ninjakammy
New member
Hi Deadlock Dev Team,
I've spent some time on this project and want to share this to the devs for inspiration.



I’d like to propose adding Galilea (from Battleborn) as a playable character in Deadlock (or similar character to her with Deadlock originality to it). I believe she would be a fantastic addition, and here are strong reasons and inspirations why she would 100% make sense in the game, along with suggestions for how to implement her so she both preserves her Battleborn identity and fits naturally into Deadlock’s ecosystem.
Here is my own take based on the inspiration on Galilea from Battleborn (of course make needed changes to name and ability to create a original Deadlock character):
Who is Galilea (quick background)
A front-line bruiser / tank type hero from Battleborn.
- She wields a jet black + blue blended cursed sword (Name of sword: Soul Shatter) and spectral shield (Name of shield: Grim Aegis), has strong defensive and melee capabilities.
- She can absorb damage, control space, protect allies, and has mobility to engage/disengage.
- Her kit combines offensive power, crowd control, and durability.
Why Galilea would benefit:
- Diversity in play-styles / roles
- Deadlock benefits from characters who are more than just glass cannon or long-range DPS. Galilea brings a durable, close-combat, space-control melee hero. She fills the “frontline bruiser / tank” niche strongly, offering a contrast to ranged, squishy, or hit-and-run characters. This increases tactical variety.
High engagement / team synergy:
Because of her ability to soak damage, protect teammates, and control space, she encourages teamwork. Players who use her well can anchor a fight, peel for allies, and force opponents to focus her, leaving room for teammates to exploit. That tends to add depth and satisfying moments in matches.
Balancing power and counterplay:
Galilea has strong tools, but they come with vulnerabilities (e.g. being melee, possibly slower movement, cooldowns on her defensive abilities). This gives designers space to balance her so she’s strong but not overpowering—has clear counters, and skillful play is rewarded. That’s good for maintaining balance.
Visual & thematic fit:
Her theme (a heavily armored warrior, maybe with holy or warrior-knight or cursed knight aesthetic) fits well with action/multiplayer combat games. If Deadlock has environments or lore that include melee warriors, big weapons, heroic frontline fighters, she can slot in without breaking immersion.
Opportunities for unique mechanics:
Because her design includes both offense and defence, there is room for implementing hybrid mechanics — e.g. temporary shields, area control, crowd control via sword swings or ground-slam, charge-up attacks, etc. These could offer new gameplay wrinkles for Deadlock.
Here are some concrete ideas to make sure she fits nicely, balancing power, flavour, and uniqueness:
Primary Attack: sword swings (melee) — a quick combo, maybe left-click for light swings, right-click for a heavy charged slam that knocks enemies back or down. Melee attack travels few metre (little bit of range for basic melee and she'll be the only character with slight range with her melee attack. Also for confirming souls from minions etc)
Defensive / Utility Ability: A temporary shield or damage absorb field (either self or in a small radius) that lets her protect allies or survive burst damage.
Mobility / Engagement: A dash or leap with the sword, or maybe a short stun or slow on impact, letting her close distance quickly. Perhaps a “ground pound” to slow enemies in area. Shield toss to temporary stun opponent to create opening for melee attacks and other abilities/ult
Ultimate Ability: Something that uses her full might — e.g. a massive sword smash, area-of-effect stun / knockdown, or a buff to nearby allies (e.g. reducing incoming damage, increasing their durability for some seconds).
Weakness / Counterplay: Slower movement, large hitbox; cooldowns on her defensive tools; vulnerability if caught out alone; perhaps a requirement that she commit to engagements (once she leaps in, she’s less mobile for a short time), making positioning and timing very important.
Here I will Art concept, Full ability tree (primary, secondary, utility, ultimate) , Balance comparisons (how she fits alongside existing Deadlock archetypes without breaking balance).
Galilea – The Cursed Knight's Art Concept:
Armor Style: Heavy, gothic knight plate — tarnished silver/iron with glowing cracks of cursed energy (blue or purple veins).
Weapon: A massive runed greatsword or her iconic broadsword (Soul Shatter). Blade edges glow faintly, suggesting corruption.
Helmet: Full helm, visor cracked; glowing eyes peek through. (Alt skins when using ultimate: unmasked knight, fully corrupted abyssal armor or radiant holy knight whatever the devs feels right).
Aura Effect: A faint cursed mist or energy trail follows her weapon swings and footsteps.
