Lash combos
Patch 09-16-2026. Also on this hero: Lash's kit and matchups.
Sequences for Lash, and a builder for making your own. Every figure below — cooldowns, ranges, melee damage, item costs and cast delays — is read from the game's own extracted data on patch 09-16-2026. Ability damage is shown as its base value, because Deadlock scales ability damage with Spirit Power and those coefficients are not in the data; a total that treated base as final would be wrong by more the better you were doing.
Beginner
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Height Stomp
Lane pressure DerivedThe one thing every Lash has to learn: Ground Strike pays by fall height, so gaining height before you press it is the whole ability. Grapple is the cheapest way up.
- Grapple — Grapple something above you. The point is the height, not the travel.
- Ground Strike — Strike on the way down. Damage rises 5.5 per metre fallen.
- 4 shots — Finish on the ground while they are still slowed.
Composed from this site's own extracted ability data — Ground Strike's per-metre scaling and Grapple's 30m range. Not demonstrated in a guide.
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Flog Trade
Trading DerivedThe lane trade that pays for itself. Flog heals a share of the damage it deals, so opening with it and following with weapon fire wins an even trade on health even when it is even on damage.
- Flog — Open with it — the heal is a share of damage dealt, so it wants a full-health target.
- 6 shots — Follow up while the T1 slow is still on them.
Composed from Flog's authored damage and heal conversion, and the extracted weapon rate of fire.
Intermediate
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Grapple Heavy
Melee burst DerivedGrapple closes 30m and leaves you on top of the target with no damage spent. Heavy melee is the largest single number Lash has outside his ultimate.
- Grapple — Grapple the target directly. Closes up to 30m.
- Heavy melee — Start the heavy as you arrive — it is 116, more than Flog.
- Flog — Flog to slow them so they cannot simply walk out.
Grapple range and Lash's 116 heavy melee are both extracted figures. The sequence is mechanically sound but is not documented in a guide.
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Knockdown Setup
Confirming an ultimate DerivedDeath Slam has to grab someone. Knockdown is a 3,200-soul active with a 0.1s cast delay that takes the target off their feet first, which removes the guesswork from a 170-second cooldown.
- Knockdown — 0.1s cast delay, then a 0.5s stun.
- Death Slam — Grab while they are down.
Requires: The stun is what makes the grab reliable.
What makes it fail
- Knockdown's stun is 0.5s — this is a tighter window than it looks.
- Both are on long cooldowns; a failed setup costs 35s and 170s together.
Knockdown's 0.1s cast delay, 0.5s stun duration, 35s cooldown and 3,200 cost are all extracted item data.
Advanced
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Nothing But Slam
Teamfight initiation DocumentedA named, demonstrated Lash combo built entirely around Death Slam, shown landing roughly 2,500 damage. The video demonstrates it; the exact input order is not transcribed here because it has not been verified frame by frame.
The input order is not transcribed here. It has not been verified frame by frame, and writing down a guess would be worse than linking the demonstration.
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Slam into Stomp
Teamfight disruption DerivedDeath Slam at T3 stuns everything in the landing radius for 1.2 seconds. Ground Strike lands on a stationary pile. The stun is the window, and 1.2s is not long.
- Death Slam — Throw into your own team. T3 stuns the landing radius for 1.2s.
- Ground Strike — Strike into the pile before the stun ends.
Requires: The landing stun is a T3 effect. Without it there is no window.
What makes it fail
- The 1.2s stun is the entire window — a slow Ground Strike arrives after it.
- Death Slam is on a 170s cooldown, so a miss costs the fight, not the trade.
- Enemies with a cleanse remove the stun and the follow-up lands on nothing.
Both the 1.2s T3 stun and the 170s cooldown are in this site's ability data. The pairing is mechanically sound; it is not transcribed from a demonstration.
Build your own
Your sequence
Add abilities, melee, weapon fire and active items below. Everything is checked against this hero’s extracted cooldowns, ranges, melee damage and weapon rate of fire.
Items you are holding (0)
Passives you own rather than press. Weapon Damage is applied to weapon steps, because weapon damage is extracted. Spirit Power is recorded but not applied to abilities, because the per-ability scaling coefficients are not in the data — a figure that pretended otherwise would drift further from the truth the more Spirit you bought.
Tech that works on every hero
These are not Lash's — they are the game's, and they apply to all 38 heroes. They are also the most out-of-date material on this page, because the people who documented them did so in 2024 and Deadlock has been patched continuously since. Each one says which patch its source was written against.
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Heavy Melee Cancel (HMC)
Source patch 11-13-2024A heavy melee gives you a burst of speed that is taken back when the punch animation finishes. Cancelling the animation with an active item keeps the speed.
How: Hold melee to begin the heavy, then release and activate a cancelable active item before the swing completes.
Needs: A cancelable active item. The sources name Fleetfoot, Melee Charge, Vampiric Burst, Colossus and Unstoppable.
That same 11-13-2024 update removed built-in HMC from Abrams, Infernus, McGinnis, Mirage, Mo & Krill and Paradox, who previously had it in their base kits. Anything written before that date describes a different game.
The Dignitas write-up prices Fleetfoot at 1,250 souls. This site's extracted item data, synced 2026-09-22, has it at 1,600 — so the article is demonstrably out of date on at least one checkable number, which is a fair warning about the rest of it.
Heavy Melee Cancel (HMC) in Deadlock, Explained[Consistent] Heavy melee cancelling with fleetfootFleet Foot Melee Animation Cancel
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Instant Air Dash (IAD)
Source patch unknownA way to get a dash out the instant you leave the ground, rather than after the normal delay.
How: Not transcribed here — the source thread describes it as behaviour that is probably unintended.
Needs: Nothing bought.
The thread that documents it argues it is a bug. Anything Valve considers a bug is a candidate for removal in any patch, so treat this as the least durable entry here.
Instant Air Dash (IAD): what it is, how it works, and why it's probably a bug
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Dash jumping and slide jumping
Source patch unknownThe base movement techniques that carry momentum between a dash, a jump and a slide, and the foundation every melee and ability approach is built on.
How: Covered in full by the linked guide rather than summarised here, because the inputs are timing-based and a paraphrase would lose the part that matters.
Needs: Stamina only.
Movement has been tuned repeatedly since launch. The 09-16-2026 patch alone changed dash-slow values and parry interaction with dashes — see the patch notes.
Deadlock Advanced Movement Guide: How to Dash Jump, Slide Jump, and MoreAnimation cancelling
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