meter. Its tier lists and news were dated September and October 2026 when checked.
Deadlock API's site notes that its open-source ingest tool also forwards matches to Statlocker and Tracklock. Because coverage depends on which matches get collected, the same player can show slightly different totals across sites.
Which Deadlock stats matter most for your role?
Deadlock does not lock heroes into formal roles, so judge stats by the job you played in that match:
- Farming carry: souls per minute, last hits and objective damage. Your job is to turn income into items and then into structures.
- Laner under pressure: denies and deaths. Keeping your opponent's farm low and staying alive matters more than kills early.
- Roamer or ganker: kills, assists and player damage, balanced against the farm you gave up to rotate.
- Support or healer: healing to allies, assists and low deaths.
- Frontline or tank: deaths, assists and objective damage, since space you create often shows up as your team's pushes.
Win rate sits above all of these, but it needs a large sample and the same patch to mean much.
What is a good souls per minute or KDA in Deadlock?
As of October 2026 there is no official Valve benchmark for souls per minute, KDA or damage, and we could not find a reputable published per-rank benchmark for them. Hero, rank and match length change these numbers too much for a single "good" value to be honest.
The useful comparison is relative. Look at players on the same hero at your rank on a tracker, then compare your own last 20 games against your own previous 20. To see where your rank sits, check our rank distribution page and the guide to Deadlock ranks explained.
How can you use these stats to improve?
- Pick one stat per week. For most players, last hits in the first 10 minutes is the best starting point.
- Review deaths that happened while carrying unsecured souls and find the decision that caused them.
- Check objective damage after wins and losses. If you lose with high hero damage and little objective damage, you are fighting instead of taking the map.
- Use the match tracker and compare players tools to set a realistic target against similar players, then climb with practice rather than shortcuts.
Ready to climb? To turn these numbers into rank, read our guide on how to rank up in Deadlock, which pairs each habit with how to practice it.
Track your climb. Deadlock lookups are live now on our Deadlock stats hub: search any public profile from the player lookup to see souls, damage, hero stats and recent matches.
Frequently asked questions
What does souls mean in Deadlock?
Souls are Deadlock's currency and experience in one resource. You spend them on items, and earning them also levels your hero, according to the community Deadlock Wiki. Every player starts a match with 600 souls and earns more from troopers, hero kills, jungle camps, crates and objectives. Your total souls earned is shown as net worth, which is why net worth is such a strong predictor of how strong a hero is at any point in the match. Comeback bonuses mean net worth leads can shrink, so it is a guide rather than a final verdict.
How do you deny souls in Deadlock?
You deny by shooting an enemy trooper's floating soul orb before the enemy claims it. The Deadlock Wiki notes that enemy orbs appear orange and ally orbs appear green, and a successful deny sends those souls to you and nearby allies. Only the floating half of the orb can be denied; the ground half cannot. Denies matter because they slow your lane opponent's item timings while adding to your own income, and the denies count on trackers is a good test of how well you are contesting the lane.
What is a good souls per minute in Deadlock?
There is no official benchmark, and as of October 2026 no reputable source publishes a per-rank souls per minute target. The figure depends heavily on your hero, your rank, match length and whether you played a farming or roaming game. The honest approach is relative: compare your souls per minute to other players on the same hero at your rank using a tracker, and compare your own recent games against your earlier ones. A steady upward trend over several weeks is more meaningful than any single number.
How is KDA calculated in Deadlock?
KDA counts kills, deaths and assists. Many trackers turn it into a ratio by adding kills and assists and dividing by deaths, but each site sets its own formula, so compare numbers on one site only. According to the Deadlock Wiki, you earn an assist by dealing damage to the enemy hero within the last 10 seconds before they die. KDA is useful for spotting a habit of dying too often, but it ignores objective damage, healing and farm, so it should never be the only stat you judge a game by.
Which Deadlock stat tracker should I use?
As of October 2026 the most established community trackers are Deadlock API, Statlocker and Tracklock. Deadlock API is free and open source, publishes hourly data dumps and powers analytics like hero win rates and leaderboards. Statlocker focuses on match history, performance analysis and rank tools, and Tracklock adds a desktop app with timers and a beta damage meter. None is affiliated with Valve, and coverage depends on which matches each collects, so small differences between sites are normal. Pick one for consistent comparisons.
Does Deadlock show stats after a match?
Yes. The game records per-player kills, deaths, assists, net worth, last hits, denies, hero damage, objective damage and healing for each match, and the in-game match history shows headline numbers such as kills, souls, healing, hero damage and objective damage. Deadlock is still invite-only and in development, so Valve may change these screens with any update. Community trackers pull the same match data and add derived figures such as souls per minute, long-term averages and comparisons with other players on the same hero.



