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	<entry>
		<id>https://deadlock.wiki/Melee_Attack?diff=32343</id>
		<title>Melee Attack</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Melee_Attack?diff=32343"/>
		<updated>2025-07-30T08:54:01Z</updated>

		<summary type="html">&lt;p&gt;77.8.48.210: Changed the successful parry damage line and added the cooldown difference in hitting and missing a heavy melee, as well as changing the climbing while stunned line to slowdown over 2 seconds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SevenMeleeAttack.jpg|300px|thumb|[[Seven]] performing a heavy melee attack.]]&lt;br /&gt;
Every hero can perform a &#039;&#039;&#039;melee attack&#039;&#039;&#039; to quickly finish off an enemy or do damage while reloading. [[Melee Damage | Melee damage]] scales with levels and with certain [[items]] like {{ItemIcon|Melee Lifesteal}} and {{ItemIcon|Lifestrike}}. A light melee attack can be charged up to a heavy melee attack to lunge forward without using up any of the player&#039;s [[Stamina]] and do more damage. Compared to a normal [[Mechanics#Movement |dash]] using one Stamina bar, a heavy melee attack lunge travels the player approximately half of the distance. Charging the melee attack can also be done in the air. Performing an attack after a successful [[parry]] will increase all damage by 30%, and it will go on cooldown for 0.25s instead of 4.5s. The default keybind for melee attacks is &#039;&#039;&#039;Q&#039;&#039;&#039;. Pressing &#039;&#039;&#039;Q&#039;&#039;&#039; triggers a light melee attack, while holding initiates a heavy melee attack.&lt;br /&gt;
&lt;br /&gt;
The cooldown for a heavy melee is 1 second, if you miss your heavy melee it will increase to 1.3 seconds. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Base damage&#039;&#039;&#039; for &#039;&#039;most&#039;&#039; of all the playable Heroes is &#039;&#039;&#039;Light Melee&#039;&#039;&#039; at &#039;&#039;&#039;63&#039;&#039;&#039;, and &#039;&#039;&#039;Heavy Melee&#039;&#039;&#039; at &#039;&#039;&#039;116&#039;&#039;&#039;. The Heroes with stats differing from Baseline currently are as follows:&lt;br /&gt;
&lt;br /&gt;
# [[Yamato]], who deals [ &#039;&#039;&#039;&amp;lt;u&amp;gt;69&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (+6 base) ] and [ &#039;&#039;&#039;&amp;lt;u&amp;gt;128&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (+12 base) ], respectively,&lt;br /&gt;
# [[Ivy]], who deals &#039;&#039;&#039;[ &amp;lt;u&amp;gt;54&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (-9 base) ] and [ &#039;&#039;&#039;&amp;lt;u&amp;gt;99&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (-17 base) ], respectively,&lt;br /&gt;
# [[Pocket]], who deals &#039;&#039;&#039;[ &amp;lt;u&amp;gt;75&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (+12 base) ] and &#039;&#039;&#039;[ &amp;lt;u&amp;gt;116&amp;lt;/u&amp;gt;&#039;&#039;&#039;; (+0 base) ], respectively.&lt;br /&gt;
&lt;br /&gt;
Hitting an enemy with a heavy melee attack will do 1.84x (rounded) of the light melee attack. Melee attack damage also benefits from 50% of all [[Weapon Damage]] buffs.&lt;br /&gt;
&lt;br /&gt;
Last hitting a Trooper with a melee attack will prevent its [[Souls | Soul]] Orb from appearing and give player the full amount of Souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though they can only do so after a short delay when denying enemy Soul Orbs.&lt;br /&gt;
&lt;br /&gt;
Melee attacks that hit a player climbing an object, such as a ledge or [[Ropes|rope]], will cause an 80% slowdown that ramps down to 20% over 2 seconds. Heavy melee attacks that hit a player carrying the [[Soul Urn]] will force them to drop the urn.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are the only way to interact with the [[Sinner&#039;s Sacrifice]] and will cause 60 retaliation damage.&lt;br /&gt;
