Straight answers for buyers comparing Deadlock ranks, boost modes, hero requests, Steam Guard handoff, and the live order queue.
Deadlock boosting is a service where a vetted high-rank player helps move an account toward a target rank through solo account play or duo queue. On deadlockboosting.gg, buyers configure the rank gap, see the live price, pay through Stripe, and coordinate with the assigned booster in order chat.
Deadlock rank boosting lets you choose your current rank, target rank, region, and solo or duo mode. After checkout, the order enters a live queue and a vetted booster claims it through the dashboard.
A Deadlock Eternus boost takes an account into or through the Eternus tier using verified Eternus 6 players. Reaching Eternus I from Ascendant I currently quotes $362 solo on the live calculator, while climbs inside Eternus are premium work — each Eternus subrank costs more than an entire mid-ladder rank because the games are against the best players in the region.
A Deadlock duo boost means you queue with the booster instead of handing off the account for every game. It costs more than solo because scheduling and live coordination matter.
A Deadlock placement boost is for the 8 ranked calibration matches each season. Calibration is capped at Oracle VI, uses a soft reset of your prior rank, and must be played solo — so strong placement games decide how much of the ladder you skip. Use order notes to explain your calibration status before the order is claimed.
Deadlock boost pricing is calculated per subrank step, then adjusted for duo queue, priority, specific hero, VPN and specific booster options. Every order floors at $29. As a reference point, Emissary I to Oracle I is $104 and Ascendant I to Eternus I is $362.
For solo Deadlock boosting, Steam may ask the buyer to approve the booster login from the Steam mobile app or provide a one-time code in order chat. Never share recovery codes.
The Matchmaking Update split Deadlock into Standard and Ranked. Here is how the new competitive mode actually works.
Use this as the fast reference for the new Deadlock rank names, subranks I–VI, and how the point system moves you between them.
Most rank pages still list ranks Deadlock deleted. This is where Archon, Arcanist and Alchemist went, and the one detail almost every guide gets wrong.
Solo is built for speed. Duo is built so your account never changes hands.
Solo boosts need a clean handoff plan. Here is what to expect from encrypted credentials and Steam Guard approval.
The queue is built to feel like a live dispatch system: pay, enter the queue, get claimed, track progress.

810 health, 6.4 m/s, 3 stamina, spreadshot / close range. Abrams is built to walk into a fight and refuse to leave it.

780 health, 7.2 m/s, 3 stamina, medium range / projectile. Apollo is a melee assassin built around timing windows.

890 health, 6.45 m/s, 3 stamina, beam weapon / medium range. Bebop's kit is one sequence: Grapple Arm reels a target into him, Sticky Bomb goes on at point blank, and Exploding Uppercut launches them away before the bomb detonates.

830 health, 7 m/s, 3 stamina, close range. Billy is a melee brawler built to drag fights to him.

740 health, 6.8 m/s, 3 stamina, spreadshot / close range. Calico is a burst assassin built around picking one target, hitting it with Gloom Bombs and Leaping Slash, and leaving through Return to Shadows before anyone can answer.

700 health, 6.2 m/s, 4 stamina, medium range / projectile / bouncy. Celeste is a hero built around marking targets and then punishing them.

765 health, 7.9 m/s, 3 stamina, heavy hitter / medium range. The Doorman is a Mystic built around moving people where they do not want to be.

765 health, 6.9 m/s, 3 stamina, spreadshot / close range. Drifter is a pick-off Assassin built around isolation.

890 health, 6.7 m/s, 3 stamina, medium range / heavy hitter / projectile. Dynamo's kit is built around one fight-ending button: Singularity pulls every nearby enemy into a stunned clump and deals damage over time while it channels, and the rest of the kit exists to set that up and survive it.

740 health, 7 m/s, 2 stamina, beam weapon / close range. Graves is a necromancer built on summons and area denial: Jar of Dead throws a jar that summons Deadheads to chew through enemies with repeated spirit damage, Grasping Hands unearths a line that immobilizes enemies who pass through it and raises a Ghoul, and Borrowed Decree plants a gravestone that keeps spawning Ghouls to shamble toward the enemy base.

790 health, 6.3 m/s, 4 stamina, medium range / heavy hitter / projectile. Grey Talon is a long range marksman whose damage comes from patience: Charged Shot pierces through enemies in a line, Spirit Snare locks enemies out of their abilities and items the moment they step into it, and Guided Owl is a steerable finisher that stuns on impact.

740 health, 8.2 m/s, 3 stamina, rapid fire / close range. Haze is a close-range assassin whose whole kit points at one target.

790 health, 8.2 m/s, 2 stamina, medium range / heavy hitter. Holliday is a marksman whose kit exists to pull one enemy out of position and finish them.

840 health, 6.7 m/s, 3 stamina, rapid fire / medium range. Infernus is a Marksman whose damage keeps ticking after the shooting stops: Afterburn turns sustained weapon hits into a burn that abilities refresh and bullets extend, and Napalm slows targets and makes them take more damage while the napalm lasts.

