Movement every class has
Walk with WASD, jump with Space, crouch with Left Ctrl. Crouching before an explosive jump is the Annihilator tip for getting more height.
Air strafing is shared movement, not a class weapon. While you are in the air, let go of W, hold A or D, and move the mouse in that same direction. Holding W stops the strafe from working. The July 2025 movement demonstration says this, along with bunnyhops and several smaller techs, and its description says those techs still worked as of June 14, 2026. It does not cover mobile or controller, and it deliberately skips rocket jumping and sticky jumping.
Class movement that costs health
| Tech | Class | Cost |
|---|---|---|
| Double jump | Flanker | No health. This is his default extra jump. |
| Rocket jump | Trooper | Detonating a rocket at your feet. Skip it under 60 health unless Gunboats, or Parabomber plus Rocket Jumper, are equipped. |
| Sticky jump | Annihilator | Stickybombs deal about 45 self-damage on a blast jump and about 90 if you simply eat the explosion. Grenades also jump, and they also hurt. |
| Shield charge | Annihilator | Requires a shield in place of the sticky launcher. Charge speed is documented at 250 percent. |
Trooper’s ground speed is 80 percent. The rocket jump is how experienced Troopers cross ground. It is optional on your first night.
Speed you should recognize
A teammate who is suddenly as fast as a Flanker may be a Doctor healing a Flanker (his beam matches patient speed, up to 133 percent), a Flanker on Bloxy Cola or Witches Brew (166 percent), or an Agent disguised as a fast class. An Agent disguised as you does not gain your weapons. Shoot teammates who do not fight back.
Brute at 77 percent, and at 37 percent while most miniguns are spun up, cannot chase a Flanker. Play corners, not open fields.
Practice the double jump and the air strafe before you practice damage surfing or pixel jumps. Those later techs are in the movement video; they are not required to win a payload round.