&lt;br /&gt;
== Heavy Melee Cancel ==&lt;br /&gt;
&#039;&#039;&#039;Heavy Melee Cancel&#039;&#039;&#039; is a technique that allows you to interrupt a Heavy Melee attack by using specific [[Active Items]] or [[Abilities]]. This is particularly useful for melee-focused builds, as it can bait enemies into wasting their [[Parry]].&lt;br /&gt;
&lt;br /&gt;
[[File:Heavy_Melee_Cancel.mp4|center|800px]]&amp;lt;center&amp;gt;&#039;&#039;&#039;Baiting Heavy Melee by canceling it with {{ItemIcon|Fleetfoot}}.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to Perform ===&lt;br /&gt;
To execute a Heavy Melee Cancel, follow these steps:&lt;br /&gt;
# Buy an [[Active Items|Active Item]] or select a [[Hero]] with an ability that enables Heavy Melee cancellation.&lt;br /&gt;
# Initiate a Heavy Melee attack.&lt;br /&gt;
# During the &#039;&#039;&#039;lunge phase&#039;&#039;&#039;, activate the item or ability to cancel the recovery animation while maintaining momentum.&lt;br /&gt;
&lt;br /&gt;
==== Items that cancel Heavy Melee ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+List of items&lt;br /&gt;
! Name&lt;br /&gt;
! {{Souls|}}Cost&lt;br /&gt;
! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Fleetfoot}}&lt;br /&gt;
| 1,250&lt;br /&gt;
| {{ItemType|Weapon|Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Vampiric Burst}}&lt;br /&gt;
| 6,000&lt;br /&gt;
| {{ItemType|Weapon|Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Colossus}}&lt;br /&gt;
| 6,000&lt;br /&gt;
| {{ItemType|Armor|Vitality}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ItemIcon|Unstoppable}}&lt;br /&gt;
| 6,000&lt;br /&gt;
| {{ItemType|Armor|VItality}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Abilities that cancel Heavy Melee ====&lt;br /&gt;
Some [[Hero|Heroes]] can perform Heavy Melee Cancel using their innate abilities, but they may be locked out of immediate follow-up attacks due to ability restrictions.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+List of abilities&lt;br /&gt;
! Hero&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Dynamo}}&lt;br /&gt;
| {{AbilityIcon|Singularity}}&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Ivy}}&lt;br /&gt;
| {{AbilityIcon|Stone Form}}&lt;br /&gt;
|-&lt;br /&gt;
| {{HeroIcon|Kelvin}}&lt;br /&gt;
| {{AbilityIcon|Ice Path}}, {{AbilityIcon|Frozen Shelter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Gameplay navbox}}&lt;/div&gt;</summary>
		<author><name>77.8.48.210</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Mechanics?diff=32342</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Mechanics?diff=32342"/>
		<updated>2025-07-30T08:44:57Z</updated>

		<summary type="html">&lt;p&gt;77.8.48.210: as of recent patch, debuff resist no longer reduces time stunned after parried, debuffs applied unclear. + 35% melee damage after parry changed to +30% damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mechanics image.png|thumb|342x342px|[[Pocket]] attacking enemies from above]]&lt;br /&gt;
[[File:Item build.png|thumb|342x342px|An [[Items|item]] build made for [[Yamato]]]]&lt;br /&gt;
&#039;&#039;&#039;Mechanics&#039;&#039;&#039; in &#039;&#039;[[Deadlock]]&#039;&#039; are the details, particulars, and mechanisms by which a player interacts with the game. This includes the objectives, controls, timing, map, and priorities to consider while playing in order to achieve victory. &lt;br /&gt;
&lt;br /&gt;
Mechanics can be broken into three categories:&lt;br /&gt;
&lt;br /&gt;
; Unit mechanics : The statistics, controls, and statuses of the units of &#039;&#039;Deadlock&#039;&#039;, including the player&#039;s Hero, the marching [[Trooper]]s, and lane [[Structures]].&lt;br /&gt;
