Wade Wilson is the full package (or so he claims), with devastating damage output, an impenetrable shield, and swift healing. There's no limit to what Deadpool can achieve, as long as he keeps his moves flashy! And, of course, every epic attack comes with an endless barrage of witty banter!
Normal attack
Nobody lays a finger on my teammates! Anyone tries, and I'm firing these big boy bullets straight at their face!
Stats (5)
- Casting
- Rapid-fire projectile.
- Damage
- 36 damage per round
- Damage Falloff
- Falloff begins at 15m, decreasing to 75% at 30m
- Fire Rate
- 2.5 rounds per second
- Ammo
- 30
Protecting my team means my katanas go full savage. No mercy for the baddies!
Stats (4)
- Casting
- Melee
- Damage
- 30 per hit
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
- Maximum Distance
- 4m
I rack up shots, then, BOOM! A mind-blowing bubble bomb for all the enemies. Teammate security: maximum
Stats (7)
- Beam Damage
- 40 damage per round
- Beam Attack Interval
- 2.5 rounds per second
- Ammo
- 40
- Projectile Attack Interval
- After every 5 beam bullets fired, the next shot fires 1 additional projectile
- Projectile Speed
- 60 m/s
- Spell Field Damage
- 25
- Spell Field Range
- 3m radius spherical spell field
Relax, you've got Deadpool on your side! Swords out, baddies out. My stab hits crit, and a Bad Bunny hit makes the next swing a stabby special
Stats (3)
- Damage
- 35 per hit
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
- Maximum Distance
- 4m
Bang! Bang! Unleash two hand cannons left and right, because one gun is never enough. Pew pew, baby!
Stats (5)
- Casting
- Rapid-fire projectile
- Damage
- 42 per hit
- Damage Falloff
- Falloff begins at 18m, decreasing to 80% at 30m
- Fire Rate
- 2.5 rounds per second
- Ammo
- 30
Slicey, dicey, twice as nicey! Swing both swords at whoever gets too close. Sushi, anyone?
Stats (4)
- Casting
- Melee
- Damage
- 40 per hit
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
- Maximum Distance
- 4m
Keep blasting till you trigger a BOOM. My thoughts literally explode onto the battlefield. Talk about mind-blowing firepower!
Stats (7)
- Beam Damage
- 46 damage per round
- Beam Attack Interval
- 2 rounds per second
- Ammo
- 40
- Projectile Attack Interval
- After every 5 beam bullets fired, the next shot fires 1 additional projectile
- Projectile Speed
- 60 m/s
- Spell Field Damage
- 25
- Spell Field Range
- 3m radius spherical spell field
Now with extra chop! Stabs can go straight for the noggin. Heads up! Do a Bunny Hop and POW! Stabby Stabby action guaranteed! Run while you can!
Stats (3)
- Damage
- 45 per hit
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
- Maximum Distance
- 4m
Nobody lays a finger on my teammates! Anyone tries, and I'm firing these big boy bullets straight at their face!
Stats (5)
- Casting
- Rapid-fire projectile
- Damage
- 25 damage per round
- Healing
- 45 per round
- Fire Rate
- 2.5 rounds per second
- Ammo
- 30
Protecting my team means my katanas go full savage. No mercy for the baddies!
Stats (6)
- Casting
- Melee
- Damage
- 30 per hit
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
- Maximum Distance
- 4m
- Healing Spell Field Range
- 5m radius spherical spell field
- Healing Amount
- 32
I rack up shots, then, BOOM! A mind-blowing bubble bomb for all the enemies. Teammate security: maximum
Stats (10)
- Beam Damage
- 28
- Beam Healing
- 50
- Beam Attack Interval
- 2.5 rounds per second
- Ammo
- 40
- Projectile Attack Interval
- After every 5 beam bullets fired, the next shot fires 1 additional projectile
- Projectile Speed
- 60 m/s
- Projectile Healing
- 15
- Spell Field Healing
- 40
- Spell Field Damage
- 20
- Spell Field Range
- 3m radius spherical spell field
Abilities
You! Yeah, you - the hyper one! Eyes off my friends. I sentence you to...whatever! Get ready to be taunted. I get bonus HP and healing, and if you whiff your abilities, you take damage, and I get even more HP!