Sword description:
The sword in the artwork is a massive, rune-etched greatsword that radiates power and menace:
Blade Shape: Broad and heavy, with a straight double-edged design tapering to a sharp point. Its width suggests crushing strength as much as cutting power.
Runes / Glow: Along the flat of the blade, glowing blue runes are carved, pulsing faintly with spectral energy. These markings give the weapon an arcane, cursed feel.
Color & Texture: The metal appears darkened, almost blackened steel, with a faint sheen. The glowing runes contrast against this shadowy finish.
Guard & Hilt: The guard is angular and rugged, designed for brute force rather than elegance. The hilt is thick, wrapped for grip, sized to be wielded two-handed.
Aura: A faint blue mist or energy trails from the blade, reinforcing the idea that it’s more than just steel — it’s imbued with dark power.
Shield Description:
The shield in the concept art looks like a spectral knight’s shield, designed to feel both protective and infused with cursed energy:
Shape: Broad and elongated, resembling a classic kite shield with a slightly pointed bottom — ideal for covering much of the body in battle.
Color & Material: The main surface is dark steel or iron, with faint glowing blue accents running across it. It has a semi-spectral quality, as if parts of it are forged from energy rather than pure metal.
Runic Glow: Just like the sword, faint blue lines or rune-like etchings glow on its surface. These markings reinforce the mystical/corrupted theme.
Edge Design: The shield’s edges are bold and slightly beveled, giving it weight and durability, but without ornate decoration — practical, knightly, and battle-worn.
Aura / Effect: A thin aura of blue energy seeps around it, hinting that it isn’t just physical armor but also a conduit for defensive magic.
It feels like a natural companion to the greatsword — heavy, imposing, and cursed, yet still noble in design.
It looks less like a knight’s ceremonial sword and more like a weapon forged for war, heavy with both physical and supernatural weight.
Armor Description:
The armor is a dark, cursed knight’s plate set, blending heavy medieval design with spectral, corrupted energy. Here’s a breakdown of its look and details:
Helmet: A full helm with a narrow, cracked visor slit. From within, glowing blue eyes peer out. The helm is slightly jagged, battle-worn, and carries faint spectral cracks glowing with energy.
Chestplate: Heavy, gothic-style plating that covers the torso with overlapping ridges. Cracks run through the metal, filled with faint glowing blue veins of corruption. The chest feels weighty and protective, with a cursed elegance.
Pauldrons (Shoulders): Large, broad, and slightly spiked, giving her an intimidating silhouette. Each pauldron is rune-etched, glowing faintly at the seams.
Arms & Gauntlets: Fully armored down to the fingers, with jagged claw-like tips on the gauntlets. The forearms have layered plates reinforced for blocking, tying into her shield use.
Leg Armor: Thick greaves and cuisses (thigh guards), ending in armored boots with pointed sabatons. The legs are heavily plated, emphasizing resilience and weight.
Cape / Back Detail (optional in skins): Some versions show a tattered black or dark-blue cape trailing behind her, flickering with spectral mist.
Overall Texture: The armor looks ancient, scarred, and corrupted—steel that has seen countless battles, now bound with spectral energy to hold it together. The glowing cracks and runes prevent it from looking like standard knight’s armor, instead marking it as cursed yet powerful.
It conveys the feeling of a once-holy knight now bound by corruption, both regal and terrifying.
Ability Kit:
Primary Attack – Blade of Ruin
Light Combo (LMB): Quick two-swing chain, medium damage, short reach.
Heavy Smash (Hold LMB): Charged overhead slam, AOE impact, knocks enemies slightly back.
Notes: Balanced by slower windup compared to ranged characters.
Secondary – Abyssal Shield (RMB)
Effect: Deploys a spectral shield in front of her for 2.5s, reducing incoming frontal damage by 50%.
Team Utility: Allies directly behind her also gain protection.
Cooldown: 10s.
Counterplay: Shield only works in facing direction; flanks/piercing ignore it.
Ability 1 – Dark Lunge
Effect: Dashes forward a short distance with her weapon raised, dealing damage and slowing enemies by 30% for 2s.
Range: Medium gap closer.
Cooldown: 8s.
Counterplay: Predictable straight line, punishable if whiffed.
Ability 2 – Desecrated Ground
Effect: Slams weapon into the ground, creating a cursed zone (3m radius) that deals DOT and reduces healing received by 25% for 4s.
Cooldown: 12s.
Counterplay: Zone is static; enemies can disengage.
Ability 3 – Shooting Star (shield throw)
Effect: Galilea hurls her spectral shield forward in a straight line.