; Gameplay mechanics : The mechanics of interacting with the game, how the player gains {{Souls}} [[Souls]], victory/defeat conditions, damage, healing, and death.&lt;br /&gt;
; Map mechanics: The locations and entities of the game map and how they interact with players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The overall objective of &#039;&#039;Deadlock&#039;&#039; is to destroy the enemy team&#039;s [[Patron]]. This is done over the course of the game, where two teams battle across three lanes, navigating the map using [[Ziplines]]. Each lane contains both [[Guardian|Guardians]] and [[Walker|Walkers]] that a team will need to destroy to ultimately destroy the [[Patron]].&lt;br /&gt;
&lt;br /&gt;
Teams battle AI controlled Troopers, that release [[Souls]] when killed. Souls are used to [[Leveling Up|Level-up]] and buy [[items]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Offense and Defense ===&lt;br /&gt;
; Weapon Attacks&lt;br /&gt;
&lt;br /&gt;
* Every Hero has a weapon, usually a gun of some style, that allows them to engage in ranged combat to deal damage to other Heroes and units.&lt;br /&gt;
&lt;br /&gt;
; Melee Attacks&lt;br /&gt;
&lt;br /&gt;
* Every Hero may also perform a [[Melee attack|melee]] attack to strike at point-blank range with their fist, gun, etc. Players can perform either a light or heavy melee attack; light melee attacks deal a faster but weaker amount of damage, while heavy melee attacks take longer to execute, lunging forward with a more damaging blow.&lt;br /&gt;
&lt;br /&gt;
; Parry&lt;br /&gt;
&lt;br /&gt;
* Parries (Default key: &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;) are a defensive move that is available to every Hero. After performing a parry, a Hero briefly enters &#039;&#039;a parry state&#039;&#039;. The parry animation lasts 1 second, where any incoming melee attack will be parried for the first 0.75 seconds. During the &#039;&#039;parry state&#039;&#039;, the player can fully absorb one melee attack and apply the following status effects to the melee attacker: stunning the attacker for 2.75 seconds, preventing incoming melee damage, and making the attacker susceptible to increased melee damage in return (approximately +30% to all damage sources, not just the individual who parried).&lt;br /&gt;
* A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.&lt;br /&gt;
* Debuff Resist does not impact the duration of those status effects from being parried. &lt;br /&gt;
* {{ItemIcon|Counterspell}} and {{ItemIcon|Rebuttal}} give additional effects to parries, with Rebuttal also decreasing parry cooldown.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
&lt;br /&gt;
* Crouching (Default key: &amp;lt;code&amp;gt;Ctrl&amp;lt;/code&amp;gt;) can help avoid enemy fire by making the player smaller and able to hide behind objects.&lt;br /&gt;
&lt;br /&gt;
; Heroes&#039; Abilities&lt;br /&gt;
&lt;br /&gt;
* Every Hero has 4 unique abilities, which they can unlock for use by spending [[Level|&#039;&#039;&#039;ability unlocks&#039;&#039;&#039;]][[File:Ability_unlock_icon.png|30px]]. Abilities are often used to deal [[Spirit Damage]], empower the player or allies, weaken enemies, or assist in traversal.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
{{Main|Movement}}&lt;br /&gt;
; Double jump&lt;br /&gt;
&lt;br /&gt;
* Heroes can perform a &#039;&#039;double jump&#039;&#039; by jumping while in mid air, which cost 1 [[Stamina]]. Without items, Heroes can perform a single &#039;&#039;double jump&#039;&#039; in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash and Air Dash&lt;br /&gt;
&lt;br /&gt;
* Pressing the dash button (Default key: &amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;) performs a quick evasive maneuver, which costs 1 [[Stamina]]. It can be used to evade enemy attacks, escape fights, or chase enemies.&lt;br /&gt;
