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hero:ivy

Ivy

Air Drop

Air Drop
Tech Type Character Tech
Difficulty Universal Basics
Character Dependent Yes
Inputs Air Drop (by default 4)

Air Drop is Ivy Ivy’s fourth and ultimate ability. In it, she (after a short wind up) launches into the air with a bomb and enters a flying state where she is constantly propelled forwards in the air. While flying, you can ascend, descend and accelerate. At any time, you can drop the bomb to inflict Movement Slow and (with the third and final upgrade) silence.

Air Drop can be split into three phases:

  • Charge
    • This phase consists of Ivy Ivy flapping her wings, charging up Air Drop. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel.
    • When charging, you are able to slowly move at 50 u/s (1.27 m/s). If not holding a movement key, you will launch straight upwards, then after a [insert tick] period, instantly start accelerating forwards. If holding a movement key, you will move in that direction while launching upwards.
    • When picking up an ally, there is a significantly shortened charge time.
    • This phase lasts 78 ticks (1.3 seconds). The Charge phase is defined as the time from the activation of Air Drop to the channel bar disappearing.
  • Launch
    • This phase consists of Ivy Ivy launching upwards into the air. You are unable to use other abilities or use active items that cannot Heavy Melee Cancel.
    • This phase lasts 71 (1.18 seconds) ticks. Launch phase is defined as the channel bar disappearing to the tick before you can drop someone.
  • Fly
    • This phase consists of Ivy Ivy flying forwards. This is the first phase where you are actionable and able to use other abilities, active items. You are not able to dash, downdash or air jump.
    • This phase starts the tick you are able to drop someone. The duration of the fly phase can be extended with items with the +Ability Duration stat.

Ivy Ivy flies at a base speed of 461 u/s (11.7 m/s). By accelerating (by default, W), you accelerate over a period of a second to a base speed of 735 u/s (18.67 m/s). This speed can be increased by buying items with either the +Move Speed stat or the +Sprint Speed stat.

Flying Trajectories

Flying Trajectories
Low Trajectory
Inputs Duck (hold) while in the charge phase of Air Drop
IAD Trajectory
Inputs Dash after emerging from charge phase
Backwards Loop
Inputs Buffer movement key while in charge phase

Certain actions can influence the trajectory in which you fly in:

  • Default Trajectory (no inputs)
    • This is while not holding any inputs.
    • This trajectory moves you vertically in the air, stops you, then moves you forwards. This is useful for when you want the height advantage in a close environment.
  • Forward Trajectory
    • This is the most common trajectory.
    • This puts you in a more natural and curved trajectory forwards. This is useful in outdoor scenarios where enemies are further away.
    • To execute, hold forwards.
  • Low Trajectory
    • This trajectory puts you closer to the ground.
    • This can be executed by holding crouch in the charge phase of Air Drop. This can be useful for quicker bomb drops in close quarters environments
  • IAD Trajectory
    • This trajectory puts you as close as you can get to the ground.
    • This is executed by instantly dashing after emerging from charge phase and in launch phase. This can be useful in indoors environments.
  • Backwards Loop
    • This trajectory allows you to initially travel backwards when emerging from the launch phase into the fly phase. This can only be done near the skybox.
    • This can be executed by buffering the backwards movement key while in charge. You will travel up vertically, then fly backwards for a second and loop around back forwards.
    • This is (for the most part) a novelty. Uses include messing with opponents and trolling.

Solo Urn

Solo Urn
Tech Type Character Tech
Difficulty Advanced Easy
Character Dependent Yes
Inputs (Open) Air Drop → Wait 22 ticks → (Self-cast) Air Drop

With special timing, you are able to use Air Drop and carry the Soul Urn at the same time, allowing for extremely fast and efficient urn deliveries.

While holding the urn and flying, the speed at which you are flying is not directly set to 13 m/s, unlike carrying another person holding the urn.

Items with +Sprint Speed allow you to fly faster, and contribute to your flying speed while carrying the urn. Items with +Move Speed do not contribute to flying speed while flying with the urn.

To Solo Urn with Ivy Ivy:

  1. Open the Air Drop cast window.
  2. Walk onto the urn and wait 22 ticks, or until the bar reaches the gap between the words “Picking” and “Up”. You have a 9 tick window to do the next step; if you are too early, you will fly without the urn, wasting Air Drop. If you are late, you will not be able to cast Air Drop.
  3. Self cast Air Drop. If done correctly, you should pick up the urn and fly at the same time.

Zipline Momentum Conservation

Main article: ZMC

Ivy Zipline Momentum Conservation
Tech Type Character Tech
Difficulty Advanced Easy
Character Dependent Yes
Inputs (Be on transit line) → Duck (drop off the transit line) → Air Drop

Ivy Ivy can use Zipline Momentum Conservation with her fourth ability, Air Drop.

After a short cast time, Air Drop pops Ivy Ivy and a teammate into the air, where she can fly and drop bombs that inflict Movement Slow. Using ZMC, Ivy Ivy can move forwards during the cast time, increasing distance.

This can be used to make Ivy Ivy harder to hit or to quickly pick up a teammate that is in a fight.

To execute, drop off the transit line and use Air Drop.

hero/ivy.txt · Last modified: 2025/03/28 06:50 by monster_domosed