Stats (6)
- Damage From Per Ability Missed
- 35
- Bonus Health From Per Ability Missed
- 60 per ability missed
- Ability Duration
- 8s
- Bonus Health Gained Upon Activation
- 300
- Healing Over Time During Activation
- 35/s
- Cooldown
- 60s
Plushie power! It stops every single attack those chumps throw, giving my team a safety bubble. It's cute AND bulletproof
Stats (3)
- Summons' Health
- 300
- Maximum Duration for Summons
- 4s
- Cooldown
- 12s
Yup, I can double jump in midair! During The Big Test and its upgrade, I can also stomp heads and wall jump to reset its cooldown. Stomp enemies so hard they won't get near my team!
Stats (2)
- Cooldown
- 6s
- Maximum Jump Distance
- 16m
Out of combat? I'm healing up, staying battle-ready to protect my team. And if I'm about to croak? Surprise! I get a free pass, and my health zooms back up. Nice try, villains
Stats (4)
- Healing over Time
- 25/s
- Healing over Time from Activated Healing Factor
- 50/s
- Cooldown
- 45s
- Special Effect
- The healing factor kicks in after Deadpool has been out of combat for 5s. If Deadpool takes more than 200 damage within a two-second window, the healing factor activates and boosts the healing
Listen up, eyes on the prize, don't wander off! Every time my abilities land on a bad guy, the style points shoot up a notch! When it's full, I can pop my ultimate! With me on the team, you're all staying alive and fabulous!
Stats (1)
- Special Effect
- The ultimate ability can be unleashed after reaching an S rating. The rating is cleared if Deadpool is defeated.
I'm here to smack baddies, get XP, and shield my friends! When my XP is full, I get to upgrade an ability! Bonus: Score the final hit and force your foe into a selfie—more XP for me! I'm invincible while striking my best duckface. No photobombs!
Stats (1)
- Special Effect
- Accumulate XP in battle. When maxed, choose an ability to upgrade for powerful boosts
Want to hurt my team? Good luck! I hit you with a taunt, mess up your vision, and burn your health nonstop! Best part: my swords and guns go full turbo for the duration. Blink and you'll miss it
Stats (6)
- Cooldown
- 12s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption. Increase left-click attack speed for the duration.
- Damage Needed to Remove the Disruption
- 100
- Spell Field Damage
- 10/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m.
Wake the #!&% up, hero! We've got a game to win! Speed and healing buffs for starters, bonus Hazardous Hijinks for me, and extra HP for me and my nearby friends. Hit enough baddies with the right abilities exactly as I ask, and you unlock mega speed and healing, plus reset my Healing Factor cooldown!. Team protection mode: activated!
Stats (6)
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
- Boost Spell Field Range
- 6m radius spherical spell field
- Bonus Health
- Self: 300; allies: 50
- Healing over Time
- Upon activation: 50/s; challenge completed: 100/s
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
- Cooldown
- 60s
Try getting to my teammates, I dare you! My dash slash knocks fools down, and if I hit, I get to do it again. Up to three times, baby!
Stats (4)
- Cooldown
- 10s
- Special Effect
- Refresh the cooldown if it hits an enemy for up to 2 times.
- Damage
- 40
- Dash Duration
- Up to 12m
Teammates, stay safe! Dummies, look here! It's showtime: I taunt, blind you, and hit warp speed with my swords and guns. Plus, my crew gets a damage reduction buff, so they're basically invincible. Dummies that stick around too long will even have their UI taped over!
Stats (7)
- Cooldown
- 12s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption. Increase left-click attack speed for the duration.
- Damage Needed to Remove the Disruption
- 100
- Spell Field Damage
- 10/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m
- Damage Reduction
- Self: 35%; allies: 25%
Watch this pro bodyguard in action! I dash forward, nail the bad guy, and bounce in any direction I want. Oh, and I can do this two more times real quick!
Stats (4)
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Special Effect
- Refresh the cooldown if it hits an enemy for up to 2 times. Deadpool bounces as the ability hits an enemy.
- Damage
- 40
- Dash Duration
- Up to 12m
My ultra-cool, super shiny, extra huggable, and totally blinged-out plushy. Toss it ahead, and it lands as an invincible sphere of awesomeness! Blocking attacks and keeping my team safe inside our furry fortress
Stats (3)
- Summons' Health
- 400
- Maximum Duration for Summons
- 4s
- Cooldown
- 12s
Hey, player! Warm-up's over, time for the main event! Speed, healing, dashes, for me, and bonus HP for all! Smash enough baddies with the skills I say, and you unlock super buffs (massive speed and healing), plus Healing Factor resets. For some time after, each hit means more HP for the crew and you. Don't mess this up!
