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hero:lash [2025/03/28 07:01] monster_domosedhero:lash [2025/07/12 05:31] (current) – Fixed clip. compsoter
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 ====== Lash  ====== ====== Lash  ======
-<WRAP announcement grey left>{{ ::lash_card_psd.png?100 }}</WRAP>+<WRAP box nobox> 
 +<WRAP announcement grey left>{{ icons:lash_card_psd.png?100 }}</WRAP> 
 + 
 ===== Zipline Momentum Conservation ===== ===== Zipline Momentum Conservation =====
 <color grey>__Main article:__</color> [[universaltech:ZMC]] <color grey>__Main article:__</color> [[universaltech:ZMC]]
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 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Lash Zipline Momentum Conservation//** </wrap>|| ^ <wrap centeralign> **//Lash Zipline Momentum Conservation//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:lashZMC.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:lashZMC.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
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 </WRAP> </WRAP>
  
-<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, he lifts and stuns opponents.+<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, he lifts and stuns opponents.
  
 Using Zipline Momentum Conservation, he can float forwards while channelling //Death Slam//. This can be used to capture more opponents. Using Zipline Momentum Conservation, he can float forwards while channelling //Death Slam//. This can be used to capture more opponents.
  
 To execute, drop off the [[universaltech:transit line]] and use //Death Slam//. To execute, drop off the [[universaltech:transit line]] and use //Death Slam//.
 +</WRAP>
  
 +<WRAP box nobox>
 ===== Grapple Slide ===== ===== Grapple Slide =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Grapple Slide//** </wrap>|| ^ <wrap centeralign> **//Grapple Slide//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:LashGrappleSlide.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:LashGrappleSlide.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
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 </WRAP> </WRAP>
  
-<lash_mm**Lash**’s second ability, //Grapple//, allows you to pull yourself towards an enemy player or minion. When //Grapple// is used regularly, he launches high into the air while grappling onto the target.+<lash_sm> Lash’s second ability, //Grapple//, allows you to pull yourself towards an enemy player or minion. When //Grapple// is used regularly, he launches high into the air while grappling onto the target.
  
 //Grapple// is able to be cancelled into a [[universaltech:dash]]. When this happens, he maintains speed from //Grapple//'s initial launch, up to a peak of ''~950 u/s''. //Grapple// is able to be cancelled into a [[universaltech:dash]]. When this happens, he maintains speed from //Grapple//'s initial launch, up to a peak of ''~950 u/s''.
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 By cancelling //Grapple// with a dash then [[universaltech:sliding]], you can gain significant distance and speed for one bar of [[universaltech:stamina]]. This is called a **Grapple Slide**. By cancelling //Grapple// with a dash then [[universaltech:sliding]], you can gain significant distance and speed for one bar of [[universaltech:stamina]]. This is called a **Grapple Slide**.
  
-**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 Slides can be extended by obtaining items that increase slide distance, such as the <weapon> <color #9E6203>Weapon</color> items <item_fleetfoot> //Fleetfoot// and <item_burst_fire> //Burst Fire//. You can also [[universaltech:bunnyhopping|bunnyhop]] while sliding.
- +
-The **Grapple Slide** can be extended by obtaining items that increase slide distance, such as the <weapon> <color #9E6203>Weapon</color> item Fleetfoot and Burst Fire. You can also [[universaltech:bunnyhopping|bunnyhop]] while sliding.+
  
 To execute, use //Grapple//, then immediately afterwards, dash and hold slide. To execute, use //Grapple//, then immediately afterwards, dash and hold slide.
- 
-==== Grapple Slide Bind ==== 
-<WRAP half right infobox> 
-{{tablelayout?rowsHeaderSource=Auto}} 
-^ <wrap centeralign> **//Grapple Slide Bind//** </wrap>|| 
-^ Bind contributed by                               | Saba | 
 </WRAP> </WRAP>
-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**__ 
- 
-<code> 
-alias +lashGrappleSlide "+in_ability2;-in_ability2;-attack;+in_innate1;+in_mantle" 
- 
-alias -lashGrappleSlide "-in_innate1;-in_mantle" 
- 
-bind “key” +lashGrappleSlide 
-</code> 
- 
-Replace key with a key of your choosing. 
- 
-To have autoexec.cfg run every time the game starts, add: 
-<code>+exec autoexec</code> 
-to the Steam launch options.  
  
 ===== Slam Slide ===== ===== Slam Slide =====
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 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Slam Slide//** </wrap>|| ^ <wrap centeralign> **//Slam Slide//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:LashSlamSliding.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:LashSlamSlide.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
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 </WRAP> </WRAP>
  
-//Ground Slam// is <lash_mm**Lash**’s first ability. In it, he stomps the ground around him, dealing damage and inflicting a 50% [[statuseffects:movement slow]]. In the air, he instead dives down.+//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 your end position, not the amount of time elapsed.+To execute a Slam Slide, go to an eligible wall and //Ground Slam// onto the extruding geometryif done correctly, you should be in the dive state but be stuck on the wall. Move your camera left or right to move along the extruding geometry.
  
-//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**you are inactionable until you [[universaltech:slide]] off or //Ground Slam// expires.+Slam Sliding __does not__ increase the damage of //Ground Slam//; the damage of //Ground Slam// is based on your starting height to your end positionnot the amount of time elapsed.
  
-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, you are inactionable until you [[universaltech:slide]] off or //Ground Slam// expires.
  
-**Slam Sliding** can be incredibly useful in laning. **Slam Sliding** can allow you to be incredibly unpredictable near tower walls.+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, you should be in the dive state but be stuck on the wall. Move your camera left or right to move along the extruding geometry.+Slam Sliding can be incredibly useful in laning and can allow you to be incredibly unpredictable near tower walls.
hero/lash.1743145282.txt.gz · Last modified: 2025/03/28 07:01 by monster_domosed