REDLINER Slam Guide

Slam costs one grapple, deals 60% Instability, deals no damage, and is easy to punish if parried.

Confirmed Values

| Field | Value | | --- | --- | | Cost | 1 grapple | | Instability | 60% | | Damage | 0 | | Use while destabilized | Yes |

Risk

Slam creates an AOE that knocks players airborne. The same AOE makes it easy to parry, and a parried slam can heavily punish the slammer with Instability.

Route Notes

Slam storage comes from dashing during the grappling animation. Slam sliding converts slam velocity into usable horizontal velocity as you hit the ground.

Source and Freshness

Source checked: TRELLOLINER snapshot, checked 2026-06-17.

Raw path: docs/redliner/raw/data/trelloliner-summary.json.

Content intelligenceREDLINER slam guide

Search Intent And Player Task

Players want to know what slam costs, what it does, and why it often gets punished.

Use this page to: Use slam deliberately as Instability pressure, not as a damage button or panic escape.

Evidence Used

  • The movement and parry clusters both connect to slam because it creates Instability and is easy to parry.
  • The Trello augment notes provide the source values: one grapple, 60% Instability, no damage.

Information Gain

The page highlights the tradeoff: slam can be used while destabilized, but the AOE also makes it readable and punishable.

Practice Plan

  1. 1. Practice downward grapple routes without a target first.
  2. 2. Track one grapple charge before deciding whether slam is worth the cost.
  3. 3. After a slam, reset spacing because a parried slam can punish the attacker hard.

Common Mistakes

  • Expecting slam to deal HP damage.
  • Ignoring that slam costs one grapple charge.
  • Using slam into a stationary player who is waiting to parry.

Source Boundaries And Update Plan

REDLINER changes quickly, so this page separates stable source facts from practice advice. Official Roblox metadata is used for game identity, controls, creator information, and public game stats. TRELLOLINER is used for mechanics, weapon values, map-object behavior, and failure states, but exact balance-sensitive numbers are treated as snapshot data until a later live pass confirms them again.

The practical recommendation is to use this page as a training route, then verify the result in game. If a future update changes a weapon value, control behavior, code status, or movement interaction, the source log should be updated first and the affected article should link back to that change. That keeps each REDLINER guide useful without pretending that unsourced community claims are confirmed facts.

For ranking quality, the page also needs to create a useful next click. After reading the mechanic or weapon note, compare it with the related tool, run one practice drill, and then open a neighboring page that explains the failure state. That pattern is intentional: REDLINER players rarely solve a search with one isolated definition. They usually need a mechanic, a route, a counter-risk, and a source boundary before the advice is safe to use.

How To Use This REDLINER Guide In Search Context

This page is written for players who arrive from a narrow REDLINER search and need a practical answer before their next match. The target query is not treated as a title swap. The page starts with the verified mechanic or route fact, adds the player task behind the query, and then sends the reader toward the tool or neighboring guide that completes the job.

If the topic is movement, the useful outcome is a route choice that saves stamina, keeps grapple available, and avoids turning dash into a fake invincibility button. If the topic is combat, the useful outcome is a safer read on parry, clashing, bullet value, or weapon pressure. If the topic is setup, the useful outcome is a control map that keeps the most important inputs reachable instead of promising universal sensitivity numbers.

The page should also help you avoid bad search results. REDLINER has similarly named legacy and unrelated pages in the wider web results, so the canonical source layer matters: current Place ID 94987506187454 for game identity, TRELLOLINER for mechanics snapshots, and the source log for updates. When those layers disagree or become stale, the safe answer is to label the limitation and recheck the live game before presenting a balance value as current.

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