Tech
Tech (short for techniques) refers to advanced movement mechanics and unintended interactions in Deadlock that skilled players can exploit for competitive advantage. These go beyond the basic movement mechanics and often require precise timing and practice.
Basic Movement Fundamentals
Source: Movement Essentials Guide by Nathan (Eternus 6)
Sprint
Every character has a base movement speed (e.g., Calico is 7.2 m/s). After leaving combat for a few seconds, your character starts sprinting, increasing speed. Sprint Boots (+2 sprint speed) is lost in combat, while Enduring Speed (+2 move speed) persists in combat.
Sliding
You can slide when moving faster than 8.9 m/s. While sliding:
- Infinite ammo - you consume no ammo while shooting
- Can slide on any ramp or stairs
- Useful for poking under guardians during laning
Stamina System
- Double jump, ground dash, and air dash each consume 1 stamina
- Downward dash (double-tap crouch in air) consumes only 0.5 stamina
- Heroes start with 2, 3, or 4 stamina bars depending on the hero
- After leaving the ground, you get 1 air dash and 1 double jump until you land again
Dash Techniques
Source: Movement Essentials Guide by Nathan (Eternus 6)
Dash Sliding
Dashing makes you fast enough to slide. Get into the habit of sliding after every dash. You can cancel dashes early by sliding to:
- Sidestep abilities
- Quickly get behind cover
- Close distance for melee or parry
Shooting While Dashing
If you’re holding M1 (fire) while dashing, there’s a delay before you can shoot again. This delay persists even if you cancel the dash early. Workaround: Release M1 briefly before dashing, then repress M1 once you’re sliding.
Dash Jump
Your stamina bar briefly turns blue while dashing. If you jump during this window, you perform a dash jump:
- Significant speed boost
- Costs 2 stamina
- Window is generous and easy to hit
- Fast enough to slide afterward
- Can chain into slide bunny hops
Mini Dash Jump (Single Stamina)
Bind crouch to scroll wheel (up or down). Then:
- Start a dash
- Scroll during the dash (before jumping)
- Jump
This gives you the dash jump speed boost but only consumes 1 stamina instead of 2. Useful for setting up edge boosts inside buildings.
Mantle Techniques
Source: Movement Essentials Guide by Nathan (Eternus 6)
Mantle Slide
Hold crouch while mantling to slide immediately after the mantle completes.
Super Glide
Jump right after a mantle slide to perform a super glide. You move fast enough to slide or slide bunny hop afterward.
Wall Jump Techniques
Source: Movement Essentials Guide by Nathan (Eternus 6)
Basic Wall Jump
Jump while in the air and near a wall to wall jump. Direction you’re facing doesn’t matter. Your first wall jump while airborne costs no stamina.
Wall Gliding
You can glide along walls, and at any point during the glide, jump to wall jump.
Momentum Conservation
Wall jumps carry your momentum. Dash jump before a wall jump to travel much further.
Efficient Climbing
Instead of double jump → mantle, use wall jump forward → mantle. This only consumes 1 stamina and is more efficient.
Avoiding Accidental Mantles
When trying to wall jump on small objects or ledges close to ground, you may accidentally mantle instead. To prevent this:
- Don’t hold W (prevents mantle trigger)
- Look away from the surface you’re wall jumping off
Mantle Slide Wall Jump
Some map spots allow you to chain mantle slide → wall jump for extra speed.
Air Strafing
Source: Movement Essentials Guide by Nathan (Eternus 6)
Air strafing is a Source Engine mechanic that allows you to turn in mid-air, giving you much more control over your trajectory. This is essential for escaping and chasing.
How It Works
While airborne:
- Release W - Don’t hold forward (you’re already moving forward)
- Hold A or D - Direction you want to turn
- Smoothly move your mouse in the same direction
This curves your trajectory in that direction. If you hold W, you travel in a straight line instead.
Why Release W
You don’t need to hold W in the air because you’re already going forward. Releasing W unlocks your ability to air strafe properly with full control over your trajectory.
Switching Directions
You can switch between air strafing left and right mid-air to:
- Navigate around obstacles
- Travel further distances
- Create unpredictable movement patterns
Applications
- Jump Pads: Air strafe after launching to curve toward your destination
- Majestic Leap: Gain more control over your leap trajectory
- Lash Grapple: Curve your grapple path for unexpected angles
- Escapes: Curve around corners that enemies expect you to travel straight past
If your opponent doesn’t know about air strafing and you do, they cannot catch you.
Zip Line Techniques
Source: Movement Essentials Guide by Nathan (Eternus 6)
Crouch Exit
Instead of jumping off zip lines, crouch off to keep your momentum. This is significantly faster.
Diagonal Air Dashing
After leaving a zip line (or any time in air):
- Forward air dash: ~732 velocity
- Diagonal air dash: ~900 velocity
Always dash diagonally in the air for more speed.
Instant Air Dash
Source: Movement Essentials Guide by Nathan (Eternus 6)
Press jump then dash in very quick succession (almost instant). Benefits:
- Fast enough to slide after
- You’re actionable during it - can melee, parry, or shoot (unlike ground dashes)
- Short delay at start for shooting (use M1 release trick)
- Can chain instant air dashes and slides together while shooting
Edge Boosting
Source: Movement Essentials Guide by Nathan (Eternus 6)
Edge boosting gives you a horizontal speed boost by wall jumping parallel to a corner right as you’re about to pass it.
