User:Monster Domosed/Sandbox: Difference between revisions

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Replaced content with "{{#invoke:Lang|get_string|ability_bebop_stickybomb2_desc}} {{#invoke:Lang|get_string|ability_bookworm_aoemagic_desc}} {{#invoke:Lang|get_string|ability_bookworm_knightbarrier_desc}} {{#invoke:Lang|get_string|ability_bookworm_knightcharge_desc}} {{#invoke:Lang|get_string|ability_frank_painaura_desc}} {{#invoke:Lang|get_string|ability_frank_revive_desc}} {{#invoke:Lang|get_string|ability_frank_selfzap_desc}} {{#invoke:Lang|get_string|ability_frank_shocktarget_desc}} {{..."
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[[Sandbox]]
{{#invoke:Lang|get_string|ability_bebop_stickybomb2_desc}}
 
{{#invoke:Lang|get_string|ability_bookworm_aoemagic_desc}}
{{HeroRosterCard|key=hero_nano|hero=Calico|Ability1=Gloom Bombs|Ability2=Leaping Slash|Ability3=Ava|Ability4=Return to Shadows}}
{{#invoke:Lang|get_string|ability_bookworm_knightbarrier_desc}}
 
{{#invoke:Lang|get_string|ability_bookworm_knightcharge_desc}}
 
{{#invoke:Lang|get_string|ability_frank_painaura_desc}}
{{HeroRosterCard|key=hero_nano|hero=Calico|lang=ru|Ability1=Gloom Bombs|Ability2=Leaping Slash|Ability3=Ava|Ability4=Return to Shadows|lang=ru}}
{{#invoke:Lang|get_string|ability_frank_revive_desc}}
 
{{#invoke:Lang|get_string|ability_frank_selfzap_desc}}
 
{{#invoke:Lang|get_string|ability_frank_shocktarget_desc}}
 
{{#invoke:Lang|get_string|ability_priest_barrage_desc}}
blah blah {ItemPreview|Basic Magazine}} blah blah
{{#invoke:Lang|get_string|ability_priest_knockback_desc}}
 
{{#invoke:Lang|get_string|ability_priest_selfheal_desc}}
{{#invoke:Utilities|process_variables|{{#invoke:ItemData/name|get_item_key|Restorative Locket}}_passive_desc|Restorative Locket}}
{{#invoke:Lang|get_string|ability_priest_stackingdefense_desc}}
 
{{#invoke:Lang|get_string|ability_priest_weaponswap_desc}}
{{Monster_Domosed/Sandbox|Basic Magazine}}
{{#invoke:Lang|get_string|ability_skyrunner_flakshot_desc}}
 
{{#invoke:Lang|get_string|ability_vampirebat_batswarm_desc}}
[[Divine Barrier|<span class="item-tooltip-trigger" data-item-name="Divine Barrier">Divine Barrier</span>]]
{{#invoke:Lang|get_string|ability_vampirebat_doubledagger_desc}}
 
{{#invoke:Lang|get_string|ability_vampirebat_lovebites_desc}}
<span class="item-tooltip-trigger" data-item-name="Divine Barrier">Divine Barrier</span>
{{#invoke:Lang|get_string|upgrade_absorbing_armor_desc}}
 
{{#invoke:Lang|get_string|upgrade_blood_tribute_desc}}
<span class="hero-tooltip-trigger" data-item-name="Abrams">Abrams</span>
{{#invoke:Lang|get_string|upgrade_capacitor_desc}}
 
{{#invoke:Lang|get_string|upgrade_crushing_fists_desc}}
<span class="unit-tooltip-trigger" data-item-name="Guardian">Guardian</span>
{{#invoke:Lang|get_string|upgrade_deflecting_armor_desc}}
 
{{#invoke:Lang|get_string|upgrade_discord_desc}}
 
{{#invoke:Lang|get_string|upgrade_dps_aura_active_desc}}
{{#invoke:MonsterDomosed/patchformatter|get_active_released_items}}
{{#invoke:Lang|get_string|upgrade_ethereal_bullets_desc}}
 
{{#invoke:Lang|get_string|upgrade_healbuff_desc}}
 
{{#invoke:Lang|get_string|upgrade_infinitemagazine_desc}}
{{#invoke:ItemData/nav|generate_active_items_table}}
{{#invoke:Lang|get_string|upgrade_magic_burst_desc}}
 