&lt;br /&gt;
* Pressing dash while in the air performs an &#039;&#039;air dash&#039;&#039; 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 &#039;&#039;air dash&#039;&#039; while in the air.&lt;br /&gt;
&lt;br /&gt;
; Dash Jump&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;Dash jump&#039;&#039; 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 &#039;&#039;dashing&#039;&#039;. The timing of a &#039;&#039;dash jump&#039;&#039; is visualized by the crosshair turning blue while &#039;&#039;dashing.&#039;&#039; While the crosshair is blue, the player can press jump to &#039;&#039;dash jump&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Slide&lt;br /&gt;
&lt;br /&gt;
* 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]].&lt;br /&gt;
&lt;br /&gt;
* Heroes cannot jump during slides performed from a ground dash. All other slides (including from air-dashes/dash jumps) do not have this restriction.&lt;br /&gt;
&lt;br /&gt;
; Down Dash&lt;br /&gt;
&lt;br /&gt;
* Heroes can quickly dash downwards while in mid air by pressing the crouch button twice, spending 1 [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Jump&lt;br /&gt;
&lt;br /&gt;
* Heroes can perform a &#039;&#039;wall jump&#039;&#039; by jumping in mid air next to a wall while inputting the direction away from the wall. This does not cost any [[Stamina]].&lt;br /&gt;
&lt;br /&gt;
; Wall Slide&lt;br /&gt;
&lt;br /&gt;
* Heroes can slide along walls while in the air, slowing their descent and limiting their max falling speed to -600 u/s.&lt;br /&gt;
==== Mantle ====&lt;br /&gt;
&lt;br /&gt;
* Heroes can &#039;&#039;mantle&#039;&#039;, i.e. climb up obstacles. To mantle, the player must hold the forward key and look in the direction they wish to mantle in.&lt;br /&gt;
&lt;br /&gt;
==== Mantle Glide ====&lt;br /&gt;
&lt;br /&gt;
* Heroes can perform a &#039;&#039;mantle glide&#039;&#039; by holding the crouch button during a mantle. This will add a speed boost upon the mantle finishing.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
; Laning&lt;br /&gt;
&lt;br /&gt;
* Laning is the process of fighting in the lane, collecting [[Souls]] from [[Trooper]]s, and pushing the lane to the enemy [[Patron]].&lt;br /&gt;
* There are 3 lanes: York Ave. (yellow), Broadway (blue), and Park Ave. (green). Any part of a lane controlled by the opposing team will be red on the [[Minimap]].&lt;br /&gt;
&lt;br /&gt;
; Ganking&lt;br /&gt;
&lt;br /&gt;
* Ganking is the act of moving from one lane to another to help kill enemy Heroes who over-extended, or who are simply ripe for the picking.&lt;br /&gt;
&lt;br /&gt;
* The process of organizing players in the &#039;&#039;&#039;laning phase&#039;&#039;&#039; (see: &amp;quot;[[Strategy]]&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
; Items&lt;br /&gt;
{{Main|Items}}&lt;br /&gt;
* All [[Items]] give passive bonuses and some of them have an Active ability that Hero can use on command. Items can be purchased from the [[The Curiosity Shop]] for [[Souls]].&lt;br /&gt;
&lt;br /&gt;
== Comeback Mechanics ==&lt;br /&gt;
When a team is behind on [[Souls]], there are some mechanics that come into play to allow the losing team to catch up. &lt;br /&gt;
* Killing an enemy Hero will award more Souls if the player&#039;s team is behind.&lt;br /&gt;
* Killing an enemy Hero that has a Kill Streak will reward a &amp;quot;Bounty&amp;quot; of extra Souls.&lt;br /&gt;
* The losing team gains up to 30% more souls from troopers, neutrals, vaults, and objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored.&lt;br /&gt;
* The [[Soul Urn]] drop-off location is located in the middle of the solo lanes if teams are even, but located on the losing team&#039;s side if they have significantly less total souls (10% or more difference).&lt;br /&gt;
