Wall jumping and fatigue
While airborne, jump near a wall to jump off it. The first wall jump before landing costs no
stamina; each subsequent one costs 0.5. Wall jumps do not consume the air-jump limit. A successful jump produces a beige dust circle. Holding toward the wall gives a fixed, steep upward launch; holding away gives more horizontal and less vertical velocity, with small angle variations possible on an analog stick.
There is no fixed airborne count limit, but wall-jump fatigue weakens vertical launch. A wall jump sets an invisible fatigue timer to 1.25 seconds; another during that interval is weaker and resets the timer. Landing clears fatigue, and heavy melee in the air triggers it. Wall jumps add air drag, which a crouch dismount from a
zipline can suppress through
Zipline Momentum Conservation.
Corner boost
A corner boost uses an edge, corner or curved surface to redirect a wall jump steeply upward, often with almost no horizontal velocity. The game calculates launch direction from the closest wall point to the rounded collision capsule. At a horizontal/vertical edge or curve, the wall-push vector combines with the other velocity vectors to produce a steep result. It was originally a bug; changes on May 8, 2025 recognized it as an emergent mechanic, and October 2, 2025 reduced its velocity by 20%.
Edges between horizontal and vertical surfaces usually give the most height, but the
Mid-Boss roof, Golden Idol statues and hotdog stand curves can also work. Extra height helps cross buildings, escape, look over obstacles or set up sightline
abilities such as
Vindicta’s
Assassinate or
Bebop’s
Grapple Arm.
Lash’s height-dependent
Ground Strike can also benefit.
| Method | Execution and use |
|---|---|
| Regular | Jump toward an object such as stone fencing and wall jump off its side. Starting position and jump speed make timing variable. |
| Dropdown | Mantle a thin ledge, such as a signpost, drop and jump near its edge. Looking down helps judge timing; lane signposts can set up rooftop approaches. |
| Light melee mantle | Sprint toward a short ledge, light melee in mantle range and hold jump to buffer the mantle. Jump again at the top. The melee slows momentum and makes positioning consistent; stone fencing near the river is a common setup. |
| Downdash | Run backward to an edge, jump just beyond it, downdash toward it and jump near the ledge. Timing and speed make this difficult, but it can set up a boost quickly. |
Edge boost and fast climb
An edge boost adds an ordinary wall jump’s velocity to existing horizontal
movement. Jump as late as possible off a vertical edge, using wall
sliding to help time it; the best wall normal generally exists for only one or two ticks. The command citadel_wall_detection_style 2 displays wall-detection direction and can help inspect the normals around the rounded capsule.
For a fast climb, face and move into a mantleable wall, wall jump while holding forward, and hold jump to buffer a mantle. It uses no
stamina and can replace an air jump. If too low to mantle, an air jump, heavy melee or another
movement option can complete the climb. Heavy melee is slower and affects later wall jumps; the source’s fast-climb page describes a two-second penalty, whereas its wall-jump fatigue page specifies 1.25 seconds.
Sources and editorial notes
Adapted from Deadlock Wiki contributors: Wall Jumping (revision 180651); Wall Jumping/Corner Boosting (revision 213447); Wall Jumping/Edge Boost (revision 58442); Wall Jumping/Fast Climb (revision 58441). Checked 2026-11-01. Source text is available under CC BY-SA 4.0.