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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.
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 VitalityItemSprint Boots, Enduring Speed, and the Active SpiritItemSlowing 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 symbol); the movement speed increases based on a coefficient unique to each character.
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 WeaponItemFleetfoot, 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.
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
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 VitalityItemSuperior 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.
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 VitalityItemSuperior Stamina.
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).
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.
Price (Souls)
Type of Item
Item Name
Slide Distance Increase
Slide Distance when factoring in hidden friction reduction [1]
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 Kinetic Dash or Arcane SurgeDash 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.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.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.gifCorner 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.gifDropdown Corner Boosting