====== Lash ======
{{ ::lash_card_psd.png?100 }}
===== Zipline Momentum Conservation =====
__Main article:__ [[universaltech:ZMC]]
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^ **//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 =====
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^ **//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 ====
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^ **//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 =====
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^ **//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.