

Placing a jump pad right next to a supply bin to the point where it is clipping through the supply bin and then driving a Trident into the supply bin will launch the trident a very far distance.This can cause the player to remain in the air for a long time. In rare cases, spamming the "jump" key after using the pad will cause the double-jump effect to remain on the player.Sometimes the pad will not launch players in the air.If you want to bounce straight up and down for any reason, use a melee attack to push yourself forward onto it so that you touch it without using any movement inputs.However, since this is difficult to perform, it is worth practicing in the Firing Range. Most players won’t be able to hit you and you will have given yourself the upper hand. You can give yourself an offensive advantage by throwing a grenade at enemies while in-air, or firing in midair.If you bounce a launch pad off another launch pad and jump right where you should, adding extra mobility to travel distances quicker.Just make sure you have an escape route or and object to hide behind after.


Fuse’s The Motherlode can damage and destroy the jump pad.Launch pads that are thrown in between tight or small spaces will be refunded instead.Wraith cannot interact with a jump pad while using Into the Void.If Mirage sends out a decoy while mid-bounce, the decoy will go much farther than a player would.If Mirage tries to make his decoy stand where the launch pad is, the decoy will continuously bounce straight up and down until expiring.Mirage's decoys will bounce on Launch Pads as real players would.Thrown objects like Caustic's Nox Gas Traps, Gibraltar's Dome of Protection, Lifeline's D.O.C.The grenades and flares used for Bangalore's Rolling Thunder, Gibraltar's Defensive Bombardment, and Caustic's Nox Gas Grenade.Grenades such as Frag Grenades, Thermite Grenades, Arc Stars, Revenant's Silence, and Bangalore's Smoke Canisters.Thrown objects can be bounced off the launch pad to extend the distance they travel.You can use stim to quickly disengage or run away from enemies while healing at the same time through bunny hop healing, though you'll lose the ability to bunny hop heal after stim has ended so be mindful of that.Use stim just before finishing a Med Kit or Phoenix Kit so that you can have the effects of stim without losing health.Never run in a straight line, but try zigzagging instead to avoid incoming fire. When disengaging from a fight, use this ability for a quick getaway.The ability can be used to quickly rotate between off-angles, giving you the ability to condition your enemy into focusing their attention on one off-angle and allowing you to shoot them from another angle or flank them.Use this ability to flank the enemy from the long path, since the enemy is less likely to be keeping tabs on the long flank and because your Stim can greatly reduce the time it takes to flank the enemy.Avoid running into new areas with only a sliver of health. Always keep track of your health before using this ability.You may want to take care when using this ability in fights - do not use it too much as you will weaken yourself substantially for enemies to pick you off. It is not possible to kill yourself, but you are easier to kill. You cannot bring yourself below 1 health.
