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{{Template:Construction}}{{Main|Portal:Movement}}
{{construction}}
 
{{stub}}
In ''[[Deadlock]]'', there are a variety of methods for traversing the map.  
In ''[[Deadlock]]'', there are a variety of methods for traversing the map.  


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Several heroes and items have specific movement tech that cannot be executed otherwise.
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 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m.
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 [[wikipedia:inch|inch]]. Therefore, 1 hu is roughly equal to and represents .0254 m.  


There is no fall damage in ''Deadlock''.  
There is no fall damage in ''Deadlock''.  
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== Basic Movement ==
== Basic Movement ==
=== Controls ===
=== Controls ===
The character is controlled using movement keys (by default: <code>W</code>, <code>A</code>, <code>S</code>, and <code>D</code>). Pressing the jump key (by default: <code>Space</code>) makes the character jump, and holding it near a ledge allows the character to mantle (by default: <code>Space</code>). The crouch key (default: <code>Ctrl</code>) causes the character to crouch or slide if they have enough speed  (8.9 m/s or 350 hu/s) or are on an inclined surface, such as stairs. Additionally, the dash key (default: <code>Shift</code>) enables the character to perform a [[Stamina|dash]] both on the ground and in the air. [[Heroes]] have differing move speeds and [[Stamina#Dash Speed|dash speeds]].
'''Note:''' Keys listed below assume QWERTY layout on an ANSI keyboard.
 
<code>W</code> <code>A</code> <code>S</code> <code>D</code> is used to move the character. <code>Space</code> will cause the hero to jump, and if near a ledge, will let them mantle. <code>Ctrl</code> will cause the hero to crouch. <code>Shift</code> will cause the hero to dash.


{{Main|Move Speed|Movement Slow}}
{{Main|Move Speed|Movement Slow}}
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.
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, and 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.
 
=== Sliding ===
While traveling fast enough, pressing crouch will cause the hero to slide. Moving down stairs or ramps will also initiate a slide. Sliding will preserve momentum, and gives the player infinite ammo during the duration of the slide.


=== Air Jump ===
=== Air Jump ===
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina.
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 {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.
[[File:Air_Jump.mp4|center|800px]]<center>'''Air Jumping'''</center>
 
=== Wall Jump ===
Pressing <code>Space</code> next to a wall will cause the character to perform a Wall Jump, which does not consume stamina. You can Wall Jump multiple times per jump, but each Wall Jump after the first one costs 0.5 [[stamina]] and incurs a fatigue that reduces the height of successive jumps. This fatigue recovers non-linearly{{Citation needed}} over the course of 1.25 seconds and recovers completely upon landing. Using a heavy melee while airborne will also incur fatigue.
[[File:Wall_Jump.mp4|center|800px]]<center>'''Wall Jumping'''</center>


=== Air Dash ===
=== Air Dash ===
Dashing midair can be done similarly to a grounded dash. A dash performed in the air is called an Air Dash, and consumes the same amount of stamina as a grounded dash. You can Air Dash only once per jump, but this limit can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.
Dashing midair can be done similarly to a grounded dash. This consumes one stamina.
[[File:Air_Dash.mp4|center|800px]]<center>'''Air Dashing'''</center>


=== Dash Jump ===
=== Dash Jump ===
A ''Dash jump'' is a fast long jump, which can be performed as an additive input during a dash during a set timing window and which costs 1 [[stamina]], for a total of 2 stamina. The timing of a ''dash jump'' is visualized by the stamina bars under your crosshair turning blue while ''dashing.'' While the crosshair is blue, the player can press jump to ''dash jump''.
After dashing, there is a short window where the player can execute a jump to perform a dash jump. This consumes two stamina bars but allows more directional movement and temporarily increases speed.
[[File:Dash_Jump.mp4|center|800px]]<center>'''Dash Jumping'''</center>


=== Down Dash ===
=== Down Dash ===
Double tapping crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes 0.5<ref>https://forums.playdeadlock.com/threads/12-29-2025-update.95233/#post-185824</ref> stamina. You can Down Dash only once per jump. This can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Stamina Mastery}}.
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina.
[[File:Downdash.mp4|center|800px]]<center>'''Down dashing'''</center>


=== Mantle ===
=== Mantle ===
Mantling is the act of climbing a nearby ledge. If a player holds the crouch key (default: <code>Ctrl</code>) while mantling, they will slide after climbing up, which is called a Mantle Glide.
(is this important enough to get its own section)
 
If the player is hit by a [[Melee Attack|melee attack]] while mantling, they will get an 80% [[Movement Slow]], which will taper down to 20% over 2s.


