Soul Calculator

Every soul source in the game, and what it's worth right now. Drag the timeline to see how values grow as the match goes on.

10:00

Game time (minutes)

Soul Values at 10:00

SourceSoulsScaling

How to read this: values with a per-minute rate grow as the game goes on — a trooper at 30 minutes is worth far more than one at 5. Flat values (Guardian, Walker, Base Guardian, Shrine) have a fixed base that doesn't scale with time — but your actual payout can still vary: a comeback bonus grants extra souls on objectives when your team is behind in net worth, so a losing team earns more per objective than a winning one.

Sources tagged team split their souls across your whole team. Hero kills cap at 2,200 souls at 40:00.

Data sources: base values and per-minute scaling from client-6694 game data (via pinned deadlock.wiki revisions, September 2026). Values are approximate and shift with patches — last checked October 2026.

Buff Container Buffs permanent, picked up on break

Buff Containers (formerly Golden Statues) spawn after 3:00 and respawn 3 minutes after being broken. Each has a 50% chance to drop a permanent stat buff — walk over it to pick it up. Buff strength scales with game time in three tiers. Drop rates: 10% per buff, 20% for Health, 5% each for Move Speed and Ability Range.

Buff0–10 min10–30 min30+ min
Fire Rate+1.5%+2%+2.5%
Max Ammo+3%+5%+7%
Cooldown Reduction+0.5%+0.75%+1%
Weapon Damage+3%+4%+6%
Max Health+15+20+30
Spirit Power+2+3+4
Bullet Resist+0.5%+0.75%+1%
Spirit Resist+0.5%+0.75%+1%
Move Speed+0.1 m/s+0.2 m/s+0.3 m/s
Ability Range+0.25%+0.5%+0.75%

One random buff per container — you don't get to choose. Soul Urn deliveries also grant four random buffs with a pseudo-random distribution, so repeats get less likely. Values from deadlock.wiki (Buff Container), last checked October 2026.

How the Soul Economy Works

Souls are both your currency and your experience — they buy items and unlock ability upgrades. Understanding how they move around the map is what separates a passive farmer from a rich one.

  • Kill value lives in the orbs. When a trooper dies, its full bounty splits into two orbs: a ground orb worth 60% (secured — enemies can't deny it) and a floating orb worth 40% (allies confirm, enemies deny). Shoot or melee an orb to claim it — one bullet does it. An unclaimed floating orb auto-awards nearby allies after about a second; with no allies nearby its value is lost.
  • Orbs can be denied. Enemy players see your orbs as orange and can shoot them to steal the souls for themselves. Never walk away from a wave assuming the souls are safe.
  • Melee last-hits skip the orbs. Killing a trooper with melee awards the full bounty through normal sharing — no orbs to confirm or deny. Ground orbs can't be denied and last 18 seconds (40 seconds after 10:00).
  • Secured vs. Unsecured. Souls from neutrals, Sinner's Sacrifice machines, and crates are Unsecured — they count toward spending and levels immediately but drop in a Soul Container on death. When you're carrying a lot of unsecured souls, play safer or spend them.
  • Losing teams earn more. A comeback bonus grants extra souls from troopers, neutrals, and objectives when your team is behind in net worth — up to 26% more. If you're losing, objective plays like the Urn are worth proportionally more to you.

Mechanics confirmed via in-game testing and community sources (deadlock.wiki, Liquipedia), last checked October 2026.

Farming Benchmarks calculated from the table above

Drag the timeline, then come back here — these translate the raw numbers into decisions.

BenchmarkAt 10:00At 30:00
One trooper kill120160
One full wave (4 troopers)480640
One hero kill7001,700
Sinner's Sacrifice344411
Soul Urn delivery (courier)9502,350

What to take from this:
At 10:00 — one hero kill (700) is worth roughly six troopers, and a Soul Urn delivery (950) is worth more than an entire Tier-1 item (800) for the courier alone. Early teamfights and the first Urn are massive swing moments.
At 30:00 — a hero kill pays 1,700 souls, a full Tier-2 item by itself. Meanwhile flat objectives (Guardian 1,375, Walker 3,675, Shrine 2,000) haven't grown at all — a Guardian at 30:00 is worth about eight and a half troopers. Scaling sources (kills, Urn, Rift) are where late-game wealth comes from.

Item costs for reference: Tier 1 = 800, Tier 2 = 1,600, Tier 3 = 3,200, Tier 4 = 6,400 souls. Two hero kills at 30:00 fund a Tier-2 item with change.

When the Calculator's Outputs Matter

  • Before 10:00: fight for waves and orbs, not hero kills. A hero kill at 5:00 pays 450 — roughly four troopers — and dying for it costs you waves. Farming benchmarks decide whether a roam is worth the risk.
  • Around 10:00: the map heats up — the Soul Urn descends, Tier 2 buff containers spawn, and the first Unstable Rift opens around 11:00. (The mid-boss has been up since match start — take it whenever you can.) The calculator shows the Urn at 950; that single delivery outpaces two full waves. Prioritize the Urn if you can escort it safely.
  • Mid game (15–25 min): team-split objectives start pulling ahead of solo farming. Rift captures (which scale from ~1,482) pay the whole team — use the Objective Timer so you never miss one.
  • Late game (30+ min): hero kills dominate. At 1,700 souls each, one good teamfight funds an item for multiple players. Flat objectives are cleanup, not destinations — take them on the way to something else.
  • When behind: remember the comeback bonus. Objectives pay you more than they pay a winning team, so the Urn and Rift are your fastest routes back into the game.
Why this matters: a Sinner's Sacrifice at 30 minutes pays over 410 souls — more than two and a half troopers. Knowing what scales (and what doesn't) tells you where to spend your time as the game goes long.