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Movement
This page tracks every patch note change to Movement in Deadlock. The patch notes list 115 changes across 37 patches, from May 10th, 2024 to September 30th, 2026. Every change is listed below, newest first.
Archive details 37 patches · 115 changes
Each change is one line of the patch notes.
First recorded: .
Change History
2026
- Full patch
- Stamina Tracking: When it seems like they never stop dodging, you’ll know when it’s time.
- Auto Move: Double-tap Move Forward to keep moving forward without holding the key. Move Forward or Move Back to stop.
- Auto Mantle: Automatically mantle onto ledges you walk into while moving forward on the ground, without pressing Jump. Works the same while moving backward.
- Mobility Tracking: Learn how different forms of CC exactly affect your hero’s movement.
- Navigate Uninterrupted: Make everything in the map ignore your hero and give your hero a speed boost.
- Full patch
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2025
- Full patch
- Full patch
- The 10% move speed slow from taking damage is now a 20% slow only for the portion over the hero's base move speed
- Move Speed bonuses now stack diminishingly
- Base move speed reduced by 0.1 (except for heroes lower than 6.5)
- Heroes with move speed spirit scaling have the values reduced by 40%
- Sprint now starts accelerating for sprint speeds over +2.5 rather than only after +3
- Base sprint speed reduced by 0.4
- Initial wall jump no longer costs stamina
- Stamina now regenerates faster (from 5s to 4.5s for 1 stamina)
- Time delay before sprint starts working after hero/neutral interaction reduced from 4s to 3s
- Full patch
- Sprint/Out of Combat regen timer against neutrals increased from 0.5s to 2.5s (takes longer to start sprinting/regening)
- Initial wall jump now costs 0.25 stamina
- Stamina regen rate reduced by 5% (5s to 5.25s)
- When meleeing an enemy that is mantling and the mantle slow is applied, mantle sliding right after wards is no longer allowed
- Movement Buff stamina from 1->4 to 2->4
- Stamina regen returned from 5.25s to 5s
- Sprint/Out of Combat regen timer against neutrals increased from 2.5s to 4s (takes longer to start sprinting/regening)
- Sprint ramp rate reduced from 1/sec to 0.75/sec (first +3 sprint is immediate, then it starts ramping)
- Getting shot now slows your move speed by 10% for 0.7s
- Full patch
- Wall Jumps after the first one now cost 0.5 stamina (first wall jump per sequence is free)
- Reduced corner boosting velocity by 20%
- Fixed Wall Jumps not refunding stamina if a mantle or zipline occurs within the refund window (similar to how we treat other stamina refunds)
- Movespeed bonus reduced from +7m to +3.5m
- Full patch
- Meleeing a mantling enemy no longer cancels their mantle, instead it applies 80% movement slow that ramps down to 20% over 2s.
- Slight reduction to the amount of turning you can do while performing a heavy melee
- Heroes now have different dash speeds (same distance, slower to get there). They are placed into 3 buckets to start, Bucket 1: +5%, Bucket 2: -5%, Bucket 3: -15%.
- Movespeed Slow when shooting reduced from -30% to -25%
- Dash speed for bucket 3 heroes increased from -15% to -10%
- Full patch
- Full patch
- Air Acceleration has been increased to improve Wall Jump controls, but only while moving at lower speeds.
- Wall Jump launch has different kick away speed from the wall based on whether you're pushing your movement direction toward, away, or neutral.
- Fixed cases where it was impossible to Mantle Ledges to the left or right of your Wall Jump direction, just after a Wall Jump.
- Fixed/improved control over air dashes just after a Wall Jump.
- Wall Jump fatigue affects the vertical launch only, and recovers at 1.25s instead of 2s. This should encourage long lateral leaps, while keeping chimneying in check.
- Fixed a bug where using Melee on the ground triggered Wall Jump fatigue.
- Wall detection for wall jumps now takes into account all walls in a small radius around the player, not just the last wall touched.
- Changes to Wall Jump behavior have reduced the effectiveness of "Corner Boosting" a bit.
- While Wall Sliding, terminal velocity is in effect (for vertical speeds only). At -600u/s gravity is cancelled out.
- Mantle Glide: Holding Crouch or Crouch Toggle while exiting a Mantle creates a small speed boost, allowing you to slide out of mantles.
- Increased Dash Slow cap from -40% to -50%.
- Added new 'out of combat' run and sprint.
- Full patch
- Full patch
- Full patch
- Default sprint speed increased from 0.5 to 1.0.
- Sprint disable duration reduced from 5s to 4s when dealing/taking damage with heroes.
- Sprint disable duration reduced from 5s to 0.5s when dealing/taking damage with non-heroes.
- Crouch toggle now ends on a failed dash.
- New run locomotion.
- Re-authored crouch locomotion to match faster speeds.
- Flame Dash speed boost has been updated from M1 to 'W' by default.
- Camera movement between crouching and standing is smoother and quicker.
2024
- Full patch
- Full patch
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- Sprint is now always considered active as long as you are out of combat (haven’t taken or dealt damage for 5s, healthbar is now a little transparent when out of combat).
- Fixed various inconsistencies and scenarios with how Sprint speed was calculated. Previously there were many conditions that could result in you losing the bonus.