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hero:lash [2025/03/28 07:01] – monster_domosed | hero:lash [2025/07/12 05:31] (current) – Fixed clip. compsoter | ||
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====== Lash ====== | ====== Lash ====== | ||
- | <WRAP announcement grey left> | + | <WRAP box nobox> |
+ | <WRAP announcement grey left> | ||
+ | |||
===== Zipline Momentum Conservation ===== | ===== Zipline Momentum Conservation ===== | ||
<color grey> | <color grey> | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | <lash_mm> **Lash**’s fourth ability, //Death Slam//, has <lash_mm> **Lash** enter a state where any opponents that are in a cone of vision get connected to Lash via white glowing whips. After channelling, | + | <lash_sm> Lash’s fourth ability, //Death Slam//, has <lash_sm> Lash enter a state where any opponents that are in a cone of vision get connected to Lash via white glowing whips. After channelling, |
Using Zipline Momentum Conservation, | Using Zipline Momentum Conservation, | ||
To execute, drop off the [[universaltech: | To execute, drop off the [[universaltech: | ||
+ | </ | ||
+ | <WRAP box nobox> | ||
===== Grapple Slide ===== | ===== Grapple Slide ===== | ||
<WRAP half right infobox> | <WRAP half right infobox> | ||
{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | <lash_mm> **Lash**’s second ability, // | + | <lash_sm> Lash’s second ability, // |
//Grapple// is able to be cancelled into a [[universaltech: | //Grapple// is able to be cancelled into a [[universaltech: | ||
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By cancelling //Grapple// with a dash then [[universaltech: | By cancelling //Grapple// with a dash then [[universaltech: | ||
- | **Grapple Sliding** consumes one bar of stamina. | + | Grapple Sliding consumes one bar of stamina. |
- | **Grapple Slide** helps you move quicker around the map; and chase opponents down and pick them off from a larger distance. Ideal uses are in indoor spaces and under bridges in lanes. | + | Grapple Slide helps you move quicker around the map; and chase opponents down and pick them off from a larger distance. Ideal uses are in indoor spaces and under bridges in lanes. Grapple |
- | + | ||
- | The **Grapple | + | |
To execute, use // | To execute, use // | ||
- | |||
- | ==== Grapple Slide Bind ==== | ||
- | <WRAP half right infobox> | ||
- | {{tablelayout? | ||
- | ^ <wrap centeralign> | ||
- | ^ Bind contributed by | Saba | | ||
</ | </ | ||
- | This bind is to be placed in an autoexec.cfg file, located at __**(path to Steam library)\Steam\steamapps\common\Deadlock\game\citadel\cfg\autoexec.cfg**__ or Right click Deadlock in your library → Properties → Installed Files → Browse → __**\game\citadel\cfg\autoexec.cfg**__ | ||
- | |||
- | < | ||
- | alias +lashGrappleSlide " | ||
- | |||
- | alias -lashGrappleSlide " | ||
- | |||
- | bind “key” +lashGrappleSlide | ||
- | </ | ||
- | |||
- | Replace key with a key of your choosing. | ||
- | |||
- | To have autoexec.cfg run every time the game starts, add: | ||
- | < | ||
- | to the Steam launch options. | ||
===== Slam Slide ===== | ===== Slam Slide ===== | ||
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{{tablelayout? | {{tablelayout? | ||
^ <wrap centeralign> | ^ <wrap centeralign> | ||
- | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
^ Difficulty | ^ Difficulty | ||
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</ | </ | ||
- | //Ground Slam// is <lash_mm> **Lash**’s first ability. In it, he stomps the ground around him, dealing damage | + | //Ground Slam// is <lash_sm> Lash’s first ability. In it, he stomps the ground around him, dealing damage. In the air, he instead dives down. |
//Ground Slam// has strange interactions with some surfaces; namely, small extruding pieces of geometry. When using //Ground Slam// on these pieces, you can get “stuck” on geometry. While stuck, you are able to move along the geometry by moving your camera left and right. This is called **Slam Sliding**. | //Ground Slam// has strange interactions with some surfaces; namely, small extruding pieces of geometry. When using //Ground Slam// on these pieces, you can get “stuck” on geometry. While stuck, you are able to move along the geometry by moving your camera left and right. This is called **Slam Sliding**. | ||
- | **Slam Sliding** __does not__ increase the damage of //Ground Slam//; the damage of //Ground Slam// is based on your starting height | + | To execute a Slam Slide, go to an eligible wall and //Ground Slam// |
- | //Ground Slam// | + | Slam Sliding __does not__ increase the damage of //Ground Slam//; the damage |
- | Walls that you can slide on include the inner lane walls near stairs and the wall connecting inner lanes to outer lanes. | + | //Ground Slam// has a natural timer of 3.5 seconds, after which //Ground Slam// will cancel. This also extends to Slam Sliding. While Slam Sliding, |
- | **Slam Sliding** | + | Walls that you can slide on include the inner lane walls near stairs and the wall connecting inner lanes to outer lanes. |
- | To execute a **Slam Slide**, go to an eligible wall and //Ground Slam// onto the extruding geometry; if done correctly, | + | Slam Sliding can be incredibly useful in laning |