Deadlock Jungle Camps: Every Haunt, Tier and Threat
City Never Sleeps replaced Deadlock's neutral camps with Haunts: nine families of themed monsters, each tied to a part of the city. They farm differently, scale over time and some of them fight back in nasty ways. Here is every family, every tier and how to clear them safely.
Written byMax CalderDeadlock journalist
Updated4 min read
How Haunts work
Haunts sleep until you come close and only fight back once they are attacked.
Souls go straight to the players who damaged the camp, split evenly between allies who hit it. There are no orbs to secure.
Shots to the eyes crit, and some melee attacks from Haunts can be parried.
Eye color shows the tier: green for small, yellow for medium, red for large. On the minimap, the triangle gets one or two lines under it as the tier goes up.
Health bars show each camp's soul value and relative difficulty, and respawn timers float in the world above cleared camps.
Health bars now show each camp's soul value and difficulty.
Tiers, souls and timers
Haunt tiers at match start
Stat
Small (I)
Medium (II)
Large (III)
Health
129
322
1,133
Souls
41
68
181
Bullet resist
50%
50%
60%
Spirit resist
45%
45%
55%
First spawn
2:00
5:00
8:00
Respawn after clear
1:25
4:50
5:35
Haunts get stronger and richer as the match goes on. Their bounty grows by about 1.08% of its base value every minute, their health by 2.1% and their damage by 0.5%. A large camp at 20 minutes is worth noticeably more than at 8, which is why late camps are worth contesting rather than leaving to rot. The numbers come from community testing and can shift with patches.
Where every Haunt is
The map below marks all 40 Haunt camps by tier, along with the 11 Sinner's Sacrifices and every Golden Statue. Zoom in on your lane before a match and plan which camps you can clear between waves.
Haunt camps, Sinner's Sacrifices and Golden Statues on the Deadlock map
1×
Tap a pin on the map or switch a layer on below to see what it marks.
Souls
Health and cover
Getting around
Objectives and shops
Labels
Every Haunt family and where it lives
The nine Haunt families
SpecimenTimes SquareExplodesA crawling hand in a jar. Medium ones explode when they die.
Past DuesGreen laneSleepLiving books. Medium ones fire a book barrage that ends in Sleep.
Gutter GhoulYellow laneA creature from the drains. Plain damage, nothing special.
Barrel MimicYellow laneExplodesA gunpowder barrel with an explosive attack at tiers II and III.
Stage HandTheaterA floating marionette that attacks with a laser.
Festival SpiritChinatownA paper lantern. Ranged only, throws bombs.
Crabbage PotChinatownA monstrous potted plant with a melee area attack at tiers II and III.
Slum ShroomHaunted LotHeal cutA walking mushroom. Its spores slow you and cut healing by 50%.
UnderhandPlazaBurnsHands from below. Lasers at tiers II and III leave fire on the ground.
Each district has its own family, so you can tell where you are on the map from the camp alone. The four districts between the lanes are covered in our new map guide.
The camps that punish lazy farming
Past Dues II: sleep
Every so often the medium Past Dues fires a barrage of books, and the last one puts you to sleep. Alone, that is an annoyance. With an enemy nearby, it is a free kill. Clear Past Dues when you know where the enemy is, or keep a dispel or ready.
Slum Shroom: slowed and starved
Shroom spores slow you and cut healing by half. Heroes who farm through damage with lifesteal or regen feel this the most. Burst the camp down instead of trading with it, and do not enter a fight straight after a Shroom clear.
Specimen II and Underhand: mind the ground
The medium Specimen explodes when it dies, so finish it from range. Underhand lasers leave fire on the ground, so step off the burning patches rather than tanking them while you shoot.
Respawn timers float above cleared camps for everyone to see.
FAQ
FILE No. 01
Haunts are the neutral camps added in City Never Sleeps. They come in nine families tied to districts of the map and in three tiers, and they replaced the old neutrals.
FILE No. 02
Souls go directly to the players who damaged the camp and are split evenly between allies who hit it. There are no soul orbs to secure, and the bounty grows by about 1% of its base value every minute.
FILE No. 03
Small camps spawn at 2:00 and return 1:25 after a full clear, medium camps at 5:00 and 4:50, large camps at 8:00 and 5:35. Timers show above cleared camps.
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