=== Stamina ===
=== Stamina ===
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There are multiple elements on the map that let players move uniquely.
There are multiple elements on the map that let players move uniquely.


=== Jump Pads ===
=== Launch Pads ===
{{Main|Jump pad}}
Launch Pads are small vents that push heroes through the air after standing on them.  
Jump Pads are small vents that push heroes through the air after standing on them.  


=== Ropes ===
=== Ropes ===
{{Main|Ropes}}
{{Main|Ropes}}
Ropes dangle from the roofs of buildings or inside buildings, allowing heroes to access rooftops or additional floors, and facilitate vertical traversal.
Ropes dangle from the roofs of buildings, allowing heroes to access rooftops and provides a means of reaching vertically. (<-- word salad, rewrite this)


=== Teleporter ===
=== Teleporter ===
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== Advanced Movement ==
== Advanced Movement ==
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.
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 ===
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.[[File:Melee_Jump.mp4|center|800px]]<center>'''Melee Jumping and then ''Mantling'''''</center>
=== Corner Boost === 
''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 ====
*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.
{| style="margin: auto; border: none;"
|-
| style="vertical-align: top;" |
<div style="display: flex; gap: 10px;">
  [[File:Corner_Boost_Diagram_1.png|thumb|Corner Boost]]
  [[File:Corner_Boost_Diagram_2.png|thumb|Normal Wall Jump]]
</div>
| style="vertical-align: top; padding-left: 20px;" |
===== Key =====
<small>
* <span style="color: #3AAEFF;">■</span> Light Blue: Collision capsule<br>
* <span style="color: #BE240D;">■</span> Red: Absolute velocity<br>
* <span style="color: #3C9C4A;">■</span> Green: Sideways velocity<br>
* <span style="color: #E9A400;">■</span> Orange: Wall push<br>
* <span style="color: #5322B5;">■</span> Purple: Final velocity
</small>
|}
[[File:Corner_Boost.mp4|center|800px]]<center>'''Corner Boosting'''</center>
=== Dropdown Corner Boost ===
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.[[File:Dropdown_Corner_Boost.mp4|center|800px]]<center>'''Dropdown Corner Boosting'''</center>


=== Friction ===
=== Friction ===
{{construction}}
syrup


 
=== Wall Jump ===
 
Pressing <code>Space</code> away from the wall will cause the character to perform a Wall Jump, which does not consume stamina.  
=== Dash Jump Cancel ===
Dash Jump Canceling is a technique that allows for Jumping immediately after a Dash without performing a Dash Jump. After performing a Dash for a short duration it is possible to spend 1 [[Stamina]] to perform a Dash Jump. Casting an ability during the Dash Jump window will immediately cancel it. This can then be followed up with a normal Jump. When done correctly a Dash Jump Cancel can be used to travel further than a Dash.
 