Stats (6)
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
- Boost Spell Field Range
- 6m radius spherical spell field
- Bonus Health
- Self: 300; allies: 50
- Healing over Time
- Upon activation: 50/s; challenge completed: 100/s
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
- Cooldown
- 60s
Upgraded courtroom drama! Congrats, unlucky one! You're my pick; enjoy the taunt! I score bonus health and healing, and you take ongoing damage. If you miss an ability while court is in session, it's a double whammy. You get more pain, AND I get more extra HP! Thanks in advance!
Stats (7)
- Damage From Per Ability Missed
- 35
- Bonus Health From Per Ability Missed
- 70 per ability missed
- Ability Duration
- 8s
- Bonus Health upon Activation
- 300
- Healing During Activation
- 35/s
- Cooldown
- 60s
- Damage Over Time
- 25/s
Let's play judge! Pick a dumb-dumb and slap a taunt. They miss an ability? Boom! Gavel drops, and I slap them with pain and snark
Stats (3)
- Damage From Per Ability Missed
- 60
- Ability Duration
- 8s
- Cooldown
- 45s
Ever seen someone throw their own face? Watch me KO a crowd, then catch my mug on the rebound!. Don't lose your head over it
Stats (7)
- Casting
- Single-cast projectile with delayed impact that also generates a spell field
- Projectile Damage
- Unleash: 30; return: 25
- Projectile Speed
- 80m/s
- Spell Field Damage
- 15/s
- Spell Field Range
- 4m spherical radius spell field
- Spell Field Duration
- 1s
- Cooldown
- 10s
Hippity-hoppity, Deadpool's on your property! Watch me squeeze in a second jump midair! Hop on heads or kick off walls with Bunny Hop to refresh the cooldown, and if I land on someone? Free health for me, and a headache for them. Whee!
Stats (4)
- Damage
- 25
- Bonus Health
- 25, up to 50
- Cooldown
- 6s
- Special Effect
- Refresh the cooldown if it hits an enemy.
True heroes taunt face-to-face! I roast nearby baddies, mess up their vision, and tank their hits like a boss. Try me!
Stats (7)
- Cooldown
- 12s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption.
- Damage Needed to Remove the Disruption
- 100
- Self Damage Reduction
- 20%
- Spell Field Damage
- 15/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m
Hey, you! Yeah, you! Ready for a challenge? Free speed and healing just for trying. Nail enough hits with the right abilities and unlock the deluxe speed-heal package. It's an A+ in chaos!
Stats (4)
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
- Healing over Time
- Upon activation: 35/s; challenge completed: 70/s
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
- Cooldown
- 45s
Blink, and you'll miss my deadly dash combo. Slash, dash, repeat! Hit someone? You get to go again! (Up to 2 more times. Don't get greedy.) Who says I can't multitask?
Stats (4)
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Special Effect
- Refresh the cooldown if it hits an enemy for up to 2 times.
- Damage
- 40
- Dash Duration
- Up to 12m
Check out the best trash talk in the Chronoverse! Keep taunting and melting their HP! I even block their screen, so they can't see squat. Plus, I tank hits like a champ. Enemies that stick around too long get the bottom of their screen taped up. By the end, they won't even find their health bar and whatnot. Good luck fighting what you can't see, suckers!
Stats (7)
- Cooldown
- 12s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption.
- Damage Needed to Remove the Disruption
- 100
- Self Damage Reduction
- 35%
- Spell Field Damage
- 15/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m
Now with bouncy castle action! Slash, bounce, repeat. It's like the world's deadliest pinball!. Cooldowns? Never heard of 'em. Keep going as long as you hit stuff, just don't let me fall flat on my ass!
Stats (4)
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Special Effect
- Refresh the cooldown if it hits an enemy. Deadpool bounces as the ability hits an enemy.
- Damage
- 40
- Dash Duration
- Up to 12m
Juggle my noggin for extra throws! If you catch it thrice, it goes kaboom. Everyone gets a piece of my mind
Stats (6)
- Projectile Damage
- Unleash: 30; return: 25
- Projectile Speed
- 80m/s
- Spell Field Damage
- 15/s
- Third Unleash Explosion Damage
- 45
- Spell Field Duration
- First unleash: 1s; second unleash: 1s; third unleash: 2s
- Cooldown
- 10s
Don't just stand there, you blockhead! The challenge's still rolling. But don't worry, I'm not one of those money-hungry scam artists. The buffs are on the house, no price hike. Take on this challenge, and you'll get three freebies: a little Speed boost, Continuous Healing, and Damage Up. Hit enough baddies with the right abilities exactly as I ask, and you unlock the ultimate bundle (Super Speed, Super Healing, Damage Boost AND reset all your cooldowns (except Healing Factor; no cheating!). Now THAT'S love
Stats (5)
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
- Healing over Time
- Upon activation: 30/s; challenge completed: 60/s
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
- Damage Boost
- Upon activation: 15%; challenge completed: 30%
- Cooldown
- 45s
Dumbpoochu, I choose you! Taunt time! Their HP melts away, and if they whiff an ability, they get bonus pain AND Vulnerability. Double whammy! Objection? Overruled!