{{#invoke:Lang|get_string|upgrade_magic_shield_desc}}
 
{{#invoke:Lang|get_string|upgrade_magic_shock_desc}}
 
{{#invoke:Lang|get_string|upgrade_quick_silver_desc}}
 
{{#invoke:Lang|get_string|upgrade_regenerating_bullet_shield_desc}}
{{HeroIcon|Abrams}} 
{{#invoke:Lang|get_string|upgrade_spirit_bubble_desc}}
{{HeroIcon|Bebop}} 
{{#invoke:Lang|get_string|upgrade_ultimate_burst_desc}}
{{HeroIcon|Calico}} 
{{#invoke:Lang|get_string|upgrade_weapon_backstabber_desc}}
{{HeroIcon|Dynamo}} 
{{#invoke:Lang|get_string|upgrade_weapon_shielding_desc}}
{{HeroIcon|Grey Talon}} 
{{HeroIcon|Haze}} 
{{HeroIcon|Holliday}} 
{{HeroIcon|Infernus}} 
{{HeroIcon|Ivy}} 
{{HeroIcon|Kelvin}} 
{{HeroIcon|Lady Geist}} 
{{HeroIcon|Lash}} 
{{HeroIcon|McGinnis}} 
{{HeroIcon|Mirage}} 
{{HeroIcon|Mo & Krill}} 
{{HeroIcon|Paradox}} 
{{HeroIcon|Pocket}} 
{{HeroIcon|Seven}} 
{{HeroIcon|Shiv}} 
{{HeroIcon|Sinclair}} 
{{HeroIcon|Vindicta}} 
{{HeroIcon|Viscous}} 
{{HeroIcon|Vyper}} 
{{HeroIcon|Warden}} 
{{HeroIcon|Wraith}} 
{{HeroIcon|Yamato}} 
{{HeroIcon|Fathom}} 
{{HeroIcon|Raven}} 
{{HeroIcon|Trapper}} 
{{HeroIcon|Wrecker}} 
 
 
 
 
 
blah blah {{ItemPreview|Basic Magazine}} blah blah
 
 
'''Movement''' is of paramount importance in ''[[Deadlock]]'' as players traverse [[The Cursed Apple]], dodge attacks, and execute various contests. The abilities of movement vary greatly in function some advantage thoughtful attack patterns while others execute evasive maneuvers. The most basic of which are jumps and dashing. More complex moves such as corner boosts and dropdown corner boosts take some time to master. [[Stamina]] management plays a crucial role in these moves, where many moves consume stamina - e.g., dashes and double jumps. Therefore, the player must manage stamina expenditure with caution.
 
= Basic Movement =
== Walking and Sprinting==
Walking is the fundamental movement in ''[[Deadlock]]''.
 
It allows your character to navigate the map and engage in gameplay. When you begin walking, your character accelerates toward a maximum speed, which varies depending on the character. This speed can be enhanced with items such as {{ItemType|Armor}} {{ItemIcon|Sprint Boots}}, {{ItemIcon|Enduring Speed}}, and the Active {{ItemType|Tech}} {{ItemIcon|Slowing Hex}}. When you stop moving, your character gradually decelerates until they come to a complete stop.
 
For characters that cannot sprint, moving while firing reduces movement speed by 30%, bringing it down to 70% of normal speed. Some characters have movement speed that scales with [[Spirit]] (indicated by the [[File:Spirit scaling.png|25px|link=Spirit Power]] symbol); the movement speed increases based on a coefficient unique to each character.
 
{| class="wikitable sortable" 
! Character 
! Base Move Speed (m/s) 
! [[File:Spirit scaling.png|25px|link=Spirit Power]] [[Spirit Power|Scaling Coefficient]] 
|-
| {{HeroIcon|Grey Talon}} 
| {{#invoke:HeroData|get_hero_var|hero_orion|MaxMoveSpeed|2}} 
| {{Ss|0.025}} 
|-
| {{HeroIcon|Seven}}
| {{#invoke:HeroData|get_hero_var|hero_gigawatt|MaxMoveSpeed|2}}
| {{Ss|0.023}}
|-
| {{HeroIcon|Sinclair}}
| {{#invoke:HeroData|get_hero_var|hero_magician|MaxMoveSpeed|2}}
| {{Ss|0.023}}
|-
| {{HeroIcon|Vyper}}
| {{#invoke:HeroData|get_hero_var|hero_viper|MaxMoveSpeed|2}}
| {{Ss|0.023}}
|} 
 
