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Economy·Map ·akanet worth, networth, soul lead

Net worth, leads & comeback

Net worth counts every soul you've earned — spent or not — so hoarding it just parks your lead in the bank while the enemy quietly farms catch-up souls to erase it.

How it works

Net worth is the running total of souls each player and each team has earned all match — the headline number on the scoreboard and the truest read of who's ahead. Leads snowball into earlier items and won fights, but Deadlock funnels extra catch-up souls to whoever's behind, so a lead only matters once you spend it and press it.

What the scoreboard number means

Net worth is the total souls a player has earned over the whole match — and crucially it includes souls you've already spent on items, not just the spendable pile sitting in your pocket. Buying an item never lowers your net worth; it just converts potential into power. The scoreboard sums each side into a team net worth, and the gap between the two teams is your 'soul lead'. Leads snowball because souls are both money and XP: an earlier lead buys an earlier item and an earlier Boon, which wins the next fight and the next wave, which buys the next item. Objectives dump big lumps into the team total — a Guardian is 1,500 souls to the whole team, a Walker 4,000, a Base Guardian 1,000 and a Shrine 2,000 — so one clean objective can swing the lead more than minutes of farming. Note that a higher net worth isn't always a higher current balance: a player who has banked their souls into items can look 'poor' in spendable souls while being far ahead in net worth and on-screen strength.

Catch-up & comeback souls

Deadlock actively fights snowballs, so a lead erodes on its own unless you press it. The team that's behind earns up to 30% more souls from troopers, neutral Denizens, Sinner's Sacrifices and objectives — scaled to how far behind they are. The first ~3,000 of net-worth difference is ignored (small leads get nothing), and the bonus ramps up to a roughly 20% net-worth gap before it caps. On top of that, after the laning phase (around 8:00) the two lowest-net-worth players on each team passively trickle in souls per second — 2.5% for the lowest and 1.5% for the second-lowest, scaled off the team's total income — so even a starved teammate slowly climbs back toward the pack. Hero kills feed this too: a fed enemy carries a bigger bounty and kill streaks add even more, so the snowballing player is also the juiciest target. The Soul Urn piles on by paying the behind team extra (and handing them a defensive buff while they carry it). Net result: being ahead is an advantage you have to keep cashing in, because the system is constantly trying to refund the loser.

How to play it

Spend, don't hoard. Because net worth counts spent souls, sitting on a fat unspent pile is just a lead you haven't realized — dump souls into items before a fight or an objective so that power is actually on the field, not in the bank. When you're ahead, press the lead onto the map: take Guardians/Walkers, deny enemy farm, and force fights while your items are online, because every minute you sit still the catch-up bonus is quietly funding the other team. When you're behind, the system is your friend — farm safely in the side lanes and jungle where the behind-bonus is biggest, accept the lowest-net-worth catch-up trickle instead of feeding it back, and look to pick off a single overextended fed enemy for a fat bounty rather than throwing a 5v5 into a team with better items. Read the team net-worth bar like a clock: a 10k+ team lead is your window to close the game; a shrinking lead means you're farming when you should be sieging.

Raw dataidentity & API

identity

id
mechanic_net_worth
slug
net-worth
category
economy
flowStage
macro
aliases
net worth, networth, soul lead, souls lead, soul advantage, scoreboard, spent souls, unspent souls, snowball, comeback, catch up, catch-up souls, rubber band, behind bonus, нетворс, преимущество по душам, камбэк, бонус отстающим
sourcePath
manual:mechanics/net-worth
updatedAt
2026-06-06T00:00:00.000Z