Stats (5)
- Damage From Per Ability Missed
- 60
- Vulnerability Ration From Ability Missed
- 10% for each stack. Up to 4 stacks.
- Ability Duration
- 8s
- Damage Over Time
- 25/s
- Cooldown
- 45s
You! Yeah, you - the hyper one! Eyes off my friends. I sentence you to...whatever! Get ready to be taunted. I get bonus HP and healing, and if you whiff your abilities, you take damage, and I get even more HP!
Stats (6)
- Damage From Per Ability Missed
- 60
- Ability Duration
- 8s
- Healing Over Time
- 80/s
- Healing From Per Ability Missed
- 80 per ability missed
- Healing Spell Field Range
- 8m radius spherical spell field
- Cooldown
- 60s
Plushie power! It stops every single attack those chumps throw, giving my team a safety bubble. It's cute AND bulletproof
Stats (9)
- Casting
- Single-cast projectile with delayed impact that also generates a spell field
- Projectile Damage
- Unleash: 20; return: 20
- Projectile Healing
- Unleash: 40; return: 40
- Projectile Speed
- 80m/s
- Spell Field Damage
- 10/s
- Spell Field Healing
- 50/s
- Spell Field Range
- 4m spherical radius spell field
- Spell Field Duration
- 1s
- Cooldown
- 8s
Yup, I can double jump in midair! During The Big Test and its upgrade, I can also stomp heads and wall jump to reset its cooldown. Stomp enemies so hard they won't get near my team!
Stats (4)
- Damage
- 25
- Healing
- 35
- Cooldown
- 6s
- Special Effect
- Refresh the cooldown if it hits an enemy or an ally. Transform the next katana base attack to a Stab.
Want to hurt my team? Good luck! I hit you with a taunt, mess up your vision, and burn your health nonstop! Best part: my swords and guns go full turbo for the duration. Blink and you'll miss it
Stats (7)
- Cooldown
- 10s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption.
- Damage Needed to Remove the Disruption
- 100
- Spell Field Damage
- 10/s
- Spell Field Healing
- 60/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m
Wake the #!&% up, hero! We've got a game to win! Speed and healing buffs for starters, bonus Healing Hijinks for me, and extra HP for me and my nearby friends. Hit enough baddies with the right abilities exactly as I ask, and you unlock mega speed and healing, plus reset my Healing Factor cooldown!. Team protection mode: activated!
Stats (4)
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
- Healing Amount
- Upon activation: 70/s; challenge completed: 100/s
- Healing Spell Field Range
- 8m radius spherical spell field
- Cooldown
- 60s
Try getting to my teammates, I dare you! My dash slash knocks fools down, and if I hit, I get to do it again. Up to three times, baby!
Stats (5)
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 30
- Dash Duration
- Up to 12m
- Healing Amount
- 45
- Healing Spell Field Range
- 5m spherical radius spell field
Relax, you've got Deadpool on your side! Swords out, baddies out. My stab hits crit, and a Healing Hop hit makes the next swing a stabby special
Stats (5)
- Damage
- 35 per hit
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
- Maximum Distance
- 4m
- Healing Spell Field Range
- 8m radius spherical spell field
- Healing Amount
- 35
Teammates, stay safe! Dummies, look here! It's showtime: I taunt, blind you, and hit warp speed with my swords and guns. Plus, my crew gets a damage reduction buff, so they're basically invincible. Dummies that stick around too long will even have their UI taped over!
Stats (8)
- Cooldown
- 12s
- Ability Duration
- 5s
- Special Effect
- Disrupt enemies' vision in range and gain XP. Enemies can damage Deadpool to end the disruption.
- Damage Needed to Remove the Disruption
- 100
- Spell Field Healing
- 70/s
- Spell Field Damage
- 10/s
- Spell Field Range
- A cylindrical spell field with a 6m radius and a height of 6m.