Only some abilities provide a benefit when used to Dash Jump Cancel. Abilities with long cast time or abilities that slow movement during cast provide almost no benefit.
{| class="wikitable"
|+Abilities that can be used to Dash Jump Cancel
!Hero
!Ability
!Notes
|-
! rowspan="2" |{{Hero Card Nav|Billy}}
|{{AbilityIcon|Blasted}}
|
|-
|{{AbilityIcon|Chain Gang}}
|
|-
!{{Hero Card Nav|Hero=Calico}}
|{{AbilityIcon|Gloom Bombs}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Doorman}}
|{{AbilityIcon|Doorway}}
|Only works when placing the doors.
|-
|{{AbilityIcon|Luggage Cart}}
|
|-
!{{Hero Card Nav|Hero=Drifter}}
|{{AbilityIcon|Stalker's Mark}}
|
|-
!{{Hero Card Nav|Hero=Dynamo}}
|{{AbilityIcon|Rejuvenating Aurora}}
|Requires Rejuvenating Aurora to be upgraded to T3.
|-
!{{Hero Card Nav|Hero=Grey Talon}}
|{{AbilityIcon|Spirit Snare}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Haze}}
|{{AbilityIcon|Sleep Dagger}}
|
|-
|{{AbilityIcon|Smoke Bomb}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Holliday}}
|{{AbilityIcon|Powder Keg}}
|
|-
|{{AbilityIcon|Bounce Pad}}
|Provides a significant increase in velocity.
|-
!{{Hero Card Nav|Hero=Infernus}}
|{{AbilityIcon|Napalm}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Ivy}}
|{{AbilityIcon|Entangling Thorns}}
|
|-
|{{AbilityIcon|Kudzu Connection}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Kelvin}}
|{{AbilityIcon|Frost Grenade}}
|
|-
|{{AbilityIcon|Frozen Shelter}}
|It is possible to cancel the Frozen Shelter before hitting the wall.
|-
! rowspan="2" |{{Hero Card Nav|Hero=Lady Geist}}
|{{AbilityIcon|Essence Bomb}}
|
|-
|{{AbilityIcon|Malice}}
|Casting Malice requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Malice Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
!{{Hero Card Nav|Hero=Lash}}
|{{AbilityIcon|Flog}}
|
|-
! rowspan="4" |{{Hero Card Nav|Hero=McGinnis}}
|{{AbilityIcon|Mini Turret}}
|
|-
|{{AbilityIcon|Medicinal Specter}}
|
|-
|{{AbilityIcon|Spectral Wall}}
|
|-
|{{AbilityIcon|Heavy Barrage}}
|Due to the slow Heavy Barrage Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
!{{Hero Card Nav|Hero=Mina}}
|{{AbilityIcon|Rake}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Mirage}}
|{{AbilityIcon|Fire Scarabs}}
|Each separate cast can be Dash Jump Canceled.
|-
|{{AbilityIcon|Djinn's Mark}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Mo & Krill}}
|{{AbilityIcon|Scorn}}
|
|-
|{{AbilityIcon|Sand Blast}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Paige}}
|{{AbilityIcon|Conjure Dragon}}
|
|-
|{{AbilityIcon|Captivating Read}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Paradox}}
|{{AbilityIcon|Pulse Grenade}}
|
|-
|{{AbilityIcon|Kinetic Carbine}}
|
|-
|{{AbilityIcon|Paradoxical Swap}}
|
|-
!{{Hero Card Nav|Hero=Pocket}}
|{{AbilityIcon|Flying Cloak}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Seven}}
|{{AbilityIcon|Lightning Ball}}
|
|-
|{{AbilityIcon|Static Charge}}
|
|-
|{{AbilityIcon|Power Surge}}
|
|-
! rowspan="2" |{{Hero Card Nav|Hero=Shiv}}
|{{AbilityIcon|Serrated Knives}}
|Casting Serrated Knives requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Serrated Knives Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Bloodletting}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Sinclair}}
|{{AbilityIcon|Vexing Bolt}}
|Casting Vexing Bolt requires the caster to wait before they can jump, which makes the Dash Jump Cancel significantly harder. Vexing Bolt Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Spectral Assistant}}
|
|-
|{{AbilityIcon|Rabbit Hex}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Vindicta}}
|{{AbilityIcon|Stake}}
|
|-
|{{AbilityIcon|Crow Familiar}}
|Crow Familiar Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Assassinate}}
|Requires the ability to be fully cast and unscoped before jumping to be able to be followed up with a slide.
|-
! rowspan="2" |{{Hero Card Nav|Hero=Viscous}}
|{{AbilityIcon|Splatter}}
|Splatter Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Puddle Punch}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Vyper}}
|{{AbilityIcon|Screwjab Dagger}}
|
|-
|{{AbilityIcon|Lethal Venom}}
|
|-
|{{AbilityIcon|Petrifying Bola}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Warden}}
|{{AbilityIcon|Alchemical Flask}}
|
|-
|{{AbilityIcon|Willpower}}
|Willpower Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Binding Word}}
|
|-
! rowspan="3" |{{Hero Card Nav|Hero=Wraith}}
|{{AbilityIcon|Card Trick}}
|Card Trick Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
|-
|{{AbilityIcon|Full Auto}}
|
|-
|{{AbilityIcon|Telekinesis}}
|
|}


