====== Lash ====== {{ ::lash_card_psd.png?100 }} ===== Zipline Momentum Conservation ===== __Main article:__ [[universaltech:ZMC]] {{tablelayout?rowsHeaderSource=Auto}} ^ **//Lash Zipline Momentum Conservation//** || ^ {{ ::charactertech:lashZMC.mp4 }}|| ^ Tech Type | Character Tech | ^ Difficulty | Advanced Easy | ^ Character Dependent | Yes | ^ Inputs | (Be on transit line) → Duck (drop off the transit line) → //Death Slam// | **Lash**’s fourth ability, //Death Slam//, has **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. To execute, drop off the [[universaltech:transit line]] and use //Death Slam//. ===== Grapple Slide ===== {{tablelayout?rowsHeaderSource=Auto}} ^ **//Grapple Slide//** || ^ {{ ::charactertech:LashGrappleSlide.mp4 }}|| ^ Tech Type | Character Tech | ^ Difficulty | Advanced Easy | ^ Character Dependent | Yes | ^ Inputs | //Grapple// → Air Dash → Slide | ^ Discovered and named by | Monty | **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''. 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 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. The **Grapple Slide** can be extended by obtaining items that increase slide distance, such as the Weapon item Fleetfoot and Burst Fire. You can also [[universaltech:bunnyhopping|bunnyhop]] while sliding. To execute, use //Grapple//, then immediately afterwards, dash and hold slide. ==== Grapple Slide Bind ==== {{tablelayout?rowsHeaderSource=Auto}} ^ **//Grapple Slide Bind//** || ^ 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 "+in_ability2;-in_ability2;-attack;+in_innate1;+in_mantle" alias -lashGrappleSlide "-in_innate1;-in_mantle" bind “key” +lashGrappleSlide Replace key with a key of your choosing. To have autoexec.cfg run every time the game starts, add: +exec autoexec to the Steam launch options. ===== Slam Slide ===== {{tablelayout?rowsHeaderSource=Auto}} ^ **//Slam Slide//** || ^ {{ ::charactertech:LashSlamSliding.mp4 }}|| ^ Tech Type | Character Tech | ^ Difficulty | Advanced Easy | ^ Character Dependent | Yes | ^ Inputs | Ground Slam | ^ Thanks to | Worm | //Ground Slam// is **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// 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. //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. Walls that you can slide on include the inner lane walls near stairs and the wall connecting inner lanes to outer lanes. **Slam Sliding** can be incredibly useful in laning. **Slam Sliding** can allow you to be incredibly unpredictable near tower walls. 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.