- Damage Boost
- 20%
Watch this pro bodyguard in action! I dash forward, nail the bad guy, and bounce in any direction I want. Oh, and I can do this two more times real quick!
Stats (6)
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Special Effect
- Refresh the cooldown if it hits an enemy for up to 2 times. Deadpool bounces as the ability hits an enemy.
- Damage
- 40
- Dash Duration
- Up to 12m
- Healing Spell Field Range
- 8m radius spherical spell field
- Healing Amount
- 55
My ultra-cool, super shiny, extra huggable, and totally blinged-out plushy. Toss it ahead, and it lands as an invincible sphere of awesomeness! Blocking attacks and keeping my team safe inside our furry fortress
Stats (9)
- Projectile Damage
- Unleash: 25; return: 20
- Projectile Healing
- Unleash: 45; return: 30
- Projectile Speed
- 80m/s
- Spell Field Damage
- 10/s
- Spell Field Healing
- 55/s
- Third Unleash Explosion Damage
- 20
- Third Unleash Explosion Healing
- 70
- Spell Field Duration
- First unleash: 1s; second unleash: 1s; third unleash: 2s
- Cooldown
- 8s
Hey, player! Warm-up's over, time for the main event! Speed, healing, dashes, for me, and bonus HP for all! Smash enough baddies with the skills I say, and you unlock super buffs(massive speed and healing), plus Healing Factor resets. For some time after, each hit means more HP for the crew and you. Don't mess this up!
Stats (5)
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
- Healing Amount
- 80/s upon activation; 120/s after completing the challenge
- Healing Spell Field Range
- 8m radius spherical spell field
- Bonus Health from Completing the Challenge
- 300
- Cooldown
- 60s
Upgraded courtroom drama! Congrats, unlucky one! You're my pick; enjoy the taunt! I score bonus health and healing, and you take ongoing damage. If you miss an ability while court is in session, it's a double whammy. You get more pain, AND I get more extra HP! Thanks in advance!
Stats (6)
- Damage From Per Ability Missed
- 60
- Ability Duration
- 8s
- Healing Over Time
- 100/s
- Healing From Per Ability Missed
- 90 per ability missed
- Healing Spell Field Range
- 8m radius spherical spell field
- Cooldown
- 60s
Team-Up passive
Deadpool hands Jeff the Land Shark a plushie with attitude. Jeff can spit it ahead where it'll continuously Taunt nearby enemies and Block Vision, while allies in range enjoy a plush-powered healing party!
Stats (1)
- Team-Up Bonus
- +50 Max Health
Team-Up abilities
Base Effect: Receive upgrades from Hel, allowing the Desert Eagles or Katanas to be upgraded one additional time. Hel-Yeah Desert Eagles: Duelist and Vanguard gain pierce, and the thought bubbles transform into homing death-rattle bubbles. Strategist death-rattle bubbles also home in on allies, exploding to provide healing. Hel-Yeah Katanas: Every strike injects undead energy into the enemy. Hitting an enemy three times with the Katanas detonates the energy, dealing percentage-based true damage scaling off their max Health. Enhanced Effect: When teaming up with Hela, BOTH the Desert Eagles and Katanas can be upgraded one extra time.
Stats (4)
- Vanguard Detonation Damage
- 5 + 1.5% of target's Max Health
- Duelist Detonation Damage
- 5 + 2% of target's Max Health
- Strategist Detonation Damage
- 5 + 0.5% of target's Max Health
- Strategist Detonation Self-Healing
- 5
Base Effect: Activate for kinetic energy, propelling Deadpool in a forward leap. Upon landing, he scatters a ring of kinetically charged chimichangas that deal damage to enemies. Enhanced Effect: When teaming up with Gambit, the kinetic energy causes Deadpool's landing to inflict a Stun effect on enemies in the blast radius.
Stats (6)
- Cooldown
- 15s
- Vanguard Spell Field Damage
- 60
- Duelist Spell Field Damage
- 90
- Strategist Spell Field Damage
- 35
- Strategist Spell Field Healing
- 65
- Spell Field Range
- 5m spherical radius
Team-Ups
When teaming up with Deadpool, Deadpool breaks the fourth wall, significantly boosting Instinct acquisition rate.
When teaming up with Deadpool, the Deadpool Plushie asserts a much stronger Taunt while concurrently damaging enemies caught in its radius.
Bio, health, abilities and art from the official Deadpool page, collected 14 Oct 2026. © Marvel and NetEase.




















































