The Patron is the giant idol at the heart of each base, and destroying it wins the match. It’s also the hardest objective to finish: two phases, powerful attacks, and a whole enemy team respawning to defend it.
Before you can touch it
The Patron is completely invulnerable until both enemy Shrines are destroyed. The full chain:
Lane Guardian → Walker → Base Guardians → (one pair is enough) → both Shrines → Patron
See objectives for each step.
Phase 1
| Stat | Value |
|---|---|
| Health | 12,000, plus 250 max health per minute after 20:00 |
| Regeneration | 120 health per second |
| Backdoor protection | +75 health per second extra regeneration when no enemy troopers are near |
Attacks:
- Laser beam: 440 + 5% of the target’s health as spirit damage per second, and reduces resistances by 10%.
- Shrine defence: an explosion on the Shrine platforms after 3.5 seconds, dealing 300 + 20% max health as spirit damage and cursing anyone caught in it.
When Phase 1 ends, the Patron goes invulnerable for a short time and dead defenders get last stand respawns: long timers drop by 20 seconds and medium ones drop to 10.
Phase 2: the weakened Patron
The Patron turns into a spherical orb hovering in its pit.
| Stat | Value |
|---|---|
| Health | The same starting health as Phase 1, but growing by 450 per minute |
| Damage from outside the pit | None, so you have to go in |
| Defender bonus | 50% damage resistance if one defender has been in the pit for 2+ seconds, 100% with two or more |
Attacks:
- Damage pulse: 75 damage every second to up to 3 enemies within 19 m.
- Pit explosion: like the shrine defence, every 15 seconds.
Phase 2 decides the match. The attackers must clear the pit of defenders, then go in and damage the orb, while the defenders try to hold it. With two defenders in the pit, the Patron can’t be damaged at all.
How to close out a game
- Push with a full trooper wave, ideally Super Troopers from a destroyed Shrine’s lane. Backdoor protection punishes pushes without them.
- Wait for an advantage. Push right after winning a team fight, when several defenders are dead with long respawn timers.
- Expect last stand. When Phase 1 falls, dead defenders return early. Keep enough health and cooldowns for that wave.
- Clear the pit before you dive it. Kill or push out the defenders, then commit to damaging the orb.
- Use the Rejuvenator. Revive credits let you stay in the fight after dying. Take the Mid Boss before the final push if you can.
How to defend your Patron
- Kill the troopers first. No troopers means backdoor protection, which makes the Patron regenerate 75 more health per second.
- Fight on the Shrine platforms. The Patron’s beam and shrine defence work for you there.
- Hold the pit in Phase 2. Two defenders in the pit make the Patron immune to damage.
- Use last stand. Time your re-entry with the respawn wave.
- Don’t give up. One good fight at the Patron, followed by a counter-push, can turn the whole game around.
Next: The Mid Boss →
Frequently asked questions
How do you damage the Patron in Deadlock?
Destroy both enemy Shrines first. Until then the Patron can't be damaged at all. Then bring your troopers with you, because backdoor protection makes the Patron regenerate much faster when no enemy troopers are near it.
What is the Patron's second phase?
After losing half its health, the Patron becomes briefly invulnerable, then turns into a floating orb in its pit. In this weakened phase it can only be damaged from inside the pit, and it resists more damage while defenders stand in the pit.
Does killing the Patron's first phase help the defenders?
Yes. Dead defenders get "last stand" respawns. Long respawn timers drop by 20 seconds, and medium ones drop to 10 seconds, so expect a wave of defenders to return.
Numbers on this page are checked against the game and the community-run Deadlock Wiki. Spotted something a patch changed? Tell us.