Certain items that have the +Move Speed stat increase walk speed:
 
{| class="wikitable sortable" 
! Price ({{Souls|Souls}}) 
! [[File:Boon icon.png|25px]] Type of Item 
! Item Name 
! Move Speed Increase (m/s) 
|-
| {{Souls|1250}} 
| {{ItemType|Weapon|color=true}} 
| {{ItemIcon|Fleetfoot}} 
| +3 (Active) 
|-
| {{Souls|1250}} 
| {{ItemType|Armor|color=true}} 
| {{ItemIcon|Divine Barrier}} 
| +2 (Active) 
|-
| {{Souls|1750}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Enduring Speed}} 
| +1.1 
|-
| {{Souls|3000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Burst Fire}} 
| +2 (Conditional) 
|-
| {{Souls|3000}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Fortitude}} 
| +2 (Conditional) 
|-
| {{Souls|3000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Heroic Aura}} 
| +1 
|-
| {{Souls|3000}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Surge of Power}} 
| +2 (Conditional) 
|-
| {{Souls|3500}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Headhunter}} 
| +2 (Conditional) 
|-
| {{Souls|6000}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Echo Shard}} 
| +1 
|-
| {{Souls|6000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Glass Cannon}} 
| +1 
|-
| {{Souls|6000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Vampiric Burst}} 
| +2 
|-
| {{Souls|6000}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Veil Walker}} 
| +4 (Conditional) 
|}
 
 
You are able to sprint if:
*You are not zooming in using alt-fire (by default, right click),
*You haven't taken damage in the last five seconds.
 
When characters are sprinting:
*If they have been damaged by an enemy, they will move at their base speed, which can be significantly slower.
*If they are firing, they will move significantly slower (around ~70% of their base walk speed).
**With the {{ItemType|Weapon}} {{ItemIcon|Fleetfoot}}, they will move at their base walk speed if they hit a target.
 
When sprinting, you accelerate up to 10m/s near instantly, then gain ~1m/s every second above 10m/s.
 
{{HeroIcon|Ivy}} has the unique passive attribute of ignoring the speed penalty when firing; she is able to fire while walking and sprinting without slowing down.
 
=== Gaining Sprint Speed from Runes ===
 
Sprint speed can be obtained by picking up the Movement Rune on the bridges between the inner and outer lanes. The Movement rune grants a temporary +3 m/s sprint speed buff for 160 seconds.
 
=== Characters whose Sprint Speed Increases with Spirit Power ===
 
Some characters have their sprint speed scale with Spirit Power; this is signified with the symbol .
The equation for sprint speed scaling with Spirit Power is
 
<math>FinalSprintSpeed = BaseSprintSpeed + (Spirit Power \times Coefficient)</math>
 
{| class="wikitable" 
! Character 
! Base Sprint Speed (m/s) 
! [[File:Spirit scaling.png|25px|link=Spirit Power]] [[Spirit Power|Scaling Coefficient]]
|-
| {{HeroIcon|Wraith}} 
|{{#invoke:HeroData|get_hero_var|hero_wraith|SprintSpeed|2}}
|{{ss|0.06}}
|} 
 
===Items that increase Sprint Speed===
Certain items that have the +Sprint Speed stat increase sprint speed:
{| class="wikitable sortable" 
! Price ({{Souls|Souls}}) 
! [[File:Boon icon.png|25px]] Type of Item 
! Item Name 
! Sprint Speed Increase (m/s) 
|-
| {{Souls|500}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Ammo Scavenger}} 
| +2 (Conditional) 
|-
| {{Souls|500}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Healing Rite}} 
| +2 (Conditional) 
|-
| {{Souls|500}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Rapid Rounds}} 
| +1 
|-
| {{Souls|500}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Sprint Boots}} 
| +1.5 
|-
| {{Souls|1250}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Divine Barrier}} 
| +1 
|-
| {{Souls|1250}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Withering Whip}} 
| +1 
|-
| {{Souls|1750}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Enduring Speed}} 
| +1.5 
|-
| {{Souls|3000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Alchemical Fire}} 
| +1 
|-
| {{Souls|3000}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Silence Glyph}} 
| +1 
|-
| {{Souls|3500}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Spirit Snatch}} 
| +1 
|-
| {{Souls|3500}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Improved Spirit}} 
| +1 
|-
| {{Souls|3500}} 
| {{ItemType|Armor}} 
| {{ItemIcon|Rescue Beam}} 
| +1 
|-
| {{Souls|4250}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Mystic Slow}} 
| +1 
|-
| {{Souls|6000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Shadow Weave}} 
| +2 (Active) 
|-
| {{Souls|9800}} 
| {{ItemType|Tech}} 
| {{ItemIcon|Boundless Spirit}} 
| +2 
|}
 
