Movement
In Deadlock, there are a variety of methods for traversing the map.
Overview[edit | edit source]
Movement is a concept that encompasses traversing the map. In a broad sense, it is important for positioning, map rotations, ganking, and pushing, while from a mechanical point of view, it is the specific actions to escape, chase, initiate fights, or otherwise catch enemies out of position.
Several heroes and items have specific movement tech that cannot be executed otherwise.
Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 inch. Therefore, 1 hu is roughly equal to and represents .0254 m.
There is no fall damage in Deadlock.
Basic Movement[edit | edit source]
Controls[edit | edit source]
Note: Keys listed below assume QWERTY layout on an ANSI keyboard.
The character is controlled using movement keys, typically W
, A
, S
, and D
. Pressing the jump key (default: Space
) makes the character jump, and holding it near a ledge allows the character to mantle. The crouch key (default: Ctrl
) causes the character to crouch or slide if they have enough speed or are on an inclined surface, such as stairs. Additionally, the dash key (default: Shift
) enables the character to perform a dash.
- Main articles: Move Speed, Movement Slow
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.
Air Jump[edit | edit source]
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump.
- At the start of each game, you are only permitted one Air Jump per jump. This can be expanded to two with the
Vitality Item
Superior Stamina.
Wall Jump[edit | edit source]
Pressing Space
away from the wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump only once per jump. This can be expanded to two with the Vitality Item
Superior Stamina.
Air Dash[edit | edit source]
Dashing midair can be done similarly to a grounded dash. This consumes one stamina. You can Air Dash only once per jump. This can be expanded to two with the Vitality Item
Superior Stamina.
Dash Jump[edit | edit source]
A Dash jump is a fast long jump, which can be performed during a dash and costs 1 Stamina, for a total of 2 including the Stamina spent dashing. The timing of a dash jump is visualized by the crosshair turning blue while dashing. While the crosshair is blue, the player can press jump to dash jump.
- If hero has
Kinetic Dash or
Arcane Surge Dash jump will only cost 1 stamina if items are not on cooldown.
Down Dash[edit | edit source]
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina. You can Down Dash only once per jump. This can be expanded to two with the Vitality Item
Superior Stamina.
Mantle[edit | edit source]
Mantling is the act of jumping towards a ledge and climbing it.
If the player is hit by a melee attack while mantling, they will fall and get stunned.
Stamina[edit | edit source]
- Main article: Stamina
Stamina management is an important aspect of player movement.
Map features[edit | edit source]
There are multiple elements on the map that let players move uniquely.
Launch Pads[edit | edit source]
Launch Pads are small vents that push heroes through the air after standing on them.
Ropes[edit | edit source]
- Main article: Ropes
Ropes dangle from the roofs of buildings or inside buildings, allowing heroes to access rooftops or additional floors, and facilitate vertical traversal.
Teleporter[edit | edit source]
- Main article: Teleporter
There are multiple pairs of teleporters throughout the map that can be entered to quickly traverse left and right across the map.
Ziplines[edit | edit source]
- Main article: Ziplines
Ziplines are the most prominent method of traversal, as the heroes spawn riding the lines. They connect the opposing bases together and facilitate fights.
Advanced Movement[edit | edit source]
As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent.
Melee Jump[edit | edit source]
Melee jumping is the technique of using a heavy melee timed with a Wall Jump to go up without double jumping, thus saving a Stamina bar.
Corner Boost[edit | edit source]
Corner boosting is a technique that exploits the game's wall jump mechanics to achieve greater vertical velocity than a standard wall jump. The effect is believed to occur due to the following implementation behavior:
- Velocity Reset on Wall Jump Initiation – When a wall jump is performed, the game first sets the character's velocity to a fixed absolute value.
- Collision Normal Calculation – The game determines the direction of the jump by using the normal vector of the character's collision capsule at the nearest point of contact with the wall.
- Upward-Angled Normals on Corners – Because the collision capsule is rounded, the normal vector near a corner can point diagonally upward or downward rather than purely sideways. When the normal is angled upward, the resulting velocity is applied at a steeper angle, leading to increased upward momentum.
Visual Comparison[edit | edit source]
- Normal Wall Jump – Final velocity is directed primarily sideways, following a standard wall jump.
- Corner Boost – Final velocity is angled higher due to the upward-tilting normal, resulting in a stronger ascent.
Key[edit | edit source]
|
Dropdown Corner Boost[edit | edit source]
Same as Corner Boost, Dropdown Corner Boost can be done on any edge in the game. To perform it, drop down from an edge and wall jump to gain extra height without using stamina.
Friction[edit | edit source]
Movement abilities[edit | edit source]
Trivia[edit | edit source]
Prior to the April 17, 2025 update, players could use Heavy Melee Cancel to maintain momentum from a Heavy Melee attack. However, the update significantly reduced the momentum preservation, making the technique nearly ineffective for movement purposes.
Further reading[edit | edit source]
- (EN-GB) Deadlock Movement community document
- Deadlock Movement Wiki (work in progress)
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