deadlock.io
Movement·Map ·akazipline, ziplines, hyperline

Ziplines

Ziplines

Ziplines are free, hands-free fast travel down your lanes — ride a full three seconds to earn knockoff immunity, and crouch off the end to keep your momentum.

How it works

Ziplines are the team-colored transit lines that run the length of every lane and ring the map; hop on with your jump key and they carry you hands-free so you can shoot and cast while you travel. They're the backbone of rotations — but your reach is gated by how far your team has pushed, and you ride fully exposed, so an enemy can shoot you off for a chunk of HP and a stun.

Mounting, riding & speed tiers

Every lane has a team-colored zipline that runs its full length, with cross-links that ring the map. Walk under one and tap your jump key (SPACE by default — the 05-22-2026 patch also bound ladders/ropes to the same key, smoothed the grab so it stops jittering, and removed the delay if you've rebound the key) and you mount it hands-free: you keep full control of your camera, your gun, and your abilities while you glide, so you can shoot, heal or set up on the way in. Your reach is gated by lane control — pushing your wave forward unlocks more of your zipline toward the enemy base, while a lane the enemy is pushing shortens how far you can ride, and you can never ride a line into territory the other team holds. Riding speed is tiered: the very first trooper wave creeps along its line at one-third speed (about 33%) so the early lane opens slowly, later reinforcement waves move at full speed (100%), and once your team destroys a lane's base guardian your zipline there permanently upgrades into an Express Line that carries you at 140% — a flat +40% on top of normal, the single fastest way to reach a fight or get home to defend.

Getting shot off the line

Ziplines are exposed, and that's the whole catch. If an enemy hero damages you while you're riding (or in the moment you're attaching), you get knocked off: you take 15% of your max HP as Hyperline damage — it's reducible by Spirit Resist — and you're stunned for 2.5 seconds, with the stun timer only starting once you hit the ground. There are two big outs. First, riding for three uninterrupted seconds grants knockoff immunity — a blue particle effect flickers on and you can no longer be shot off — so a long, committed ride is safer than a short hop near enemies. Second, damage-over-time effects don't trigger the knockoff, only a direct hit does, so a stray burn won't drop you. The real danger isn't the HP — it's where you land: get shot off over enemy ground and that 2.5s stun is a free pickoff. Sprint doesn't apply on the line either, so you arrive at base move speed unless you've built it back up before you dismount.

How to play it

Treat ziplines as your travel budget so you can save stamina for the fight — walk-and-rotate on lines and you arrive with a full dash pool instead of burning charges to cross the map. Don't ride blind into a contested lane: stop short and dismount before the line carries you over enemies, because a knockoff-stun there ends with you dead. Once you've earned an Express Line off a base-guardian kill, lean on it hard — it's elite for split-pushing one lane and teleport-defending another, and the enemy can't match the speed on their own dying line. The фишка most players miss is the dismount. A plain crouch dismount (tap crouch as you leave the end) preserves your zipline momentum and drops your air drag to a trickle, so you keep sailing — chain a dash into it (the 'zip dash') or a jump (the 'cake jump') and you launch far past where the line ends, turning a rotation into a near-teleport and reaching rooftops and off-angles for free. Build a couple of seconds of sprint before you hop off so you keep cruising on the ground, and remember the line carries enemies too: contest a lane to shorten their reach, and watch for heroes riding in so you can shoot them off the instant before their three-second immunity kicks in.

Raw dataidentity & API

identity

id
mechanic_ziplines
slug
ziplines
category
movement
flowStage
macro
aliases
zipline, ziplines, hyperline, transit line, transit lines, rope, express line, zip dash, fast travel, зиплайн, трос
sourcePath
manual:mechanics/ziplines
updatedAt
2026-06-06T00:00:00.000Z