Damages and briefly staggers/stun the first enemy hit.
Bounces once (like a ricochet) or returns to her hand after impact. (Later upgrade bounces off multiple targets/Heroes)
If it hits an enemy hero, reduces their armor by 15% for 3s.
Cooldown: 14s.
Counterplay: Shield has travel time, can be dodged, and Galilea is slightly vulnerable while it’s away.
Ultimate – Wrath of the Abyss
Effect: Galilea channels corrupted energy, empowering her armor and weapon for 8s:
Attacks cleave in a wider arc.
Gains +25% damage reduction.
Final hit in a combo releases a shockwave (small knockback).
Cooldown: 90s.
Counterplay: She’s scarier up close, but can still be kited or crowd-controlled.
Balance Comparisons (to Deadlock archetypes):
Compared to a Ranged DPS (snipers, casters):
Galilea can’t delete enemies instantly at range; she must close distance, telegraphing intent. She pressures squishies but doesn’t out-damage them if kited.
Compared to an Assassin / Flanker:
She’s less mobile but more durable. Unlike assassins type playstyle or flankers, she sustains fights rather than relying on burst kills.
Compared to a Tank / Support hybrid:
She has frontline presence, but unlike pure tanks she doesn’t have infinite mitigation — her shield is timed and directional, requiring skill. Her healing-reduction zone makes her strong in coordinated pushes.
Where she shines: Holding chokepoints, protecting allies with her shield, punishing grouped enemies with slam AOE, and anchoring fights.
Where she struggles: Long-range poke, multiple mobile enemies kiting her, or being isolated without teammates.
Why you 100% should add her:
She adds different kind of muscle to the game: durable melee with crowd control, which many matches need.
She encourages team coordination and creates moments where teams can rally around her, making gameplay more dynamic.
Her mechanics can be tuned so she’s neither trivial to master nor overpowered — there’s design space to make her rich, challenging, and satisfying.
Thanks for considering this idea. Galilea has the potential to be a really strong, memorable addition to Deadlock — I hope you’ll give her a look.
Some Reference:
www.ign.com
Her Kit @1:15 in video
Best regards,
Gunter (Steam name)
Kamikazee___ (Discord name)
Ninjakammy
I've spent some time on this project and want to share this to the devs for inspiration.



I’d like to propose adding Galilea (from Battleborn) as a playable character in Deadlock (or similar character to her with Deadlock originality to it). I believe she would be a fantastic addition, and here are strong reasons and inspirations why she would 100% make sense in the game, along with suggestions for how to implement her so she both preserves her Battleborn identity and fits naturally into Deadlock’s ecosystem.
Here is my own take based on the inspiration on Galilea from Battleborn (of course make needed changes to name and ability to create a original Deadlock character):
Who is Galilea (quick background)
A front-line bruiser / tank type hero from Battleborn.
- She wields a jet black + blue blended cursed sword (Name of sword: Soul Shatter) and spectral shield (Name of shield: Grim Aegis), has strong defensive and melee capabilities.
- She can absorb damage, control space, protect allies, and has mobility to engage/disengage.
- Her kit combines offensive power, crowd control, and durability.
Why Galilea would benefit:
- Diversity in play-styles / roles
- Deadlock benefits from characters who are more than just glass cannon or long-range DPS. Galilea brings a durable, close-combat, space-control melee hero. She fills the “frontline bruiser / tank” niche strongly, offering a contrast to ranged, squishy, or hit-and-run characters. This increases tactical variety.
High engagement / team synergy:
Because of her ability to soak damage, protect teammates, and control space, she encourages teamwork. Players who use her well can anchor a fight, peel for allies, and force opponents to focus her, leaving room for teammates to exploit. That tends to add depth and satisfying moments in matches.
Balancing power and counterplay:
Galilea has strong tools, but they come with vulnerabilities (e.g. being melee, possibly slower movement, cooldowns on her defensive abilities). This gives designers space to balance her so she’s strong but not overpowering—has clear counters, and skillful play is rewarded. That’s good for maintaining balance.
Visual & thematic fit:
Her theme (a heavily armored warrior, maybe with holy or warrior-knight or cursed knight aesthetic) fits well with action/multiplayer combat games. If Deadlock has environments or lore that include melee warriors, big weapons, heroic frontline fighters, she can slot in without breaking immersion.
Opportunities for unique mechanics:
Because her design includes both offense and defence, there is room for implementing hybrid mechanics — e.g. temporary shields, area control, crowd control via sword swings or ground-slam, charge-up attacks, etc. These could offer new gameplay wrinkles for Deadlock.
