Movement: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
Friction: no idea
Remove redundant double text
Tags: Visual edit Mobile edit Mobile web edit
 
(40 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{construction}}
{{Template:Construction}}{{Main|Portal:Movement}}
{{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.  


Line 8: Line 8:
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''.  
Line 14: Line 14:
== Basic Movement ==
== Basic Movement ==
=== Controls ===
=== Controls ===
'''Note:''' Keys listed below assume QWERTY layout on an ANSI keyboard.
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]].
 
<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}}
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.
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.


=== Sliding ===
=== Air Jump ===
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.
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina.
*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>


=== Air Jump ===
=== Wall Jump ===
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.  
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. This consumes one stamina.
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}}.
[[File:Air_Dash.mp4|center|800px]]<center>'''Air Dashing'''</center>


=== Dash Jump ===
=== 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.
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''.
[[File:Dash_Jump.mp4|center|800px]]<center>'''Dash Jumping'''</center>


=== Down Dash ===
=== Down Dash ===
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina.
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}}.
[[File:Downdash.mp4|center|800px]]<center>'''Down dashing'''</center>


=== Mantle ===
=== Mantle ===
{{construction}}
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.
 
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 ===
Line 46: Line 52:
There are multiple elements on the map that let players move uniquely.
There are multiple elements on the map that let players move uniquely.


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


=== Ropes ===
=== Ropes ===
Line 63: Line 70:
== 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}}
{{construction}}


=== 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
Line 77: Line 332:
|-
|-
| rowspan=2 | {{Hero Card Nav|Abrams}}
| rowspan=2 | {{Hero Card Nav|Abrams}}
| <span style="filter:brightness(0) saturate(100%);">[[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>[[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>
| {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}}
| {{#invoke:Lang|get_string|citadel_ability_bull_charge_desc|fallback_str=en}}
|-
|-
| <span style="filter:brightness(0) saturate(100%);">[[File:Seismic Impact.png|64px]]<br/>Seismic Impact</span>
| <span>[[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}}
| rowspan=3 | {{Hero Card Nav|Calico}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Leaping Slash.png|64px]]<br/>Leaping Slash</span>
| <span>[[File:Leaping Slash.png|64px]]<br/>Leaping Slash</span>
| Dash forward before slashing all enemies in a circle, dealing Light Melee Damage.
| Dash forward before slashing all enemies in a circle, dealing Light Melee Damage.
|-
|-
| <span style="filter:brightness(0) saturate(100%);">[[File:Ava.png|64px]]<br/>Ava</span>
| <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.
| Turn to shadows and possess Ava. You gain Movement Speed and become Hidden on the Minimap, but cannot attack or cast abilities.
|-
|-
| <span style="filter:brightness(0) saturate(100%);">[[File:Return to Shadows.png|64px]]<br/>Return to Shadows</span>
| <span>[[File:Return to Shadows.png|64px]]<br/>Return to Shadows</span>
| Instantly turn to shadows, becoming Untargetable, gaining Movement Speed, and dealing Damage.
| Instantly turn to shadows, becoming Untargetable, gaining Movement Speed, and dealing Damage.
|-
|-
| {{Hero Card Nav|Dynamo}}
| {{Hero Card Nav|Dynamo}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Quantum Entanglement.png|64px]]<br/>Quantum Entanglement</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Rain of Arrows.png|64px]]<br/>Rain of Arrows</span>
| <span>[[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.
Line 104: Line 359:
|-
|-
| {{Hero Card Nav|Haze}}
| {{Hero Card Nav|Haze}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Smoke Bomb.png|64px]]<br/>Smoke Bomb</span>
| <span>[[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}}
| {{Hero Card Nav|Holliday}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Bounce Pad.png|64px]]<br/>Bounce Pad</span>
| <span>[[File:Bounce Pad.png|64px]]<br/>Bounce Pad</span>
| Drop a bounce pad in the world that launches any hero.
| Drop a bounce pad in the world that launches any hero.
|-
|-
| {{Hero Card Nav|Infernus}}
| {{Hero Card Nav|Infernus}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Flame Dash.png|64px]]<br/>Flame Dash</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Air Drop.png|64px]]<br/>Air Drop</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Ice Path.png|64px]]<br/>Ice Path</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Grapple.png|64px]]<br/>Grapple</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Tornado.png|64px]]<br/>Tornado</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Traveler.png|64px]]<br/>Traveler</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Burrow.png|64px]]<br/>Burrow</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Paradoxical Swap.png|64px]]<br/>Paradoxical Swap</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Flying Cloak.png|64px]]<br/>Flying Cloak</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Slice and Dice.png|64px]]<br/>Slice and Dice</span>
| <span>[[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.


