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Ziplines

Ziplines (also known as “Transit Lines” or “Hyperlines”) are the primary method of long-distance transportation in Deadlock. They run from each team’s base down the three lanes, with availability depending on how far a team’s Troopers have pushed.

Lane Names and Colors

Each lane has a unique name, though most characters refer to them by color. Some characters occasionally use the lanes’ actual names.

Basic Mechanics

Travel speed on Ziplines is fixed at 18 m/s on the inner lane and 21 m/s on the outer lanes, independent of a hero’s base speed. Blue (Broadway) ziplines have improved attach speed compared to other lanes. Using a Zipline refreshes the hero’s air dash and double jump. Pressing the down key (Ctrl by default) drops the hero from the Zipline while preserving momentum.

Zipline Speed Boost & Express

The ‘Zipline Speed Boost’ (F by default) can be activated while riding to grant the ‘Zipline Boosted’ buff. This ability has the following properties:

Destroying a base guardian permanently applies this 80% boost to its corresponding Zipline, turning it into an ‘Express Line’. Additionally, the Movement Powerup increases Zipline Boost effectiveness by 40-80% (scaling with game time) when active.

Combat Interactions

Usage Lockout

Taking damage from an enemy hero prevents you from attaching to a Zipline for 3 seconds.

Getting Knocked Off

If a hero takes damage from an enemy hero while already riding or attaching to a Zipline, they will be knocked off. This has several effects:

After riding a Zipline for three consecutive seconds, a blue particle effect appears, indicating immunity to being knocked off. Certain damage sources, notably damage over time (DoT) effects, will not knock a hero off a Zipline. For example, Mirage’s Djinn’s Mark is treated as a DoT for this purpose.