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Economy·Lane ·akasoul orb, securing, secure orb

Soul orbs & denies

Only about 40% of every trooper kill is up for grabs as a deniable orb — shoot it to lock it in before the enemy steals it; the other 60% is yours no matter what.

60% is banked instantly — only 40% is contestable
How it works

When you kill a trooper its souls split in two: roughly 60% falls as a ground orb that's guaranteed to your team, and about 40% floats up as a deniable orb either side can shoot. Confirming your floating orbs and denying the enemy's is the single biggest skill gap in the laning phase.

Where a trooper's souls go

A trooper kill splits its bounty into two orbs. About 40% flies up as the deniable orb — the one both teams can shoot. The other ~60% drops as a ground orb that auto-travels to any allied hero within 18 m and cannot be denied; it lingers ~18 s early game, growing +2 s per minute up to 40 s after the 10-minute mark. The floating orb defaults to your team if nobody touches it, so shooting (or meleeing) it doesn't add souls — it banks them instantly and slams the enemy's window to deny shut. If an enemy puts a round into your floating orb first, they deny it: you get zero from that orb and its full value goes to them. Souls also share with crowding allies — solo you bank 100%, but with a 2nd / 3rd / 4th / 5th / 6th hero on the kill each share drops to 54% / 36% / 25% / 20% / 16%, so stacking bodies on one wave costs you souls. Every secure and every deny also chips a bullet back into your magazine.

How to play it

Treat the floating orb as a second trigger pull: last-hit the trooper, then immediately tap its orb. Against a passive laner you can let orbs auto-bank, but the moment an enemy is in range and watching, confirm every single orb by hand — a missed confirm is a free deny for them. Watch their orbs the same way: when the enemy last-hits, you have the identical window to deny, and a clean deny is a double swing — they lose ~40% of that kill and you pocket it. Manage ammo so you never click empty over an orb (Extended Magazine and the ammo-back-on-secure both help); melee can confirm an orb point-blank to save bullets, and Close Quarters plus tight positioning lets you contest orbs deep in the lane you'd otherwise miss. Above all, stay within 18 m of your dying troopers so the guaranteed 60% ground orb actually reaches you — orbs you walk away from expire. Don't double-up in a duo lane for the souls alone: the 54%-each share penalty quietly bleeds your economy.

Why denies swing the lane

A secure plus a deny is a true double swing: +40% of a trooper to you and -40% off the enemy on a single kill. Stacked across a wave, that builds a souls lead with nobody ever dying — that's how lanes are won 'for free.' Because only the 40% floating orb is deniable, even a flawless enemy caps out at stealing ~40% of a wave; your 60% ground orbs are safe as long as you collect them, which makes positioning to scoop ground orbs more valuable than winning every deny duel. Souls compound straight into power: item tiers cost 800 / 1600 / 3200 / 6400, so a handful of denied orbs each wave is often the gap between hitting your next tier on time or a full minute late. Late in laning the ground orb hangs around up to 40 s, so you can take a fight or an objective and still sweep your guaranteed souls after — but deniable orbs vanish in seconds, so those you confirm in the moment, every time.

Update history14
11-21-2025 UpdateNov 21, 2025
  • Very small tweaks to the secure/deny lag calculation to improve it
07-04-2025 UpdateJul 04, 2025
  • Fixed a bug causing soul orb shots towards the end of the contested window to not register as hits on the server
06-17-2025 UpdateJun 17, 2025
  • Soul Orb auto claim radius reduced from 40m to 35m
05-19-2025 UpdateMay 20, 2025
  • The soul orb securer's advantage over denier has been reduced.
04-04-2025 UpdateApr 04, 2025
  • Soul orb spawn delay range increased from 0.2-0.7 to 0.4-0.7
  • Soul orb size increased by 10%
  • Soul orb lag compensation buffer increased from 120ms to 140ms
03-13-2025 UpdateMar 13, 2025
  • Soul Orb spawn delay increased a bit and added some variability
Raw dataidentity & API

identity

id
mechanic_soul_orbs_and_denies
slug
soul-orbs-and-denies
category
economy
flowStage
laning
aliases
soul orb, securing, secure orb, confirm souls, secure souls, unsecured souls, deny, denying, soul deny, soul steal, steal orb, ground orb, deniable orb, proximity souls, last-hit orb
sourcePath
manual:mechanics/soul-orbs-and-denies
updatedAt
2026-06-06T00:00:00.000Z