Here are some concrete ideas to make sure she fits nicely, balancing power, flavour, and uniqueness:
Primary Attack: sword swings (melee) — a quick combo, maybe left-click for light swings, right-click for a heavy charged slam that knocks enemies back or down. Melee attack travels few metre (little bit of range for basic melee and she'll be the only character with slight range with her melee attack. Also for confirming souls from minions etc)
Defensive / Utility Ability: A temporary shield or damage absorb field (either self or in a small radius) that lets her protect allies or survive burst damage.
Mobility / Engagement: A dash or leap with the sword, or maybe a short stun or slow on impact, letting her close distance quickly. Perhaps a “ground pound” to slow enemies in area. Shield toss to temporary stun opponent to create opening for melee attacks and other abilities/ult
Ultimate Ability: Something that uses her full might — e.g. a massive sword smash, area-of-effect stun / knockdown, or a buff to nearby allies (e.g. reducing incoming damage, increasing their durability for some seconds).
Weakness / Counterplay: Slower movement, large hitbox; cooldowns on her defensive tools; vulnerability if caught out alone; perhaps a requirement that she commit to engagements (once she leaps in, she’s less mobile for a short time), making positioning and timing very important.
Here I will Art concept, Full ability tree (primary, secondary, utility, ultimate) , Balance comparisons (how she fits alongside existing Deadlock archetypes without breaking balance).
Galilea – The Cursed Knight's Art Concept:
Armor Style: Heavy, gothic knight plate — tarnished silver/iron with glowing cracks of cursed energy (blue or purple veins).
Weapon: A massive runed greatsword or her iconic broadsword (Soul Shatter). Blade edges glow faintly, suggesting corruption.
Helmet: Full helm, visor cracked; glowing eyes peek through. (Alt skins when using ultimate: unmasked knight, fully corrupted abyssal armor or radiant holy knight whatever the devs feels right).
Aura Effect: A faint cursed mist or energy trail follows her weapon swings and footsteps.
Sword description:
The sword in the artwork is a massive, rune-etched greatsword that radiates power and menace:
Blade Shape: Broad and heavy, with a straight double-edged design tapering to a sharp point. Its width suggests crushing strength as much as cutting power.
Runes / Glow: Along the flat of the blade, glowing blue runes are carved, pulsing faintly with spectral energy. These markings give the weapon an arcane, cursed feel.
Color & Texture: The metal appears darkened, almost blackened steel, with a faint sheen. The glowing runes contrast against this shadowy finish.
Guard & Hilt: The guard is angular and rugged, designed for brute force rather than elegance. The hilt is thick, wrapped for grip, sized to be wielded two-handed.
Aura: A faint blue mist or energy trails from the blade, reinforcing the idea that it’s more than just steel — it’s imbued with dark power.
Shield Description:
The shield in the concept art looks like a spectral knight’s shield, designed to feel both protective and infused with cursed energy:
Shape: Broad and elongated, resembling a classic kite shield with a slightly pointed bottom — ideal for covering much of the body in battle.
Color & Material: The main surface is dark steel or iron, with faint glowing blue accents running across it. It has a semi-spectral quality, as if parts of it are forged from energy rather than pure metal.
Runic Glow: Just like the sword, faint blue lines or rune-like etchings glow on its surface. These markings reinforce the mystical/corrupted theme.
Edge Design: The shield’s edges are bold and slightly beveled, giving it weight and durability, but without ornate decoration — practical, knightly, and battle-worn.
Aura / Effect: A thin aura of blue energy seeps around it, hinting that it isn’t just physical armor but also a conduit for defensive magic.
It feels like a natural companion to the greatsword — heavy, imposing, and cursed, yet still noble in design.
It looks less like a knight’s ceremonial sword and more like a weapon forged for war, heavy with both physical and supernatural weight.
Armor Description:
The armor is a dark, cursed knight’s plate set, blending heavy medieval design with spectral, corrupted energy. Here’s a breakdown of its look and details:
Helmet: A full helm with a narrow, cracked visor slit. From within, glowing blue eyes peer out. The helm is slightly jagged, battle-worn, and carries faint spectral cracks glowing with energy.
Chestplate: Heavy, gothic-style plating that covers the torso with overlapping ridges. Cracks run through the metal, filled with faint glowing blue veins of corruption. The chest feels weighty and protective, with a cursed elegance.
