Movement

From The Deadlock Wiki
Revision as of 22:28, 14 January 2026 by Compsoter (talk | contribs) (General fixes to writing. Deleted incorrect information about stamina refund. Added name of Mantle Glide.)
Jump to navigation Jump to search

In Deadlock, there are a variety of methods for traversing the map.

Overview

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

Controls

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

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

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

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

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

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

Double tapping 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 Stamina Mastery.

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

Mantle

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

Main article: Stamina

Stamina management is an important aspect of player movement.

Map features

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

Jump Pads

Main article: Jump pad

Jump Pads are small vents that push heroes through the air after standing on them.

Ropes

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

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

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

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.

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

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.
Corner Boost
Normal Wall Jump
Key

  • 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


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

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

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

Kudzu Bomb
Watcher's Covenant
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

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

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