Line 155: Line 410:
|-
|-
| {{Hero Card Nav|Sinclair}}
| {{Hero Card Nav|Sinclair}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Spectral Assistant.png|64px]]<br/>Spectral Assistant</span>
| <span>[[File:Spectral Assistant.png|64px]]<br/>Spectral Assistant</span>
| hHile the Assistant is out, you can press [2] to swap positions with your Assistant.
| While the Assistant is out, you can press [2] to swap positions with your Assistant.
|-
|-
| {{Hero Card Nav|Vindicta}}
| {{Hero Card Nav|Vindicta}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Flight.png|64px]]<br/>Flight</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Goo Ball.png|64px]]<br/>Goo Ball</span>
| <span>[[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}}
| {{Hero Card Nav|Vyper}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Slither.png|64px]]<br/>Slither</span>
| <span>[[File:Slither.png|64px]]<br/>Slither</span>
| You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.
| You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.
|-
|-
| {{Hero Card Nav|Warden}}
| {{Hero Card Nav|Warden}}
| <span style="filter:brightness(0) saturate(100%);">[[File:Willpower.png|64px]]<br/>Willpower</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Project Mind.png|64px]]<br/>Project Mind</span>
| <span>[[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 style="filter:brightness(0) saturate(100%);">[[File:Flying Strike.png|64px]]<br/>Flying Strike</span>
| <span>[[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.
|}
|}


== Further reading ==
== Trivia ==
* [https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing (EN-GB) Deadlock Movement] community document
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]]

Latest revision as of 05:15, 12 June 2026

McGinnis.png
“Alright buddy, give 'em hell!”
This page is under construction. To avoid edit conflicts, please consult the edit history and the talk page.
Main article: Portal: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]

The character is controlled using movement keys (by default: W, A, S, and D). Pressing the jump key (by default: Space) makes the character jump, and holding it near a ledge allows the character to mantle (by default: Space). The crouch key (default: Ctrl) 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: Shift) enables the character to perform a dash both on the ground and in the air. Heroes have differing move speeds and dash speeds.

Main articles: 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.

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.

  • 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 Stamina Mastery.
Error creating thumbnail: Unable to save thumbnail to destination
Air Jumping

Wall Jump

[edit | edit source]

Pressing Space 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.

Error creating thumbnail: Unable to save thumbnail to destination
Wall Jumping

Air Dash

[edit | edit source]

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 Vitality Item Stamina Mastery.

Error creating thumbnail: Unable to save thumbnail to destination
Air Dashing

Dash Jump

[edit | edit source]

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.

Error creating thumbnail: Unable to save thumbnail to destination
Dash Jumping

Down Dash

[edit | edit source]

Double tapping crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes 0.5[1] stamina. You can Down Dash only once per jump. This can be expanded to two with the Vitality Item Stamina Mastery.

Error creating thumbnail: Unable to save thumbnail to destination
Down dashing

Mantle

[edit | edit source]

Mantling is the act of climbing a nearby ledge. If a player holds the crouch key (default: Ctrl) while mantling, they will slide after climbing up, which is called a Mantle Glide.

If the player is hit by a melee attack while mantling, they will get an 80% Movement Slow, which will taper down to 20% over 2s.

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.

Jump Pads

[edit | edit source]
Main article: Jump pad

Jump 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.