How It Works
- Approach any corner on the map at speed
- Wall jump parallel to the corner right as your character is about to go past it
- The faster your speed going in, the bigger the boost
Execution Tips
- Requires precision with air strafing to hit the right spot and timing
- Timing window is small - this is difficult tech
- Can combine with mantle slide in certain map spots
- Mini dash jump is good setup for edge boosts inside buildings
Corner Boosting
Corner boosting is a movement technique that allows any hero to super jump onto buildings and navigate the map in ways that would otherwise require mobility abilities. This works by exploiting the vault mechanic on thin objects.
How It Works
When vaulting over a thin object (like a sign or railing), the game “ejects” you to the other side. By immediately chaining this into a wall jump, you gain extra vertical height for unexplained reasons.
Basic Execution
- Vault: Jump and hold space over a thin object (signs, railings) WITHOUT pressing W
- Wall Jump: Immediately press W + Space together (W first, or you’ll double jump instead)
- Double Jump: Press space again for additional height
- Heavy Melee: Hold space while heavy meleeing to slow your fall and travel horizontally
- Auto-Vault: Holding space during heavy melee triggers an automatic vault animation if near a ledge
The full sequence: Vault → Wall Jump → Double Jump → Heavy Melee (holding space) → Land on platform
Railing Variation
Railings cannot be vaulted normally (you land on top instead). The workaround:
- Press melee then jump immediately
- This allows you to vault over the railing
- Continue with wall jump → double jump → dash
Objects That Work
- Thin signs that eject you when vaulted
- Railings (with melee-jump trick)
- Any object where vaulting instantly sends you to the other side
Practical Applications
- Bridge Buff Steals: Reach bridge buff spawn locations without ziplines or movement abilities
- High Ground Access: Get onto buildings and platforms for positioning advantage
- Escape Routes: Navigate terrain faster than enemies expect
- Chase Potential: Surprise enemies retreating to high ground
Hero Synergies
- Lash: Ground Strike damage scales with height above target. Corner boost to staging positions for massive slam damage.
- Heroes without mobility: Infernus, Abrams, and other low-mobility heroes benefit most from this tech since it provides verticality they otherwise lack.
Enhanced Version (Superior Stamina)
With Superior Stamina item (+2 stamina, +2m dash distance, +3.5m jump height):
- Extended dash range allows reaching platforms further away
- Extra jump height makes more locations accessible
- More stamina means more attempts before needing to regenerate
Practice Method
- Go to Play → Explore Map
- Enable Fast Stamina (hold Tab, toggle it)
- Find thin signs around the map
- Practice the vault → wall jump → double jump → heavy melee sequence
- Look for nearby high ground to reach
Timing Tips
- Don’t press W during the vault—let the object eject you naturally
- Press W slightly before space for the wall jump (otherwise you’ll double jump)
- Hold space throughout the heavy melee to auto-vault onto ledges
- The heavy melee slows your fall, giving time to reach platforms
Bunny Hopping and Sliding
Combining bunny hops with slides preserves momentum, conserves stamina, and makes your hitbox unpredictable.
Benefits
- Momentum preservation: Travel further with the same initial velocity
- Stamina conservation: Go from point A to B using less stamina than dash-spamming
- Unpredictable hitbox: Sliding changes your profile significantly
- Extended magazine: Sliding grants infinite ammo for the duration
Sliding Hitboxes
Some heroes have especially difficult-to-hit slide animations:
- Wraith: Gets very low to the ground and leans back
Stamina Banking
Instead of burning 3 stamina in quick succession, mix in slides and bunny hops. Having stamina “in the bank” lets you:
- Extra air jump when needed
- Emergency wall jump
- Clutch air dash to escape
Heavy Melee Momentum Extension
Heavy melee in the air extends your distance and can redirect your momentum. Treat it as an additional air dash.
Uses
- Gap closing: When you’re just short of reaching a surface
- Momentum reversal: Change direction mid-air (no other way except air dash)
- Mantle setup: Heavy melee to get close to a wall, then mantle or wall jump
High-level players use this constantly. Watch any top streamer and you’ll see heavy melee woven into their movement.
Wall Stalling
Wall stalling lets you stay airborne for extended periods by exploiting wall jump’s internal cooldown.
How It Works
Wall jump has an internal cooldown. If you wait long enough between wall jumps, you get full height. The technique:
- Wall jump with proper timing for full height
- Spam wall jumps to maintain height on the wall
- Stall as long as possible
When to Use
- Vs Infernus: His Flame Dash only damages grounded targets—stay airborne
- Lash: Waiting for Ground Strike or Death Slam cooldown while a Kelvin Dome blocks you
- Buying time: Waiting for an important cooldown (e.g., Lady Geist ult) in a 1v2
Better on Lash than most heroes due to grapple synergy, but useful on anyone.
Unpredictable Wall Jumping
Use wall jumps defensively to be harder to kill and keep escape options open.
Applications
- Buy time in outnumbered fights
- Wait for critical cooldowns
- Make your movement pattern impossible to predict
- Keep multiple escape routes available
Sometimes surviving 5 extra seconds means your ultimate comes off cooldown and turns the fight.
General Philosophy
Good movement separates good players from amazing players. Deadlock’s movement system is rich and complex—be creative:
- Look for routes and paths not widely known
- Combine techniques (corner boost + air strafe + heavy melee)
- Experiment in Explore Map mode
- Watch high-level players for inspiration
Sources
- MASTER Deadlock MOVEMENT In 10 Minutes! | Movement Essentials Guide - Nathan (Eternus 6) covers basic movement, dash techniques, mantle slides, super glides, wall jumps, air strafing, zip line techniques, instant air dashes, edge boosting
- How to Do Corner Boosting TECH in Deadlock! - Corner boosting tutorial
- 5 Advanced Movement Techniques You NEED To Be Using In Deadlock - Air strafing, bunny hopping, wall stalling, and more