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Progression·Map ·akaboon, boons, stat growth

Boons (level-up stats)

Boons (level-up stats)

Every soul you farm quietly levels you up and hands out boons — permanent, can't-be-lost bumps to your Health, gun damage and melee — so a fed hero is already tankier and hitting harder before they spend a single soul in the shop.

= levels come from total souls, not XP
How it works

Boons are the free stat boosts your hero earns automatically just by accumulating souls — extra Health, weapon damage, melee damage and (for casters) Spirit Power. They're the reason farming makes you stronger before items even enter the picture, and they can never be taken away.

The stats that grow for free

A boon is a stat boost your hero earns automatically from leveling — and you level purely by collecting souls, never by spending them. Four base stats climb as your boons stack: Health, weapon (bullet) damage, melee damage, and — for spirit-scaling heroes — Spirit Power. Health and weapon damage per boon are tuned per hero: a bruiser like Abrams or Billy gains far more HP per boon than a fragile carry, and every gun has its own bullet-damage-per-boon number, so a hero's page lists the exact growth at each boon level. Melee damage is the one boon that's identical for every hero in the game — it ramps from a few points early up to roughly +37 by mid-game, which is why any fully-farmed hero's punch hits like a truck. A couple of heroes also get bonus boon stats: Bebop gains Bullet Resist and Weapon Range per boon, and Seven gains Bullet Resist. The late-May 2026 balance pass deliberately made the early game squishier — every hero lost 10 base Health and 3 Health per boon — so surviving the laning phase now leans even harder on getting those first boons online.

When boons arrive

Boons are pegged to net-worth thresholds, not to spending — your total souls earned is what counts, so buying an item never moves your boon count up or down. Early boons come thick and fast: the first levels are only a few hundred souls apart, and you've banked a stack of them (plus all four abilities) by the time you leave lane. They get pricier as the match runs: after about 13,200 souls each new boon costs roughly +1,500 souls more than the last, and the schedule tops out with your final boon at 40,000 net worth — the April 2026 economy pass shortened this from the old ~49k cap and slotted in an extra early boon around 12k. Two things matter at the table: boons are permanent — dying can cost you loose, unsecured souls but it never lowers your net worth, so you can't lose a boon you've earned — and they're automatic, you never pick them. The same threshold crossings also hand you ability points and unlocks on the levels in between; that side of leveling lives in the ability-progression card.

How to play it

Treat farming as a power button, not just a shopping trip. Because boons are pure net worth, every wave you last-hit and every camp you clear is quietly making you tankier and lifting your damage before a single soul reaches the shop — which is why a player 5k net worth ahead feels oppressive even when your item lists look similar. Two leverage points: first, percentage weapon-damage items and most gun mods multiply your base bullet damage, and boons keep raising that base, so the same items get stronger the more you've farmed — a fed gun-carry snowballs harder than the tooltips suggest. Second, starving the enemy's farm starves their boons: deny their orbs, shove them off camps and zone them out of lane, and you don't just keep souls out of their wallet, you literally hold their Health and damage down. On defense, respect the squishier early game from the HP cut — lane trades bite harder now, so don't dive before your first few boons land. And read net worth as raw strength: when your team's boon lead is biggest, usually right after a won fight or a big objective, that's your window to force the next fight while your stats out-class theirs.

Raw dataidentity & API

identity

id
mechanic_boons
slug
boons
category
progression
flowStage
macro
aliases
boon, boons, stat growth, passive scaling, patron boons, power increases, power increase, stat boon, boon level, level-up stats, soul thresholds, why my stats went up, буны, бун, усиления, пороги душ, бонусы за уровень
sourcePath
manual:mechanics/boons
updatedAt
2026-06-06T00:00:00.000Z