A dash costs one
stamina bar and can be used on the ground or in the air. Directional
movement allows a dash at any angle. Normally a hero has one air dash per jump;
Stamina Mastery raises this to two. A ground dash sets velocity to a fixed value, while an air dash adds an impulse that can reinforce or oppose existing momentum.
Down dash
Double-tap crouch in the air to dash downward. The second input must arrive within 28 ticks, approximately 0.44 seconds. The normal limit is one down dash per jump, or two with
Stamina Mastery. This limit is separate from the air-dash limit.
Dash speed buckets
Heroes cover the same dash distance but use different speeds and durations:
| Bucket | Peak ground speed | Duration | Relative speed |
|---|---|---|---|
| 1 | 635 u/s | 0.62 s | Fastest |
| 2 | 579 u/s | 0.68 s | 9% slower than bucket 1 |
| 3 | 562 u/s | 0.72 s | 14% slower than bucket 1 |
Dash slow changes dash speed without changing its duration, reducing distance.
Abilities and items can apply it, including occasionally to the caster. The source lists the hero buckets and known ability and item modifiers below.
Dash jump
Jump during the blue
stamina indicator after starting a grounded dash. A dash jump costs two
stamina bars in total. It sets speed to 611 u/s regardless of prior momentum, making it useful to start a
movement sequence but potentially wasteful when already moving faster. The window remains available after leaving a ledge if the dash began on the ground. This coyote dash jump does not consume an air action, preserving air and wall jumps.
The overview places the window 0.3 seconds after the dash begins and says it lasts 0.2 seconds; the separate Dash
Jumping page says 0.25 seconds. The two cited descriptions disagree on duration.
To preserve momentum, hold crouch after the jump to land in a
slide and
bunnyhop. Alternatively,
air strafe after the dash jump to change direction and then
slide; the strafe costs no additional
stamina.
Dash slide and short cancel
Hold crouch during a ground dash to cancel it into a
slide. The one-bar dash
slide retains some dash speed, covers more distance than a regular dash, and permits shooting. A full-length
slide eventually becomes slower than
walking; the source recommends cancelling around the point at which the dash-jump indicator turns blue.
A short dash crouch cancel uses a brief crouch tap instead of holding it. It costs one bar and cuts the dash short; one use is to approach a lane
trooper for a light-melee confirm or deny.
Instant air dash
Jump and immediately air dash to avoid the slowdown at the end of a regular ground dash. This costs one
stamina bar. Without items it is slower than a regular dash, air dash or dash jump;
Stamina Mastery and
slide
bunnyhopping can make it faster and extend its distance. A well-executed single instant air dash plus
slide hops can cover dash-jump distance for half its
stamina cost. With two air dashes, the source reports a peak near 900 u/s and a distance around two dash jumps. Correct timing may also pass some momentum into
abilities.
Strafe dash
A strafe dash is an air dash angled relative to current velocity. The directional speed cap is approximately 700 u/s normally or 900 u/s with
Stamina Mastery. Dashing at an angle can add velocity beyond the cap in the original direction. The technique matters little below the cap and helps preserve speed when already above it.
For a sideways strafe dash, turn away from the intended path and dash sideways in the opposite direction; this is suited to high speed. For a forward strafe dash, turn, dash forward, and
air strafe back toward the intended path; this is suited to lower speeds. The source suggests roughly 50 degrees at low speed, 45 degrees after a base dash jump, and a direction closer to perpendicular at higher speeds.
Historical: Ag2 dashing
The wiki marks Ag2 dashing as removed content. It involved dashing on a ramp and
crouching on the next tick, producing an impulse of up to 1,065 u/s before
slide friction reduced speed. The source recorded these match-time windows and cautioned that more might exist after one hour:
| Dash bucket | First window | Second window | Third window |
|---|---|---|---|
| 1 | 0:00–0:15 | 0:30–1:01 | 2:05–34:03 |
| 2 | 0:00–0:05 | 2:05–17:01 | 34:03 onward |
| 3 | 0:00–0:15 | 1:19–4:12 | 17:03 onward |
Hero buckets and dash modifiers
| Bucket 1 | Bucket 2 | Bucket 3 |
|---|---|---|
Calico |
Apollo |
Abrams |
Celeste |
Baba |
Bebop |
Deadman Danny |
Billy |
Dynamo |
Grey Talon |
Drifter |
Kelvin |
Haze |
Graves |
Lady Geist |
Holliday |
Infernus |
Mo & Krill |
Ivy |
Lash |
Paige |
Mina |
McGinnis |
Rat King |
Paradox |
Mirage |
Rem |
The Doorman |
Nurse Harrow |
Shiv |
Violet |
Pocket |
Solomon |
Seven |
Venator |
|
Silver |
Victor |
|
Silver (Transformed) |
||
Sinclair |
||
Vindicta |
||
Viscous |
||
Vyper |
||
Warden |
||
Wraith |
||
Yamato |
| Hero | Ability | Dash Slow | Notes |
|---|---|---|---|
Bebop |
Hyper Beam |
36% | — |
Celeste |
Shining Wonder |
22% | T1 upgrade increases dash slow by 14% (total 36%). |
Haze |
Sleep Dagger |
45% (T3) | — |
Kelvin |
Arctic Beam |
18% | — |
McGinnis |
Heavy Barrage |
16% (T1) | Gives 35% dash slow for the caster. |
Mo & Krill |
Sand Blast |
26% (T2) | — |
Rem |
Naptime |
20% | — |
Victor |
Aura of Suffering |
22% (T1) | — |
Victor |
Shocking Reanimation |
26% | — |
| Name | Category | Stat change | |
|---|---|---|---|
Slowing Bullets |
1,600 | Weapon | -20% Dash distance |
Weighted Shots |
3,200 | Weapon | -20% Dash distance |
Haunting Shot |
Legendary | Weapon | -36% Dash distance |
Metal Skin |
3,200 | Vitality | -20% Dash distance |
Stamina Mastery |
3,200 | Vitality | +23% Dash distance |
Colossus |
6,400 | Vitality | -22% Dash distance |
Mystic Slow |
1,600 | Spirit | -12% Dash distance |
Slowing Hex |
1,600 | Spirit | -26% Dash distance |
Lightning Scroll |
6,400 | Spirit | -12% Dash distance |
Vortex Web |
6,400 | Spirit | -36% Dash distance |
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.
- Dashing
- Dashing/Ag2 Dashing
- Dashing/Dash Jumping
- Dashing/Dash Sliding
- Dashing/Instant Air Dash
- Dashing/Short Dash Crouch Cancelling
- Dashing/Strafe Dashing
Editorial coverage note: Dash
Jumping and Dashing disagree on the timing window duration; both are reported.





























































