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.
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.
| Source | Souls | Scaling |
|---|
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 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.
| Buff | 0–10 min | 10–30 min | 30+ 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.
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.
Mechanics confirmed via in-game testing and community sources (deadlock.wiki, Liquipedia), last checked October 2026.
Drag the timeline, then come back here — these translate the raw numbers into decisions.
| Benchmark | At 10:00 | At 30:00 |
|---|---|---|
| One trooper kill | 120 | 160 |
| One full wave (4 troopers) | 480 | 640 |
| One hero kill | 700 | 1,700 |
| Sinner's Sacrifice | 344 | 411 |
| Soul Urn delivery (courier) | 950 | 2,350 |
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.