== Movement abilities ==
== Movement abilities ==
Certain abilities are classified in-game as Movement Abilties. These abilities are disabled by the {{ItemType|Tech}} {{ItemIcon|Slowing Hex}}.
{| class="wikitable" style="text-align:center; width:auto;"
{| class="wikitable" style="text-align:center; width:auto;"
! Hero
! Hero
! Ability
! Ability
! style="width:500px;" | Description
! Description
|-
|-
| rowspan=2 | {{Hero Card Nav|Abrams}}
| rowspan=2 | {{Hero Card Nav|Abrams}}
| <span>[[File:{{#invoke:Lang|get_string|citadel_ability_bull_charge|lang_code_override=en}}.png|64px]]<br/>{{#invoke:Lang|get_string|citadel_ability_bull_charge}}</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Shoulder Charge.png|64px]]<br/>Shoulder Charge </span>
| {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}}
| Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.
|-
|-
| <span>[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span>
| Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned.
| Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned.
|-
| rowspan=3 | {{Hero Card Nav|Calico}}
| <span>[[File:Leaping Slash.png|64px]]<br/>Leaping Slash</span>
| Dash forward before slashing all enemies in a circle, dealing Light Melee Damage.
|-
| <span>[[File:Ava.png|64px]]<br/>Ava</span>
| Turn to shadows and possess Ava. You gain Movement Speed and become Hidden on the Minimap, but cannot attack or cast abilities.
|-
| <span>[[File:Return to Shadows.png|64px]]<br/>Return to Shadows</span>
| Instantly turn to shadows, becoming Untargetable, gaining Movement Speed, and dealing Damage.
|-
|-
| {{Hero Card Nav|Dynamo}}
| {{Hero Card Nav|Dynamo}}
| <span>[[File:Quantum Entanglement.png|64px]]<br/>Quantum Entanglement</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Quantum Entanglement.png|64px]]<br/>Quantum Entanglement</span>
| Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s).  
| Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s).  
|-
|-
| {{Hero Card Nav|Grey Talon}}
| {{Hero Card Nav|Grey Talon}}
| <span>[[File:Rain of Arrows.png|64px]]<br/>Rain of Arrows</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Rain of Arrows.png|64px]]<br/>Rain of Arrows</span>
| Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon.
| Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon.
Alt-Cast for reduced jump height.
Alt-Cast for reduced jump height.
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|-
|-
| {{Hero Card Nav|Haze}}
| {{Hero Card Nav|Haze}}
| <span>[[File:Smoke Bomb.png|64px]]<br/>Smoke Bomb</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Smoke Bomb.png|64px]]<br/>Smoke Bomb</span>
| Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.
| Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.
|-
| {{Hero Card Nav|Holliday}}
| <span>[[File:Bounce Pad.png|64px]]<br/>Bounce Pad</span>
| Drop a bounce pad in the world that launches any hero.
|-
|-
| {{Hero Card Nav|Infernus}}
| {{Hero Card Nav|Infernus}}
| <span>[[File:Flame Dash.png|64px]]<br/>Flame Dash</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Flame Dash.png|64px]]<br/>Flame Dash</span>
| Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration.  
| Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration.  
|-
|-
| {{Hero Card Nav|Ivy}}
| {{Hero Card Nav|Ivy}}
| <span>[[File:Air Drop.png|64px]]<br/>Air Drop</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Air Drop.png|64px]]<br/>Air Drop</span>
| Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends.
| Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends.
While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally.  
While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally.  
|-
|-
| {{Hero Card Nav|Kelvin}}
| {{Hero Card Nav|Kelvin}}
| <span>[[File:Ice Path.png|64px]]<br/>Ice Path</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Ice Path.png|64px]]<br/>Ice Path</span>
| Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail.
| Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail.
Press Shift / Ctrl to travel up or down while in Ice Path.
Press Shift / Ctrl to travel up or down while in Ice Path.
|-
|-
| {{Hero Card Nav|Lash}}
| {{Hero Card Nav|Lash}}
| <span>[[File:Grapple.png|64px]]<br/>Grapple</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Grapple.png|64px]]<br/>Grapple</span>
| Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.
| Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.
|-
|-
| rowspan=2 | {{Hero Card Nav|Mirage}}
| rowspan=2 | {{Hero Card Nav|Mirage}}
| <span>[[File:Tornado.png|64px]]<br/>Tornado</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Tornado.png|64px]]<br/>Tornado</span>
| Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.
| Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.
|-
|-
| <span>[[File:Traveler.png|64px]]<br/>Traveler</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Traveler.png|64px]]<br/>Traveler</span>
| Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.
| Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.
|-
|-
| {{Hero Card Nav|Mo & Krill}}
| {{Hero Card Nav|Mo & Krill}}
| <span>[[File:Burrow.png|64px]]<br/>Burrow</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Burrow.png|64px]]<br/>Burrow</span>
| Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.
| Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.
|-
|-
| {{Hero Card Nav|Paradox}}
| {{Hero Card Nav|Paradox}}
| <span>[[File:Paradoxical Swap.png|64px]]<br/>Paradoxical Swap</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Paradoxical Swap.png|64px]]<br/>Paradoxical Swap</span>
| Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.
| Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.
|-
|-
| {{Hero Card Nav|Pocket}}
| {{Hero Card Nav|Pocket}}
| <span>[[File:Flying Cloak.png|64px]]<br/>Flying Cloak</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Flying Cloak.png|64px]]<br/>Flying Cloak</span>
| Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.
| Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.
|-
|-
| {{Hero Card Nav|Shiv}}
| {{Hero Card Nav|Shiv}}
| <span>[[File:Slice and Dice.png|64px]]<br/>Slice and Dice</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Slice and Dice.png|64px]]<br/>Slice and Dice</span>
| Perform a dash forward, damaging enemies along the path.
| Perform a dash forward, damaging enemies along the path.


Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again.
Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again.
|-
| {{Hero Card Nav|Sinclair}}
| <span>[[File:Spectral Assistant.png|64px]]<br/>Spectral Assistant</span>
| While the Assistant is out, you can press [2] to swap positions with your Assistant.
|-
|-
| {{Hero Card Nav|Vindicta}}
| {{Hero Card Nav|Vindicta}}
| <span>[[File:Flight.png|64px]]<br/>Flight</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Flight.png|64px]]<br/>Flight</span>
| Leap into the air and fly. While in flight your weapon deals bonus spirit damage.
| Leap into the air and fly. While in flight your weapon deals bonus spirit damage.
|-
|-
| {{Hero Card Nav|Viscous}}
| {{Hero Card Nav|Viscous}}
| <span>[[File:Goo Ball.png|64px]]<br/>Goo Ball</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Goo Ball.png|64px]]<br/>Goo Ball</span>
| Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.
| Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.
|-
| {{Hero Card Nav|Vyper}}
| <span>[[File:Slither.png|64px]]<br/>Slither</span>
| You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.
|-
|-
| {{Hero Card Nav|Warden}}
| {{Hero Card Nav|Warden}}
| <span>[[File:Willpower.png|64px]]<br/>Willpower</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Willpower.png|64px]]<br/>Willpower</span>
| Gain a spirit shield and bonus movement speed.
| Gain a spirit shield and bonus movement speed.
|-
|-
| {{Hero Card Nav|Wraith}}
| {{Hero Card Nav|Wraith}}
| <span>[[File:Project Mind.png|64px]]<br/>Project Mind</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Project Mind.png|64px]]<br/>Project Mind</span>
| Teleport to the targeted location.
| Teleport to the targeted location.
|-
|-
| {{Hero Card Nav|Yamato}}
| {{Hero Card Nav|Yamato}}
| <span>[[File:Flying Strike.png|64px]]<br/>Flying Strike</span>
| <span style="filter:brightness(0) saturate(100%);">[[File:Flying Strike.png|64px]]<br/>Flying Strike</span>
| Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.
| Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.
|}
|}


== Trivia ==
Prior to the [[Update:April_17,_2025|April 17, 2025 update]], players could use [[Melee Attack#Heavy Melee Cancel|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.
== References ==
<references />
== Navigation ==
{{Gameplay Navbox}}
{{Gameplay Navbox}}
[[Category:Movement]]
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