Barrier Mesh
EQUIP a Barrier Mesh disc. FIRE to throw forward. Upon landing, the disc generates barriers from the origin point that block character movement.
Bought with credits at the start of a round, and lost when you die.

Norwegian operative Deadlock deploys an array of cutting-edge nanowire to secure the battlefield from even the most lethal assault. No one escapes her vigilant watch, nor survives her unyielding ferocity.
EQUIP a Barrier Mesh disc. FIRE to throw forward. Upon landing, the disc generates barriers from the origin point that block character movement.
Bought with credits at the start of a round, and lost when you die.
EQUIP a Sonic Sensor. FIRE to deploy. The sensor monitors an area for enemies making sound. It concusses that area if footsteps, weapons fire, or significant noise are detected. This ability can be picked up to be REDEPLOYED.
Bought with credits at the start of a round, and lost when you die.
EQUIP a GravNet grenade. FIRE to throw. ALT FIRE to lob. The GravNet detonates upon landing, forcing any characters caught within to crouch and move slowly.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
EQUIP a Nanowire Accelerator. FIRE to unleash a pulse of nanowires that captures the first enemy contacted. The cocooned enemy is pulled along a nanowire path and will die unless they are freed. The nanowire cocoon is destructible.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team needs to rotate.
Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.
Two of Deadlock’s abilities are bought with credits each round and lost on death. GravNet is the signature ability, so it’s free every round. Annihilation is the ultimate and can’t be bought at all — it charges through play.
Deadlock is a Sentinel. Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team needs to rotate.
Deadlock's ultimate is Annihilation, bound to X. EQUIP a Nanowire Accelerator. FIRE to unleash a pulse of nanowires that captures the first enemy contacted. The cocooned enemy is pulled along a nanowire path and will die unless they are freed. The nanowire cocoon is destructible. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.
GravNet, bound to E. EQUIP a GravNet grenade. FIRE to throw. ALT FIRE to lob. The GravNet detonates upon landing, forcing any characters caught within to crouch and move slowly.
Deadlock has 4 abilities in total: Barrier Mesh, Sonic Sensor, GravNet, Annihilation.
Riot builds each agent under an internal codename before the character exists — Deadlock was developed as “Cable”. The codenames survive in the game files long after release.
Deadlock has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Deadlock can do — not just what gun you hold.
The habit that separates good sentinels from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.
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