Movement is a concept that encompasses traversing the map. In a broad sense, it is important for positioning, map rotations, ganking, and pushing, while from a mechanical point of view, it is the specific actions to escape, chase, initiate fights, or otherwise catch enemies out of position.
Several heroes and items have specific movement tech that cannot be executed otherwise.
Distances and speeds are displayed in-game by meters (m) and meters per second (m/s). As the game built on the Source 2 Engine, internal measurements are calculated by hammer units (hu), where 1 hammer unit can be approximated to 1 inch. Therefore, 1 hu is roughly equal to and represents .0254 m.
There is no fall damage in Deadlock.
Basic Movement
Controls
Note: Keys listed below assume QWERTY layout on an ANSI keyboard.
WASD is used to move the character. Space will cause the hero to jump, and if near a ledge, will let them mantle. Ctrl will cause the hero to crouch. Shift will cause the hero to dash.
Heroes have differing base moving and sprinting speeds. Sprinting will activate on its own, which occurs after a hero is out of combat for five seconds and persists until entering combat or zooming in. Zooming in while sprinting resets the player's speed back to base move speed. Most heroes can obtain sprint through items, but several start with it initially.
Sliding
While traveling fast enough, pressing crouch will cause the hero to slide. Moving down stairs or ramps will also initiate a slide. Sliding will preserve momentum, and gives the player infinite ammo during the duration of the slide.
Air Jump
Jumping while midair functions like a double jump, allowing the player to reach rooftops or get over tall walls. This consumes one stamina. Against some walls, air jumping against the surface that is just too tall for a single jump will refund the stamina for the air jump.
Air Dash
Dashing midair can be done similarly to a grounded dash. This consumes one stamina.
Dash Jump
After dashing, there is a short window where the player can execute a jump to perform a dash jump. This consumes two stamina bars but allows more directional movement and temporarily increases speed.
Down Dash
Pressing crouch midair performs a down dash, allowing the player to return to the ground quickly. This consumes one stamina.
Ropes dangle from the roofs of buildings, allowing heroes to access rooftops and provides a means of reaching vertically. (<-- word salad, rewrite this)
Ziplines are the most prominent method of traversal, as the heroes spawn riding the lines. They connect the opposing bases together and facilitate fights.
Advanced Movement
As a physics based game, several principles in the real world are also modeled in-game. However, quirks with the game engine allow unique movement options that are not readily apparent.
Friction
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Wall Jump
Pressing Space away from the wall will cause the character to perform a Wall Jump, which does not consume stamina.
[[File:Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes..png|64px]] Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.
Charge forward, colliding with enemies and dragging them along. Hitting a wall will Stun enemies caught by Abrams. Speed increased after colliding with enemy Heroes.
Seismic Impact
Leap high into the air and choose a ground location to crash into. When you hit the ground, all enemies in the radius are damaged and stunned.
Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s).
Take flight with an ally or a bomb. Drop your ally or bomb to cause a large explosion that causes movement slow. Ivy and ally gain a bullet shield when flying ends.
While lifted, your ally gains bullet resist but cannot attack and deals -50% damage. Air Drop has faster cast time when targeting an ally.
Kelvin creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail.
Press Shift / Ctrl to travel up or down while in Ice Path.
Transform yourself into a tornado that travels forward, damaging enemies and lifting them up in the air. After emerging from the tornado you gain bullet evasion.
Traveler
Channeled. Target an ally or visible enemy hero on the minimap, then teleport to where they were when your channel started. After teleporting, you gain movement speed as well as fire rate until your next reload.
Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.
Fire a projectile that swaps your position with the target enemy hero. While the effect occurs, you gain spirit lifesteal and the enemy takes damage over time.
Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump.