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New Valkyrie Tech is Insane

0h 12m video Published Jun 25, 2026 Transcribed Aug 4, 2026 D District
Intermediate 5 min read For: Apex Legends players, especially Valkyrie mains, interested in advanced movement tech.
AI Trust Score 70/100
⚠️ Average / Some Fluff

"Delivers on the promise of new Valk tech with clear explanations, though some fluff and sponsor segment pad the runtime."

AI Summary

The video reveals a newly discovered movement mechanic for the legend Valkyrie in Apex Legends that cancels her weapon draw animation by mantling walls during her jetpack boost. The creator demonstrates how this allows for faster weapon deployment and enables advanced movement combinations like wall running and tap strafing, making it a potentially overpowered technique.

[00:02]
Discovery Claim

The mechanic is not documented on the Apex Movement Wiki, suggesting it's undiscovered.

[00:28]
Context

The creator is shirtless due to sunburn, but the video's focus is on the movement tech.

[00:53]
Movement Types

Apex has 'worked for' movements (superglide, tap-strafe, wall jump) requiring timing, and 'free' movements (like Valkyrie's jetpack) that are easier but have trade-offs.

[01:34]
Valkyrie's Trade-off

Using jetpack boost leaves Valkyrie vulnerable as she can't shoot immediately after landing, which can be detrimental in fights.

[02:01]
Animation Cancel

The discovered mechanic cancels the weapon draw animation by mantling a wall during boost, allowing faster shooting.

[02:58]
Basic Execution

Boost at a wall to mantle, which cancels the hand animation and pulls out the gun sooner.

[03:23]
Avoiding Sticking

Jump off the wall to avoid getting stuck; this results in a wall push that propels you back and down rather than up.

[04:25]
Controller Difficulty

Executing on controller is tough due to button mapping; back buttons are recommended for ease.

[05:06]
Controller Recommendation

The Storm controller from Moojong is suggested as a budget option with back buttons, 2000 Hz polling, and gyro.

[06:24]
Advanced: Wall Running

Since it's a mantle, you can add wall running by holding sideways just before hitting the wall, allowing directional control.

[07:33]
Slide and Bunny Hop

The wall push can lead into a slide or bunny hop for continued momentum.

[07:48]
Tap Strafe

Mouse and keyboard players can tap strafe out of the mantle for advanced repositioning.

[08:32]
Jetpack Usage

You can use the jetpack during the mechanic; holding aim allows hovering to control height.

[09:13]
Height Control

When close to the wall, jump off is fine; from far, hold aim to avoid flying too high.

[09:42]
Fatigue Jump

For low walls, use a fatigue jump: jump, then activate jetpack on the way down to avoid going over.

[10:55]
Low Ceilings

In low-ceiling buildings, use the fatigue jump method to avoid hitting lamps and maintain control.

[11:50]
Conclusion

The mechanic is strong and OP; the creator asks for name suggestions and clips.

The discovered animation cancel for Valkyrie's jetpack is a powerful new movement tech that can significantly improve combat effectiveness, though it may be nerfed in the future.

Mentioned in this Video

Tutorial Checklist

1 02:58 Boost at a wall to mantle it, canceling the weapon draw animation.
2 03:23 Jump off the wall to avoid sticking, resulting in a wall push.
3 06:24 For wall running, hold sideways just before hitting the wall.
4 07:48 On mouse and keyboard, tap strafe out of the mantle for advanced movement.
5 09:13 When far from the wall, hold aim to hover and control height.
6 09:42 For low walls, use a fatigue jump: jump, then activate jetpack on the way down.

Study Flashcards (9)

What is the basic mechanic to cancel Valkyrie's weapon draw animation?

easy Click to reveal answer

Boosting at a wall to mantle it.

02:58

What happens if you don't jump off the wall after mantling?

easy Click to reveal answer

You get stuck to the wall and are vulnerable.

03:23

What is the difference between a wall jump and a wall push?

medium Click to reveal answer

A wall jump pops you up, while a wall push pushes you back and down.

03:50

Why is this mechanic difficult on controller?

medium Click to reveal answer

Because you need to move your thumb off the stick to hit jump and boost, making it slow and clunky.

04:40

What is the recommended controller feature for easier execution?

easy Click to reveal answer

Back buttons on the controller.

05:06

How do you perform a wall run with this mechanic?

medium Click to reveal answer

Hold sideways just before hitting the wall.

06:39

What advanced movement can mouse and keyboard players do after the mantle?

medium Click to reveal answer

Tap strafe.

07:48

How do you control height when boosting from far away?

medium Click to reveal answer

Hold the aim button to hover.

09:00

What is a fatigue jump?

hard Click to reveal answer

Jumping at the wall and activating the jetpack on the way down to avoid going over.

10:09

💡 Key Takeaways

🔧

Animation Cancel Discovery

This is the core mechanic that enables faster weapon deployment, changing Valkyrie's combat flow.

02:01
💡

Wall Push vs Wall Jump

Understanding this distinction is crucial for mastering the movement and avoiding getting stuck.

03:50
🔧

Tap Strafe Integration

This shows the mechanic's potential for advanced players, allowing for unpredictable repositioning.

07:48
🔧

Fatigue Jump for Low Walls

Provides a solution for a common issue, making the mechanic more versatile in various environments.

09:42

[00:02] mechanic on Valkyrie that nobody has talked about yet. So, before we hop into today's video, let's just go over to Apex Movement Wiki and let's just make sure that nobody has actually discovered this. I'm not talking my ass. Valkyrie

[00:15] only has two mechanics, the basic usage of the jetpack and moon boots. So, guaranteed if it's not on Apex Movement Wiki, nobody has made a video on it yet. Now, before we hop into today's video, let's address the elephant in the room.

[00:28] Yes, I am completely buck naked. That's because as you might be able to tell, I on my walk this morning. Unfortunately, I didn't check the UV index and it are really burned and just even wearing

[00:41] painful right now. And as you know, you got to wear an arm sleeve if you play on a glass mouse pad. It is what it is. Now, today's video is going to be for all of the Valk mains, console players, and controller players and as well too,

[00:53] actually. Unfortunately, the mouse and keyboard players, you guys are going to really like today's video. As you all know, there are two different types of movements in this game. There are worked for movements and there's free movement.

[01:05] Worked for movements are movements like supergliding, tap-strafing, [music] and wall jumping. Worked for movements are have to understand the timing, you have to get consistent at the inputs and they

[01:19] difficult. But the second kind of movement is free movement and free eyes and you just do something and it just have to learn it, you just you just do it. But the issue though a lot of the

[01:34] time is that when it comes to free movement, there's usually some type of trade-off. And in Valkyrie's case, her free movement trade-off is if you have fighting someone and then you go to boost away or you boost forward,

[01:48] your gun back out before you can start shooting again. This can be detrimental to your gameplay. Like I'm taking a fight and I got to boost around and then I land in front of him. He's going to one mag me. Now, today I

[02:01] have discovered a way to completely cancel the animation for Valkyrie. I've also discovered a way that you can get around some of the issues that's going animation. And on top of that as well, I've also discovered how you can

[02:15] implement more advanced movement into this animation cancel to make this an even more broken mechanic. Do I think this is going to get nerfed? 100%. This is kind of broken, but there's a lot of other legends in the game who have

[02:29] they haven't been patched yet. So, maybe this will actually stay here forever. I has not been discovered yet, and there is no name for it yet, I'm going to movement mechanic? Leave it in the comment section down below. I'm going to

[02:43] officially name this mechanic whatever the most liked comment is. So, get freaky with it. Now, the way that you cancel the hand animation of whenever able to take your gun out right away and shoot people is by simply mantling a

[02:58] wall. Now, I don't know why this hasn't been discovered yet. I honestly think it's super super basic and simple. Essentially, all you're going to do is you're going to boost at the wall, and as you can see, there's no hand

[03:10] animation anymore. Whenever you boost at the wall, it's going to mantle you just like it would if you were to wall jump. And by mantling the wall, it completely cancels that animation, it pulls your gun out a lot sooner, and from here is

[03:23] where things start to get a little bit advanced. Now, when you do this, you're not going to just want to fly at the wall because all it will do is stick you to it. And this is an issue that I have a lot in my games. I used to

[03:37] Oh, I can't move. I can't move. And then I'd completely get [ __ ] on. The way that you're going to avoid that is by jumping. Just like how you would a mantle into a jump off of a wall jump, you're going to do the exact same thing

[03:50] and you're going to jump off. And as you can see, it's not popping me up into the air like a normal wall jump is. It's instead pushing me back and down into the ground like a wall push is.

[04:06] Like that. So, what this basically means now is as we're taking these fights, I can boost out of wall, get a really fast movement buff, right? Go whatever direction I want, and then I can push off of it.

[04:25] Maybe you're way over here, and you're going to kill this person over here. really quick wall jump either at people or away from people. Now, I'm not going

[04:40] to lie, trying to do this all on controller is going to be pretty tough. stop moving your camera to hit jump, and boost, then back to the camera, then then back to aiming your camera at the

[04:52] wall, then back to the camera. And as you can imagine, that is a lot, and it very slow, and clunky, and in general, very hard. This is why I suggest, if you with buttons on the back. Now, you don't

[05:06] need to spend a lot of money like I did on this $200 controller because you can easily play just as good with something like this Storm controller from Moojong so that you never need to take your thumbs off the sticks, and it has the

[05:19] newest version of PMR 6, the e-silver JS-13 Pros. And from what I've read over on Reddit, they are some really good thumb sticks. They also have swappable with a short, or a medium, or tall one, you don't have to go out of your way and

[05:31] buy control freaks or get some third-party adapter kind of thing. It has 2,000 Hz polling rate, so it's going to be very responsive, and it's going to also has 1,000 Hz gyro, so if you want to play gyro, or add it to your gaming,

[05:44] you can easily do that as well. And something that I have never seen before on a $50 controller, let alone even a $100 controller, it comes with a that you don't need to spend a lot of money nowadays to get insane controllers

[05:57] with seriously good features. This Storm controller is an amazing budget option if you're trying to get more into movement as a controller player. Because from having smooth consistent movement 99% of the time, you got to take your

[06:12] buttons on your controller. Buttons on the back fix that instantly. I'm going below if you want to check out the Storm controller from Mojang. I'll also leave a discount code for you guys. It's not an affiliate link. I don't get paid at

[06:24] buy. It's purely there for you guys to better yourselves. Now like I said, this little bit more advanced. Because this is a mantle mechanic, you can now add wall running to it. So a wall run is essentially when you jump out of wall

[06:39] and then you hold sideways. Now, what you don't want to do when you do this is hit the wall then hold sideways cuz as you saw, you kind of get stuck first and out of it. So instead what you're going to do is you're going to hit sideways

[06:52] just before you hit the wall. I do this in third person. I'm going to go slide and I'm going to hold sideways just before I touch the wall. You can also do this without the slide jump, like run and then just hold sideways like that.

[07:04] whatever direction you choose to hold. So if I'm coming in at the wall straight on I can go to the right. I can come direction that you want. Now this is really important cuz on Valk

[07:17] I can use that wall run to almost choose what direction I want to go. I can go sideways with it to the left. just go straight back and down to the ground.

[07:33] down, it's going to push you into a slide that you can hold or a slide that you can bunny hop out of if you can kind of get that timing down boost like I just did. Now, this is where a lot of mouse and keyboard

[07:48] players are going to have a lot of fun with this because since you can wall mantle, you can tap strafe out of it. So, as I maybe take this fight with this person, I might boost and then tap strafe away. Or as I'm

[08:00] fighting this gentleman right over here, I might boost and then come back into that fight. I'm going to leave the fight and then basically come on [music] back So, this is where you can kind of get really fancy with it. You can use this

[08:13] as a way to come back into different situations.

[08:32] you can do a lot of movement with it. Now, when you do this, you want to keep that you can use your jetpack. First off, you can use the jetpack by just using it, which is going to throw you up or whatever direction that you choose to

[08:45] is by holding your aim button. So, by holding aim, now when I boost, it's just going to hover me at whatever spot that I'm currently at. So, if you're going to be boosting from really far away, like away over here,

[09:00] got lucky and bounced off that guy's head. When you go to bounce off that and it could just make it really awkward for you. So, [music] keep in mind that when you're really close to the wall,

[09:13] jumping off is perfectly fine. But, when you're really far away like over here, you're going to want to hold that aim button so that you don't go flying all the way up into the air and you can stay at a reasonable

[09:26] height. Now, that tip is also really important or what is going to destroy your ability to use this mechanic because it can be situational if you going to use this mechanic on this wall right here. The only issue is

[09:42] it's too short and it's going to throw me over top of it. Even if I try to use that glide method where I don't go up, I'm still going to go right over top that issue. So, what we're going to do

[09:56] to fix this is instead of holding our aim down sight and then jumping and boosting, which is going to still put us a little bit high into the air, instead use a fatigue jump method. Now, a fatigue jump for wall jumps is you

[10:09] jump at the wall. And this is a way that you can get a very special type of wall but with your jetpack. You're going to jump and on the way down, you're going to activate your jet booster. And as you can see, I'm not [music]

[10:23] me over top of the wall. So, what I'm going to do here is instead of boosting over like that or holding aim and boosting over and still throwing me over, I'm now instead going to hold aim so I don't go any higher, I'm going to

[10:36] jump and then boost. [music] Hold aim, jump, again, I'm going to hurt my jetpack. Jump. the gun in my hands so that you can really see it.

[10:55] when you're in these low ceiling buildings because if you were to hold off the wall, you're still going to hit your head on these lamps depending on you could still get this boost off of

[11:09] the wall but it can just be awkward in general. So, making sure that as you general. So, making sure that as you fly in or as you push into a room,

[11:21] This way you're going to be able to control your height too because instead of being the guy who's like flying around the ceiling who's going to get stuck on lamps Like

[11:33] like hitting my head off of it. Instead, you're going to jump. And then from here, you're going to jump, aim down sight.

[11:50] wall jump or a tap shift kind of thing. So, yeah, that's the mechanic. It is very very strong. It is very very OP. I want to see what you guys think of it. I clips with it. If you can, send them my way. I'll make a montage. I'll show you

[12:02] what do you guys think of the mechanic? What do you think we should name it? down below. Thank you guys for watching. And remember guys, do not quit cuz it only gets easier from here.

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