=== Base Walk and Sprint Speed per character ===
 
{| class="wikitable sortable"
! Character
! Base Move speed (m/s)
! Base Sprint speed (m/s)
|-
| {{HeroIcon|Abrams}}
| {{#invoke:HeroData|get_hero_var|hero_atlas|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_atlas|SprintSpeed|2}}
|-
| {{HeroIcon|Bebop}}
| {{#invoke:HeroData|get_hero_var|hero_bebop|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_bebop|SprintSpeed|2}}
|-
| {{HeroIcon|Calico}}
| {{#invoke:HeroData|get_hero_var|hero_nano|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_nano|SprintSpeed|2}}
|-
| {{HeroIcon|Dynamo}}
| {{#invoke:HeroData|get_hero_var|hero_dynamo|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_dynamo|SprintSpeed|2}}
|-
| {{HeroIcon|Grey Talon}}
| {{#invoke:HeroData|get_hero_var|hero_orion|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_orion|SprintSpeed|2}}
|-
| {{HeroIcon|Haze}}
| {{#invoke:HeroData|get_hero_var|hero_haze|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_haze|SprintSpeed|2}}
|-
| {{HeroIcon|Holliday}}
| {{#invoke:HeroData|get_hero_var|hero_astro|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_astro|SprintSpeed|2}}
|-
| {{HeroIcon|Infernus}}
| {{#invoke:HeroData|get_hero_var|hero_inferno|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_inferno|SprintSpeed|2}}
|-
| {{HeroIcon|Ivy}}
| {{#invoke:HeroData|get_hero_var|hero_tengu|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_tengu|SprintSpeed|2}}
|-
| {{HeroIcon|Kelvin}}
| {{#invoke:HeroData|get_hero_var|hero_kelvin|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_kelvin|SprintSpeed|2}}
|-
| {{HeroIcon|Lady Geist}}
| {{#invoke:HeroData|get_hero_var|hero_ghost|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_ghost|SprintSpeed|2}}
|-
| {{HeroIcon|Lash}}
| {{#invoke:HeroData|get_hero_var|hero_lash|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_lash|SprintSpeed|2}}
|-
| {{HeroIcon|McGinnis}}
| {{#invoke:HeroData|get_hero_var|hero_forge|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_forge|SprintSpeed|2}}
|-
| {{HeroIcon|Mirage}}
| {{#invoke:HeroData|get_hero_var|hero_mirage|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_mirage|SprintSpeed|2}}
|-
| {{HeroIcon|Mo & Krill}}
| {{#invoke:HeroData|get_hero_var|hero_krill|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_krill|SprintSpeed|2}}
|-
| {{HeroIcon|Paradox}}
| {{#invoke:HeroData|get_hero_var|hero_chrono|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_chrono|SprintSpeed|2}}
|-
| {{HeroIcon|Pocket}}
| {{#invoke:HeroData|get_hero_var|hero_synth|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_synth|SprintSpeed|2}}
|-
| {{HeroIcon|Seven}}
| {{#invoke:HeroData|get_hero_var|hero_gigawatt|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_gigawatt|SprintSpeed|2}}
|-
| {{HeroIcon|Shiv}}
| {{#invoke:HeroData|get_hero_var|hero_shiv|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_shiv|SprintSpeed|2}}
|-
| {{HeroIcon|Sinclair}}
| {{#invoke:HeroData|get_hero_var|hero_magician|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_magician|SprintSpeed|2}}
|-
| {{HeroIcon|Vindicta}}
| {{#invoke:HeroData|get_hero_var|hero_hornet|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_hornet|SprintSpeed|2}}
|-
| {{HeroIcon|Viscous}}
| {{#invoke:HeroData|get_hero_var|hero_viscous|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_viscous|SprintSpeed|2}}
|-
| {{HeroIcon|Vyper}}
| {{#invoke:HeroData|get_hero_var|hero_viper|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_viper|SprintSpeed|2}}
|-
| {{HeroIcon|Warden}}
| {{#invoke:HeroData|get_hero_var|hero_warden|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_warden|SprintSpeed|2}}
|-
| {{HeroIcon|Wraith}}
| {{#invoke:HeroData|get_hero_var|hero_wraith|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_wraith|SprintSpeed|2}}
|-
| {{HeroIcon|Yamato}}
| {{#invoke:HeroData|get_hero_var|hero_yamato|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_yamato|SprintSpeed|2}}
|-
| {{HeroIcon|Fathom}}
| {{#invoke:HeroData|get_hero_var|hero_slork|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_slork|SprintSpeed|2}}
|-
| {{HeroIcon|Raven}}
| {{#invoke:HeroData|get_hero_var|hero_operative|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_operative|SprintSpeed|2}}
|-
| {{HeroIcon|Trapper}}
| {{#invoke:HeroData|get_hero_var|hero_trapper|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_trapper|SprintSpeed|2}}
|-
| {{HeroIcon|Wrecker}}
| {{#invoke:HeroData|get_hero_var|hero_wrecker|MaxMoveSpeed|2}}
| {{#invoke:HeroData|get_hero_var|hero_wrecker|SprintSpeed|2}}
|}
 