Pauldrons (Shoulders): Large, broad, and slightly spiked, giving her an intimidating silhouette. Each pauldron is rune-etched, glowing faintly at the seams.
Arms & Gauntlets: Fully armored down to the fingers, with jagged claw-like tips on the gauntlets. The forearms have layered plates reinforced for blocking, tying into her shield use.
Leg Armor: Thick greaves and cuisses (thigh guards), ending in armored boots with pointed sabatons. The legs are heavily plated, emphasizing resilience and weight.
Cape / Back Detail (optional in skins): Some versions show a tattered black or dark-blue cape trailing behind her, flickering with spectral mist.
Overall Texture: The armor looks ancient, scarred, and corrupted—steel that has seen countless battles, now bound with spectral energy to hold it together. The glowing cracks and runes prevent it from looking like standard knight’s armor, instead marking it as cursed yet powerful.
It conveys the feeling of a once-holy knight now bound by corruption, both regal and terrifying.
Ability Kit:
Primary Attack – Blade of Ruin
Light Combo (LMB): Quick two-swing chain, medium damage, short reach.
Heavy Smash (Hold LMB): Charged overhead slam, AOE impact, knocks enemies slightly back.
Notes: Balanced by slower windup compared to ranged characters.
Secondary – Abyssal Shield (RMB)
Effect: Deploys a spectral shield in front of her for 2.5s, reducing incoming frontal damage by 50%.
Team Utility: Allies directly behind her also gain protection.
Cooldown: 10s.
Counterplay: Shield only works in facing direction; flanks/piercing ignore it.
Ability 1 – Dark Lunge
Effect: Dashes forward a short distance with her weapon raised, dealing damage and slowing enemies by 30% for 2s.
Range: Medium gap closer.
Cooldown: 8s.
Counterplay: Predictable straight line, punishable if whiffed.
Ability 2 – Desecrated Ground
Effect: Slams weapon into the ground, creating a cursed zone (3m radius) that deals DOT and reduces healing received by 25% for 4s.
Cooldown: 12s.
Counterplay: Zone is static; enemies can disengage.
Ability 3 – Shooting Star (shield throw)
Effect: Galilea hurls her spectral shield forward in a straight line.
Damages and briefly staggers/stun the first enemy hit.
Bounces once (like a ricochet) or returns to her hand after impact. (Later upgrade bounces off multiple targets/Heroes)
If it hits an enemy hero, reduces their armor by 15% for 3s.
Cooldown: 14s.
Counterplay: Shield has travel time, can be dodged, and Galilea is slightly vulnerable while it’s away.
Ultimate – Wrath of the Abyss
Effect: Galilea channels corrupted energy, empowering her armor and weapon for 8s:
Attacks cleave in a wider arc.
Gains +25% damage reduction.
Final hit in a combo releases a shockwave (small knockback).
Cooldown: 90s.
Counterplay: She’s scarier up close, but can still be kited or crowd-controlled.
Balance Comparisons (to Deadlock archetypes):
Compared to a Ranged DPS (snipers, casters):
Galilea can’t delete enemies instantly at range; she must close distance, telegraphing intent. She pressures squishies but doesn’t out-damage them if kited.
Compared to an Assassin / Flanker:
She’s less mobile but more durable. Unlike assassins type playstyle or flankers, she sustains fights rather than relying on burst kills.
Compared to a Tank / Support hybrid:
She has frontline presence, but unlike pure tanks she doesn’t have infinite mitigation — her shield is timed and directional, requiring skill. Her healing-reduction zone makes her strong in coordinated pushes.
Where she shines: Holding chokepoints, protecting allies with her shield, punishing grouped enemies with slam AOE, and anchoring fights.
Where she struggles: Long-range poke, multiple mobile enemies kiting her, or being isolated without teammates.
Why you 100% should add her:
She adds different kind of muscle to the game: durable melee with crowd control, which many matches need.
She encourages team coordination and creates moments where teams can rally around her, making gameplay more dynamic.
Her mechanics can be tuned so she’s neither trivial to master nor overpowered — there’s design space to make her rich, challenging, and satisfying.
Thanks for considering this idea. Galilea has the potential to be a really strong, memorable addition to Deadlock — I hope you’ll give her a look.
Some Reference:

Galilea - Battleborn Guide - IGN
Galilea is a melee class Battleborn. She must be placed on the front lines to be effective. Use her sword and shield attacks and skills to increase her
Best regards,
Gunter (Steam name)
Kamikazee___ (Discord name)
Ninjakammy