== Map Mechanics == &lt;br /&gt;
{{main|Map}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unit/Structure !! Image !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Troopers]] || [[File:Trooper_Icon.png|110px]] || Troopers are the main force of each [[Patron]], sent down the map&#039;s Lanes to attack the opposing Patron. These small warriors will march in squads of 4 to attack all enemies nearby, including Guardians, Heroes, and the enemy Troopers.&lt;br /&gt;
For much of the game, destroying Troopers (and their [[Soul]] orbs) is the primary way for players to gain more Souls. In addition, players may Deny enemy teams by stealing the Souls from killed troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian]] || [[File:Guardian_Icon.png|110px]] || The first objective of the lane is the [[Guardian]], who has a laser attack, a melee attack, and a slam attack.The slam attack does AoE damage to enemies near the Guardian.&lt;br /&gt;
When 3 enemy Guardians on the map are defeated, everyone on your team gains an [[Extra Slots|Extra Slot]] in their Inventory.&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker]] || [[File:Walker_Icon.png|110px]] || The second objective of the lane is the [[Walker]] who has a laser attack, a Volcano Salvo, and a slam. Your team will gain an [[Extra Slots|Extra Slot]] for destroying one enemy Walker and the next [[Extra Slots|Extra Slot]] for destroying three Walkers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian|Base Guardians]] || [[File:Guardian_Icon.png|110px]] || The Third objective of the lane is two Guardians outside the enemy base. When both of these enemy Guardians fall in a lane, the zipline for allies in that lane becomes significantly faster. Your team will gain an [[Extra Slots|Extra Slot]] for destroying both Base Guardians in any lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shrine]] || [[File:Shrine_Icon.png|110px]] || The fourth objective is the [[Shrine|Shrines]], they have no attacks. There are two shrines, one on each side of the base. They both need to be destroyed in order to weaken the Patron, allowing you to kill it and win the game.&lt;br /&gt;
|-&lt;br /&gt;
| [[Patron]] || [[File:Patron_Icon.png|110px]] || The fifth and final objective is the [[Patron]], which ends the game. It has two modes, normal and weakened. You can not damage a Patron in its normal state, it must be exposed by killing both Shrines in the base.&lt;br /&gt;
Once the Patron has been brought to 0HP once, it will become invulnerable, transform and move into their team&#039;s Pit. After the invulnerability phase, it will refill health to 100% and be vulnerable again. If the weakened Patron is not currently under attack, it will passively regenerate its health. &lt;br /&gt;
&lt;br /&gt;
When the Patron becomes weakened, any Death Timers on the defending team will be shortened by up to 20s to a minimum of 10s, allowing for a final defense. &lt;br /&gt;
|-&lt;br /&gt;
| [[Denizen]] || [[File:Neutral_Icon.png|110px]] ||&lt;br /&gt;
Denizens exist in the &amp;quot;Jungle&amp;quot; of the map. These Camps are located across the map and are denoted by cyan triangle icons. The number of lines beneath the icon indicates the difficulty of the camp: zero lines for easy camps, one line for medium camps, and two lines for hard camps. They are worth a small to medium amount of [[Souls]] if destroyed and respawn soon after. &lt;br /&gt;
|-&lt;br /&gt;
| [[Mid-Boss]] || [[File:Midboss.png|110px]] || The mid boss is located in the center of the map and is a potent, tough threat that requires multiple players to co-ordinate and defeat. &lt;br /&gt;