== Dashing == 
Dashing is a fundamental part of movement in [[Deadlock]]. Dashing allows you to quickly evade attacks, reposition fast and efficiently, and serves as a basic building block for other basic and advanced movement techniques.
 
Dashing consumes one bar of stamina. You can dash both on the ground and in the air. When done in the air, it is called an '''Air Dash'''. At the start of the game, you are permitted one Air Dash per jump; this can be expanded to two with the {{ItemType|Armor}} {{ItemIcon|Superior Stamina}}.
 
To dash, press any movement key and press the dash key (by default, the left shift key). Your character will quickly move in that direction.
 
=== Ground Dash Directions === 
On the ground, you can dash in four directions: the four cardinal directions.
 
=== Air Dash Directions === 
While in the air, you can dash in nine directions: the eight inter-cardinal directions plus directly down.
 
=== Downdash === 
While in the air, you also have access to one additional direction to dash: down towards the ground. This is called a '''Downdash'''. To perform a Downdash, double-tap the duck key.[[File:Downdash.mp4|center|800px]]<center>'''Downdashing'''</center>
 
== Jumping == 
Jumping is a fundamental part of movement in [[Deadlock]]. It allows you to reposition to higher places. In [[Deadlock]], you can jump both on the ground and in the air. A jump in the air is called an '''Air Jump''' or '''Double Jump'''.
 
=== Ground Jump === 
Jumping on the ground does not consume stamina. Ground jumping propels you at a peak speed of 295 u/s, reaching a maximum height of +45 units.
 
=== Air Jump === 
Jumping in the air, or '''Air Jumping''' costs one bar of 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|Superior Stamina}}.
[[File:Air_Jump.mp4|center|800px]]<center>'''Air jumping'''</center>
 
== Mantling == 
Mantling is a movement mechanic that permits climbing ledges close to cliffs without using stamina. Mantling achieves an impossible elevation otherwise out of reach. Mantling doesn't use stamina from a standing position.
 
In the time that the mantle is in motion, the player character will pull themselves up the ledge, which takes just under half a second. During this time, the character is unable to perform any action nor will input during the mantle. After the mantle state is completed, the character will recover to standing movement. For rope mantling to occur successfully, the ledge must be at least six units long.
 
