Bunnyhopping chains jumps timed around landings to preserve
movement. Deadlock has raw and
slide variants; neither consumes
stamina by itself, and neither requires a particular hero.
Raw bunnyhopping
Press jump as the hero reaches the ground, avoiding an air jump. The shared jump input makes the timing difficult. With no
stamina, holding space shortly before landing can buffer the jump. Raw hops work well in a straight line;
slide hops are better suited to turns. The source says perfect raw hops can technically be faster than
slide hops only below 900
units per second (u/s), with good
air strafing.
Slide bunnyhopping
Slide, jump while holding the
slide key, and land still holding it to
slide again. Repeat while speed remains high enough to
slide; the source gives 376 u/s as the threshold. The technique requires an eligible
slide state, which can be obtained through
slide conservation or a
dash jump. Other actions can prevent a jump during the
slide; a
dash
slide is one example.
After the first
slide,
jumping out of a
slide in less than 0.5 seconds incurs a substantial speed penalty. The first
slide is exempt, so an immediate first jump is viable. For subsequent hops, hold each
slide longer than 0.5 seconds.
Sources and editorial notes
Adapted from Deadlock Wiki contributors; checked 2026-11-01. Source-derived text and factual tables are adapted under Creative Commons Attribution-ShareAlike 4.0. Game content may be subject to separate rights.