Error creating thumbnail: Unable to save thumbnail to destination
Melee Jumping and then Mantling

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.
Corner Boost
Normal Wall Jump

  • Light Blue: Collision capsule
  • Red: Absolute velocity
  • Green: Sideways velocity
  • Orange: Wall push
  • Purple: Final velocity

Error creating thumbnail: Unable to save thumbnail to destination
Corner Boosting


[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.

Error creating thumbnail: Unable to save thumbnail to destination
Dropdown Corner Boosting


Friction

[edit | edit source]
McGinnis.png
“Alright buddy, give 'em hell!”
This page is under construction. To avoid edit conflicts, please consult the edit history and the talk page.


Dash Jump Cancel

[edit | edit source]

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.

Abilities that can be used to Dash Jump Cancel
Hero Ability Notes
Blasted
Chain Gang
Gloom Bombs
Doorway Only works when placing the doors.
Luggage Cart
Stalker's Mark
Rejuvenating Aurora Requires Rejuvenating Aurora to be upgraded to T3.
Spirit Snare
Sleep Dagger
Smoke Bomb
Powder Keg
Bounce Pad Provides a significant increase in velocity.
Napalm

Ivy

Entangling Thorns
Kudzu Connection
Frost Grenade
Frozen Shelter It is possible to cancel the Frozen Shelter before hitting the wall.
Essence Bomb
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.
Flog
Mini Turret
Medicinal Specter
Spectral Wall
Heavy Barrage Due to the slow Heavy Barrage Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
Rake
Fire Scarabs Each separate cast can be Dash Jump Canceled.
Djinn's Mark
Scorn
Sand Blast
Conjure Dragon
Captivating Read
Pulse Grenade
Kinetic Carbine
Paradoxical Swap
Flying Cloak
Lightning Ball
Static Charge
Power Surge
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.
Bloodletting
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.
Spectral Assistant
Rabbit Hex
Stake
Crow Familiar Crow Familiar Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
Assassinate Requires the ability to be fully cast and unscoped before jumping to be able to be followed up with a slide.
Splatter Splatter Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
Puddle Punch
Screwjab Dagger
Lethal Venom
Petrifying Bola
Alchemical Flask
Willpower Willpower Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
Binding Word
Card Trick Card Trick Dash Jump Cancel cannot be followed up with a slide without items that increase move speed.
Full Auto
Telekinesis

Movement abilities

[edit | edit source]

Certain abilities are classified in-game as Movement Abilties. These abilities are disabled by the Spirit Item Slowing Hex.

Hero Ability Description

Shoulder Charge
Charge forward, pulling enemies you hit. Pushing a hero into a wall applies stun.
If you collide with a hero you move faster during your charge.

Seismic Impact
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.

Leaping Slash
Dash forward before slashing all enemies in a circle, dealing Light Melee Damage.

Ava
Turn to shadows and possess Ava. You gain Movement Speed and become Hidden on the Minimap, but cannot attack or cast abilities.

Return to Shadows
Instantly turn to shadows, becoming Untargetable, gaining Movement Speed, and dealing Damage.

Quantum Entanglement
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).

Rain of Arrows
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. Press Space to cancel the glide.


Smoke Bomb
Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility. Close enemies can see through your invisibility.

Bounce Pad
Drop a bounce pad in the world that launches any hero.

Flame Dash
Move forward at high speed and leave a flame trail that burns enemies. Infernus gains 50% slow resistance for the duration.

Ivy


Air Drop
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.


Ice Path
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.


Grapple
Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes.

Tornado
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.

Traveler
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.

Burrow
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.

Paradoxical Swap
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.

Flying Cloak
Launch a sentient cloak that travels forward and damages enemies. You can press 2 to teleport to its location.

Slice and Dice
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.


Spectral Assistant
While the Assistant is out, you can press [2] to swap positions with your Assistant.

Flight
Leap into the air and fly. While in flight your weapon deals bonus spirit damage.

Goo Ball
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.

Slither
You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.

Willpower
Gain a spirit shield and bonus movement speed.

Project Mind
Teleport to the targeted location.

Flying Strike
Throw a grappling hook to reel yourself towards an enemy, damaging and slowing the target when you arrive.

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.

References

[edit | edit source]
[edit | edit source]