When the mid boss dies it drops the [[Rejuvenator]]. Charged melee attacks will collect it. Securing the Rejuvenator awards your team with the &#039;&#039;&#039;Rejuvenation Credit&#039;&#039;&#039; that buffs you and your team along with your Troopers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Urn]] || [[File:Soul_Urn_Render.png|110px]] || After 10 minutes of game time, the Soul Urn will appear and be ready for capture. Once captured on the opposite side of the map, the capturing team will receive a large bounty of [[Souls]], a single ability point for the &amp;quot;courier&amp;quot;, and another urn will spawn 5 minutes later. &lt;br /&gt;
|-&lt;br /&gt;
| [[Breakables]] || [[File:Gold_Urn_Render.png|110px]] || Breakables are found all around the map in the form of a crate or a golden statue. Break them for a minor but permanent power-up or a small amount of [[Souls]]. &lt;br /&gt;
|-&lt;br /&gt;
| [[Sinner&#039;s Sacrifice]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |[[File:SinnersSacrifice InGame ISO.png|85px]]|| Sinner&#039;s Sacrifice is a vending machine that provides Heroes with [[Souls]] in exchange for health if punched.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ziplines]]||[[File:Map Nav.png|110px]]||The Transit Lines (aka Hyperlines, or Ziplines) are the primary method of long-distance transportation in Deadlock. The Transit Lines are located throughout the Map, starting from each team&#039;s base, running down the three different lanes. Each team has their own Transit Lines system. The availability of the Transit Line depends on how far a team&#039;s Troopers has pushed down the lane.&lt;br /&gt;
|-&lt;br /&gt;
| [[Teleporter]]||[[File:Teleporter walker.png|110px]]||&lt;br /&gt;
Teleporters, which unlock after 8 minutes in the game, can be used to quickly traverse the map horizontally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ropes]]||[[File:Screenshot_from_2024-10-08_18-29-30.png|110px]]||&lt;br /&gt;
Ropes can be used to quickly ascend to midlevels or rooftops.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temporary Buffs ===&lt;br /&gt;
{{Main|Powerup}}&lt;br /&gt;
Temporary buffs spawn on the bridges overlooking the Soul Urn locations and begin at the 5 minute mark and then every 5 minutes thereafter. Each buff lasts for 160 seconds after being destroyed with a Heavy [[Melee Attack]]. The strength of each buff progressively increases from the 5 minute mark to the 40 minute mark.&lt;br /&gt;
&lt;br /&gt;
There are four types of buffs:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Survival Buff:&#039;&#039;&#039; Grants temporary health and health regen.&lt;br /&gt;
#* Starts at +200 [[Health|Bonus Health]] and +0.5% [[Health Regen|Max Health Regen]]&lt;br /&gt;
#* Ends at +700 Bonus Health and +1.5% Max Health Regen&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Gun Buff:&#039;&#039;&#039; Grants temporary magazine size and fire rate.&lt;br /&gt;
#* Starts at +12% [[Fire Rate]] and +20% [[Ammo]]&lt;br /&gt;
#* Ends at +35% Fire Rate and +60% Ammo&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Casting Buff:&#039;&#039;&#039; Grants temporary cooldown reduction and spirit power.&lt;br /&gt;
#* Starts at +15 [[Spirit Power]] and +12% Cooldown Reduction&lt;br /&gt;
#* Ends at +40 Spirit Power and +25% Cooldown Reduction&lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
# &#039;&#039;&#039;Movement Buff:&#039;&#039;&#039; Grants temporary extra stamina and sprint speed.&lt;br /&gt;
#* Starts at +1 [[Stamina]], +1.5m/s [[Sprint Speed]], +20% Stamina Regeneration Rate, and +40% Zipline Boost&lt;br /&gt;
#* Ends at +4 Stamina, +4m/s Sprint Speed, +50% Stamina Regeneration Rate, and +80% Zipline Boost &lt;br /&gt;
#* Duration: 160s&lt;br /&gt;
&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>77.8.48.210</name></author>
	</entry>
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