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Deadlock guide

Deadlock Warden Guide

Warden is a brawler with 815 health and a medium range / projectile kit. What each ability does and when to request Warden on a boost.

4 min read/Updated 2026-09-02
Quick answer

Warden is a close-range brawler who wins by making the enemy stay in a fight they want to leave. Alchemical Flask slows the target and cuts their weapon damage, Binding Word roots anyone who cannot get clear of him in time, and Last Stand turns a committed fight into a pulsing damage-and-heal zone around him.

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Warden Deadlock hero portrait
Hero snapshot
Type
Brawler
Health
815
Move
6.3
Stamina
3

Ability kit

  • Warden Alchemical Flask ability icon from Deadlock WikiSlot 1Alchemical Flask
  • Warden Willpower ability icon from Deadlock WikiSlot 2Willpower
  • Warden Binding Word ability icon from Deadlock WikiSlot 3Binding Word
  • Warden Last Stand ability icon from Deadlock WikiSlot 4Last Stand

Warden snapshot

Deadlock Wiki lists Warden as a brawler with 815 base health, 6.3 move speed, 3 stamina, and a medium range / projectile weapon profile.

The ability set is Alchemical Flask, Willpower, Binding Word, Last Stand.

Warden is a close-range brawler who wins by making the enemy stay in a fight they want to leave. Alchemical Flask slows the target and cuts their weapon damage, Binding Word roots anyone who cannot get clear of him in time, and Last Stand turns a committed fight into a pulsing damage-and-heal zone around him.

Solo boost fit

In a solo boost the booster takes over your account after the encrypted credential handoff and plays Warden as a lane bully first and a fight starter second. Alchemical Flask lands early to slow and weaken the enemy laner, Willpower's barrier and move speed cover the dive, and Binding Word is saved for the moment a target has no exit. The risky part is Last Stand, which needs a channel before the pulses start, so an Eternus 6 booster times it for fights the enemy has already committed to rather than opening with it.

Duo boost notes

In a duo boost you play every game on your own account alongside the booster, so Warden's fight plan is built around Binding Word and Last Stand. When whichever of you is on Warden lands Binding Word, the other player commits to that target before the root lands so it cannot get clear, and once Last Stand starts channeling the partner keeps enemies inside the pulse radius and peels anything trying to break it. The split is simple: Warden opens with Alchemical Flask and Willpower to start the brawl on his terms, and the partner either finishes the target or covers the exit if the trade goes wrong.

When to request this hero

Request Warden by name if you already play him and want the account's match history to stay on a close-range brawler, or if you want the climb built on lane pressure and forced fights rather than poke. Let the booster pick when the queue is full of long-range or high-mobility heroes that can get clear of Binding Word and walk out of Last Stand, because the booster will choose a hero that closes those gaps faster.

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Search questions

FAST ANSWERS

Should I request Warden for a Deadlock boost?

Yes if you want a brawler who wins by controlling the fight rather than poking from range. Warden's Alchemical Flask slows and weakens whoever it hits, Binding Word punishes anyone who stays close, and Last Stand lets him heal through the damage he deals, which gives an Eternus 6 booster a reliable way to take over messy fights. If you have no preference, the booster will pick whatever suits the lobby.

Is Warden better for solo or duo boosting?

Warden works in both, but he shines in duo because Binding Word and Last Stand both reward a partner who holds the target in place. In solo the booster carries the timing alone, which still works because Willpower's barrier and move speed make the dive safer than it looks.

What makes Warden different to boost with?

Plenty of heroes are happy to let the enemy come to them; Warden wants to go to the enemy and keep them there. Binding Word only pays off if the target fails to get clear, and Last Stand needs a channel before the healing pulses start, so every fight is about committing at the right moment rather than reacting. That is why the booster's timing, not raw aim, is what makes Warden climb.

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