Sentinel
Deadlock
In one line: The sentinel who blocks the way: barriers that close an entrance, sensors that concuss whoever makes noise, a net that forces enemies to crouch and an ultimate that captures an enemy and drags them away. She stops executes instead of just watching them.

- Role
- Sentinel
- Difficulty
- Medium
Abilities
Deadlock has a kit designed to physically stop the enemy:
- Barrier Mesh: a disc you throw that, on hitting the ground, creates barriers that block movement. They can be destroyed, but it takes many shots, especially in the center;
- Sonic Sensor: a sensor that watches an area and, if it detects noise (footsteps, gunfire, loud abilities), concusses whoever is there;
- GravNet (signature): a grenade that, where it bursts, forces enemies to crouch and move much more slowly until they free themselves;
- Annihilation (ultimate): a wave of wires that captures the first enemy hit in a cocoon and drags them along the wave's path; if they reach the end, they die. Teammates can destroy the cocoon to free them.
Deadlock's principle is simple: the enemy does not get through, or gets through much more slowly.
When to pick
Pick Deadlock when:
- the team needs a sentinel who delays an execute directly: Barrier Mesh closes an entrance, GravNet slows whoever crosses it;
- the map has narrow chokes, where barriers block the passage completely;
- you want a sentinel who is useful on attack too: barriers can close a rotation or protect the post-plant;
- the enemy plays fast executes: Sonic Sensor and GravNet punish players who run and group up.
Deadlock is also a good pick for players who want a sentinel less tied to complicated setups: her abilities are used at the moment they are needed, rather than placed in advance.
Another advantage of Deadlock is that her abilities do not depend on aim: barriers, sensors and the net do their job even if you lose the fight. For players still building their aim, it is a way to contribute to the defense with utility, buying seconds teammates can use.
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