To mantle, be near a ledge or cliff and hold the jump key (space). If you are in the air, simply hold space to automatically mantle.
During mantling, if the hero is hit by a Heavy Melee Punch, they will receive '''mantling stun''', a state where they are locked into position and unable to perform any action.
The height of the ledge determines how long it will take to mantle.
=== Mantling and Momentum === 
Mantling can ruin your momentum while moving around the map, so you shouldn't hold the jump key while doing it. Movements will be considered very much important during the mantle process. Keep yourself veering away from the wall (at least 63.5° from the wall).
[[File:Mantle.mp4|center|800px]]<center>'''Mantling'''</center>
 
== Crouching == 
Crouching is a basic action available to all characters.
 
While crouching, your character will nearly instantly decelerate to 4.8 m/s, halting momentum. This can be used for more efficient direction changes while moving—simply tap crouch and change direction.
 
If your speed exceeds 9.6 m/s, your character will instead enter a '''slide'''.
 
== Sliding == 
Sliding is a fundamental part of movement in [[Deadlock]]. It allows you to gain momentum down slopes, conserve already gained speed, and serves as a basic building block for other movement techniques.
 
Sliding is only possible while on solid ground. While sliding, blue smoke will be emitted from your character.
 
Sliding does not consume stamina to execute; you only need to be moving at a speed greater than 376 u/s (or 9.6 m/s) to initiate the slide. After executing the slide, you will gradually decelerate back to 0 u/s. It is advised to cancel the slide before reaching speeds slower than walking by releasing the duck button.
 
The amount of distance covered when sliding can be increased with items that have the +Slide Distance statistic on them.
 
{| class="wikitable sortable" 
! Price ({{Souls|Souls}}) 
! Type of Item 
! Item Name 
! Slide Distance Increase 
! Slide Distance when factoring in hidden friction reduction <ref>Message from sankta in Deadlock's discord  https://discord.com/channels/1231286446472691825/1261302354557276231/1297721758098522162</ref>
|-
| {{Souls|1250}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Fleetfoot}}
| +25% 
| +27% 
|-
| {{Souls|3000}} 
| {{ItemType|Weapon}} 
| {{ItemIcon|Burst Fire}} 
| +50% 
| +56% 
|-
| {{Souls|4250}} 
| {{ItemType|Weapon}} 
| Combined {{ItemIcon|Fleetfoot}} + {{ItemIcon|Burst Fire}}
| +75% 
| +90% 
|}
 
 
; Double jump
 
* Heroes can perform a ''double jump'' by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single ''double jump'' in the air.
 
; Dash and Air Dash
 
* Pressing the dash button (Default key: '''Shift''') performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.
 
* Pressing dash while in the air performs an ''air dash'' which works exactly like a regular dash, except it has less slowdown at the end of the dash. Without items, Heroes can perform a single ''air dash'' while in the air.
 
; Dash Jump
 
* 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 {{ItemIcon|Kinetic Dash}} or {{ItemIcon|Arcane Surge}} ''Dash jump'' will only cost 1 stamina if items are not on cooldown.
 
; Slide
 
* Heroes can slide by holding crouch while moving faster than 9.6m/s (such as with high move/sprint speed, after dashes, etc) or while going down slopes, preserving momentum and giving infinite ammo for the duration of the slide. This can improve overall DPS by increasing the time before needing to reload when fighting around stairs or slopes, such as the ones seen in every lane next to the [[Guardian]].
 
* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.
 
; Down Dash
 
* Heroes can quickly dash downwards while in mid air by pressing crouch button twice, spending 1 [[Stamina]].
 
; Wall Jump
 
* Heroes can perform a ''wall jump'' by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any [[Stamina]].[[File:Wall_Jump.gif|frame|center|Wall Jumping]]
 
== Advanced Movement ==
 
;Melee Jump
* Melee jumping is the technique of using a heavy melee timed with a jump against a wall to go up without double jumping, thus saving a Stamina bar.[[File:Melee_Jump.gif|frame|center|Melee Jumping]]
 
;Corner Boost 
*''Corner Boost'' is a technique of very tight wall jumping on edges or corners to gain extra height without using stamina. [[File:Corner_Boost.gif|frame|center|Corner Boosting]]
 
;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.gif|frame|center|Dropdown Corner Boosting]]
 
 
== External Links ==
[https://docs.google.com/document/d/1yfPHJsMrKcg_8wqa95qu0sOFxRdzKLF_eUWOZX7RLHc/edit?usp=sharing (EN-GB) Deadlock Movement] community document

Revision as of 07:06, 9 May 2025

Throw a Sticky Bomb that explodes after a delay, dealing spirit damage to nearby enemies.