765 health, 7.2 m/s, 4 stamina, rapid fire / medium range. Ivy's kit is built around attaching to a teammate.

890 health, 6.7 m/s, 3 stamina, medium range / heavy hitter / projectile. Kelvin's kit is control and sustain in one package.

890 health, 6.3 m/s, 3 stamina, medium range / heavy hitter. Lady Geist spends her own health to deal damage, then takes it back.

790 health, 7.2 m/s, 3 stamina, burst fire / medium range. Lash is built around height.

790 health, 6.7 m/s, 2 stamina, rapid fire / medium range. McGinnis is a zone controller, not a duelist.

670 health, 6.5 m/s, 2 stamina, burst fire / medium range. Mina is a hit-and-run spirit marksman whose ultimate grows over the match: every Love Bites proc on an enemy hero permanently adds bats to Nox Nostra.

740 health, 7 m/s, 3 stamina, medium range / heavy hitter. Mirage is an Assassin whose kit is built for map presence: Djinn's Mark stacks a mark on every landed shot, and when those marks expire or are consumed they deal spirit damage and briefly reveal the target, while Traveler lets him teleport to any point he picks on the minimap.

940 health, 8 m/s, 3 stamina, rapid fire / spreadshot. Mo & Krill is a brawler who wins fights by locking one target down and refusing to die.

690 health, 6.9 m/s, 2 stamina, rapid fire / long range. Paige is a support hero built around Plot Armor, a homing barrier that also buffs an ally's weapon damage, and Rallying Charge, a map-wide wave of spectral knights that heals allies and stuns enemies.

740 health, 6.7 m/s, 3 stamina, burst fire / medium range. Paradox is built around control: Time Wall stops enemy bullets and projectiles that touch it while speeding up friendly shots fired through it, and Paradoxical Swap trades your position with an enemy hero, pulling them out of their team and into yours.

790 health, 7.2 m/s, 3 stamina, spreadshot / close range. Pocket's kit is built on getting in, dealing burst, and getting out.

690 health, 7.2 m/s, 3 stamina, burst fire / medium range. Rem's kit is built to keep allies alive and lock enemies down: Tag Along jumps onto a teammate, heals you both, and leaves Rem untargetable while napping, and Naptime is a wall-piercing gaze that slows enemies caught in it and puts them to sleep when the channel ends.

740 health, 6.7 m/s, 3 stamina, burst fire / medium range. Seven is an area control caster built around Storm Cloud, a channeled storm that expands outward and damages enemies inside it that it can see, and Power Surge, which charges his gun so each burst shot arcs shock damage to enemies near the target.

840 health, 6.5 m/s, 3 stamina, spreadshot / close range. Shiv is a Brawler built around pressure that keeps paying out after the trade ends: Serrated Knives stack a bleed that ticks while he repositions, Bloodletting defers part of the damage he takes so he survives fights he should lose, and Killing Blow executes low-health heroes outright.

840 health, 6.7 m/s, 2 stamina, spreadshot / medium range. Silver is a rifle marksman with a second kit hidden inside her ultimate.

740 health, 7.2 m/s, 3 stamina, burst fire / long range / projectile. Sinclair is a Mystic trickster whose whole kit is about copying and controlling.

790 health, 6.4 m/s, 3 stamina, rapid fire / medium range. Venator is a marksman whose kit is built to pin one target and delete it.

810 health, 6.3 m/s, 3 stamina, medium range / projectile. Victor's kit turns damage taken into damage dealt.

765 health, 7.9 m/s, 2 stamina, rapid fire / long range. Vindicta is a long range marksman whose kit is built around picking a target and finishing it from the air.

790 health, 7.2 m/s, 3 stamina, medium range / projectile. Viscous is a control and survival kit: Splatter leaves slowing puddles, Puddle Punch knocks enemies up and slows them, The Cube makes its target invulnerable with health regen for a few seconds, and Goo Ball turns the hero into a bouncing stun with high resistances.

790 health, 6.9 m/s, 4 stamina, rapid fire / close range. Vyper's kit is built for chasing and finishing: Slither gives you longer slides, lets you slide up hills, and lets you turn faster while sliding, while Lethal Venom injects a target with venom that triggers after a delay and deals more damage the more health the target is missing.

815 health, 6.3 m/s, 3 stamina, medium range / projectile. Warden is a close-range brawler who wins by making the enemy stay in a fight they want to leave.

740 health, 7.2 m/s, 3 stamina, rapid fire / medium range. Wraith is a Marksman whose kit rewards gun uptime: Full Auto raises her fire rate and adds spirit damage to every bullet, and Card Trick turns that weapon damage into throwable cards that heal her, slow the target, or shred their resistances depending on the suit drawn.

740 health, 8.2 m/s, 3 stamina, spreadshot / close range. Yamato is a close-range assassin whose kit is built around committing to a target and surviving the commitment.