Mantling & wall jumps

Mantling over a ledge is free and wall-jumping is a free third jump — but kicking off a wall in a fight now slows your stamina regen 25% for 5 seconds.
Mantling auto-climbs you over low ledges at zero stamina cost, and wall-jumping kicks you off a surface to redirect or scale walls — together they let any hero reach high ground and juke without spending an ability. The May 2026 patch added a stamina-regen brake so you can no longer spam wall jumps inside a brawl.
Mantle vs wall jump
Two separate tools, both free of an ability. Mantle is the auto-climb over a low ledge or obstacle and it costs no stamina. It fires when you jump into a climbable surface while moving forward — hold jump to buffer it so it triggers the instant you're in range, or force it in a tight spot by looking at the surface and pressing forward + jump. You snap up over roughly half a second, locked out the whole time (you can't shoot, dash or cancel), then land grounded. The catch: you only mantle ledges below a certain height — about chest-to-head, not a full wall — and the lip has to be deep enough to grab, so aiming too high or too far does nothing. Coming out of a mantle your speed briefly spikes. Wall jump is kicking off a vertical surface mid-air: jump toward a wall, then push away from it and tap jump again as you touch — a quick yellow flash under your feet confirms it. The first wall jump in an airtime is free and does NOT burn your air/double jump, so you can double-jump AND wall-jump in the same leap to climb higher than either alone. Keep kicking off walls without touching the ground and each extra wall jump after the first draws about half a stamina. Touch ground (or mantle) to reset back to a free first kick.
The wall-jump stamina brake
The 05-22-2026 patch added a brake so wall jumps aren't free spam in a brawl: after a wall jump your stamina regeneration is reduced 25% for 5 seconds. Two exceptions matter — it does NOT trigger while you're out of combat, and it does NOT trigger if you mantle shortly after the jump. So rotating, escaping a gank, or scaling a building between fights still costs you nothing extra; the penalty only bites when you're trading blows and leaning on walls to reposition. Plan around it: in a fight a single wall jump to break line of sight is fine, but stacking wall jumps means your dashes and double jumps come back slower exactly when you need the next escape.
How to play it
Treat mantle as your free 'get up there' button — it's the cheapest way onto crates, rooftops, the Urn bridge and zipline-adjacent ledges, and it never touches stamina. Buffer it (hold jump) when chasing or fleeing across broken terrain so you flow over obstacles instead of bonking into them. Right out of a mantle your speed spikes — slide immediately to carry that boost forward, and since sliding no longer resets your sprint speed that momentum now sticks. Use wall jumps to create separation before you spend a dash: kick off a wall to break a chase or juke a skillshot, then dash only if you still need the distance — that keeps a dash banked for the real emergency. Double-jump then wall-jump to scale walls a plain jump can't reach, opening flank routes and high-ground angles. In a fight, respect the regen brake — one redirect wall jump is great, but don't bounce around the brawl on walls or you'll be stranded with empty stamina. Heroes with their own verticality (Lash's dives, Calico's leaps) and items like Majestic Leap stack on top of these tools, but every hero gets mantle and wall jump for free.
Raw dataidentity & API
identity
- id
- mechanic_mantling
- slug
- mantling
- category
- movement
- flowStage
- fighting
- aliases
- mantle, ledge climb, edge grab, climb, wall climb, vault, auto mantle, wall jump, wall kick, wall interactions, walljump, mantle to slide, мантлинг, залезть на уступ, прыжок от стены
- sourcePath
- manual:mechanics/mantling
- updatedAt
- 2026-06-06T00:00:00.000Z