If the bomb hits a hero, it attaches to them and deals bonus spirit damage. Target an area with latent magic, applying slow.

The magic detonates after a delay, dealing spirit damage and applying immobilize. Grant an ally a barrier. While the barrier holds, they gain bonus weapon damage. Release a wave of spectral knights and steeds that charge across the entire city, healing allies and dealing spirit damage to enemies.

The strength of the heal and spirit damage is amplified as the knights travel further. Unleash pain, dealing spirit damage over time to both enemies and yourself.

The damage continues to increase the longer the ability is channeled, up to a maximum amount. Release a wave after taking lethal damage, applying a diminishing slow.

After a brief channel you reanimate, dealing spirit damage and applying stun to nearby enemies. Deal spirit damage to yourself. Then, gain bonus regeneration and bonus move speed, decaying over time. Zap a target in front of you, dealing spirit damage and applying a brief slow.

Incoming damage is stored as additional bonus spirit damage on your next cast, up to a maximum amount. Equip your crossbow, changing your weapon to deal pure damage and apply a brief slow. Fire a blast with your shotgun, dealing weapon damage and pushing enemies back. Enemies near a wall receive stun and take bonus weapon damage. Burn your censer, reducing incoming damage and healing over time.

You cannot attack while Potent Vapors is active. Taking damage grants stacking bullet resist and spirit resist that expires over time. Load your crossbow with 3 stakes, dealing massively increased weapon damage.

The final stake is blessed, dealing bonus pure damage and executing low-health enemies. Bullets deal bonus weapon damage and can ricochet off of surfaces. Active: Unleash a cloud of bats that seek out targets, each dealing spirit damage and applying Silence.

Passive: Triggering Love Bites against heroes permanently increases the number of bats released. Throw two consecutive daggers, dealing spirit damage.

If both daggers hit the same target, deal bonus spirit damage instead. Your bullets apply additional spirit damage. Dealing damage your abilities builds up to a vicious bite, dealing a burst of bonus spirit damage.

Love Bites has a unique cooldown per target. Taking heavy hits of spirit damage from an enemy reduces a random ability cooldown. Toggle: Continually sacrifice Health to improve fire rate, Debuff Resistance and Move Speed. Launch a projectile that deals damage, applies a strong slow that recovers over time, prevents Stamina usage and Silences their movement-based items and abilities. Your melee damage will restore ammo and apply a stacking bullet resist debuff on enemies. Heavy melee applies 2 stacks.

If the target reaches max stacks, they will be stunned. Gain a chance to either deflect incoming bullets, preventing all weapon damage or prevent all on-hit effects from bullets. Apply Spirit Resist, Debuff Resist and an aura on a friendly target that deals damage to enemies proportional to their max health. Existing debuffs on the target are reduced.
Can be self cast. Provides move speed and fire rate to you and nearby allies. Minions get double value. Your imbued ability charges up over time with bonus spirit damage, bonus fire rate, and reloads bullets on use. Until your next reload, your bullets deal bonus spirit damage based on your Spirit Power. Applying heal to yourself or an ally grants the target bonus fire rate and bonus move speed.

Does not apply on innate Regen or passive Bullet/Spirit Lifesteals. Gain infinite ammo and bonus fire rate. Charges up over time with bonus spirit damage, causing abilities dealing more than {s:MinimumDamage} damage to deal additional damage. While you are above {s:LifeThreshold}% health, gain bonus Spirit and Cooldown Reduction. Charges up over time with bonus spirit damage, causing abilities dealing more than {s:MinimumDamage} damage to deal additional damage. Ignores Spirit Resistance. Your imbued ability charges up over time with bonus spirit damage, bonus fire rate, and reloads bullets on use. While you are above {s:LifeThreshold}% health, gain weapon damage and bonus fire rate. Gain a Barrier whenever you take significant spirit damage from enemy Heroes in a small time frame. Damage from your ultimate applies a stun and deals bonus spirit damage after a short delay. Dealing weapon damage at close range opens a wound and grants you bonus move speed.

Wounded enemies take spirit damage over time, have reduced bullet resist, and are revealed through walls. Gain a Barrier whenever you take significant weapon damage from enemy Heroes in a small time frame.