
Character Skills
"content": "## Character Skills Guide
This guide covers every Legend in Apex Legends and their unique abilities: Passive, Tactical, and Ultimate. For each skill, you’ll find a detailed description, cooldown times (where applicable), upgrade notes (if any), tips for combos, synergies with other Legends, recommended builds (gear/perks), and best-use scenarios. Legends are ordered alphabetically.
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This guide covers every Legend in Apex Legends and their unique abilities: Passive, Tactical, and Ultimate. For each skill, you’ll find a detailed description, cooldown times (where applicable), upgrade notes (if any), tips for combos, synergies with other Legends, recommended builds (gear/perks), and best-use scenarios. Legends are ordered alphabetically.
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Ash
- Role: Assault / Recon
- Passive – Marked for Death: Ash’s map shows the locations of all recent death boxes. Interacting with a death box reveals the location of the surviving attackers on the map (once per box).
- Tactical – Arc Snare: Throw a spinning snare that damages and tethers the first enemy hit, slowing them and preventing movement abilities (e.g., Pathfinder’s grapple, Wraith’s Phase). Cooldown: 20 seconds. Duration of tether: 3 seconds.
- Ultimate – Phase Breach: Create a one-way portal to a targeted location up to 50 meters away. The portal lasts 10 seconds and can be used by Ash and her squad. Cooldown: 2 minutes.
- Combos & Synergies: Use Arc Snare to lock down a fleeing enemy for your team to finish. Phase Breach pairs well with aggressive Legends like Octane or Wraith for quick flanks. Combine with Crypto’s drone to push a stunned squad.
- Recommended Build: Focus on close-to-mid range weapons (R-99, Flatline). Use an SMG/Shotgun combo to capitalize on snare immobilization. Perks: Quick Swap or Gun Shield.
- When to Use: Use Phase Breach to reposition behind cover, escape a third party, or close gaps on a pinned squad. Arc Snare is best for interrupting revives or preventing escapes.
- Role: Assault
- Passive – Sling: Ballistic carries a third weapon in a sling. It cannot be upgraded with attachments. He can swap to it faster than normal.
- Tactical – Whistler: Fire a projectile that disables the enemy’s weapon, causing overheating if they fire. The enemy takes damage over time if they continue firing. Cooldown: 15 seconds. Duration: 6 seconds.
- Ultimate – Tempest: Activate to give nearby teammates faster weapon swap speed, infinite ammo for a short duration (no reload needed), and increased movement speed when running with weapons. Duration: 18 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Use Whistler to force enemies to stop shooting, then push while they are weaponless. Tempest synergizes with high-fire-rate weapons (Devotion, R-99) and with Legends like Bloodhound who can scan to keep enemies visible.
- Recommended Build: Prioritize an SMG and a Shotgun for the sling weapon (since it can’t have attachments), and use your main slots for a fully kitted AR or LMG. Perks: Extra Ammo Capacity.
- When to Use: Activate Tempest before a close-quarters team fight or a hot drop to suppress an early squad. Use Whistler to counter an enemy peeking with a sniper – disable their weapon and push.
- Role: Assault
- Passive – Double Time: Taking damage while sprinting makes you move faster for 2 seconds.
- Tactical – Smoke Launcher: Fire a smoke canister that creates a smoke screen on impact. You get one canister per charge, hold up to 2 charges. Cooldown per charge: 20 seconds. Smoke lasts 18 seconds.
- Ultimate – Rolling Thunder: Call in an artillery strike that advances across the landscape, dealing damage and slowing enemies. Duration: 8 seconds. Cooldown: 4 minutes.
- Combos & Synergies: Use smoke to block sightlines for revives or repositioning. Combine with Bloodhound’s tactical to see enemies through smoke, or with Caustic’s gas to create chaotic area denial. Works well with R-301 or Flatline for precision through smoke.
- Recommended Build: Mid-range weapons (G7 Scout, Triple Take) and a close-range backup (EVA-8). Always carry two smoke charges. Perks: Fortified? (No, but consider Fast Cooldown).
- When to Use: Smoke is versatile: cover revives, block enemy sight for a rotation, or confuse opponents. Rolling Thunder is excellent for flushing enemies out of buildings or forcing them out of cover in the open.
- Role: Recon
- Passive – Tracker: See tracks left by enemies (footsteps, recent actions) and receive hints about their direction and time since passage.
- Tactical – Eye of the Allfather: Briefly reveal hidden enemies, traps, and clues in a cone in front of you. Duration of scan: 1.5 seconds. Cooldown: 25 seconds.
- Ultimate – Beast of the Hunt: Transform into an enhanced hunter: gain increased movement speed, see enemy outlines (even through smoke), and highlighted tracks. Duration: 30 seconds. Cooldown: 3 minutes. Can be extended by scanning enemies while active (kills add time).
- Combos & Synergies: Bloodhound is the ultimate team-Wallhack. Pair with Bangalore smoke for free vision on enemies. Ultimate pairs with any aggressive team comp (Octane, Wraith, Horizon). Use tactical before pushing a building to spot traps or campers.
- Recommended Build: SMG (R-99 or Alternator) and a ranged weapon (G7 Scout). Use the ultimate to initiate fights. Perks: Faster Ultimate Charge.
- When to Use: Use tactical when you suspect enemies are nearby but can’t see them. Activate ultimate before a third-party encounter or when you need to clean up a messy fight. The passive is always active – follow tracks to find safe rotations.
- Role: Controller
- Passive – Nox Vision: Enemies inside your gas are highlighted in a distinct green glow (through walls) for you. You are immune to your own gas (but not enemy Nessie gas).
- Tactical – Nox Gas Trap: Place a canister that releases a cloud of Nox gas when triggered by an enemy or shot. You can place up to 6 at once. Cooldown per canister: 15 seconds. Gas duration: 10 seconds, lingering another 2.
- Ultimate – Nox Gas Grenade: Throw a grenade that creates a large Nox gas cloud for 22 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Place traps near doors or revives. Combine with Watson’s fences to create deadly kill boxes. Use gas to block doorways or force enemies to take damage if they push. Works well with Gibraltar’s dome to create a safe gas bubble for you.
- Recommended Build: Shotgun (Mastiff or Peacekeeper) and a fast-firing weapon (R-99). Use traps to hold buildings. Perks: Increased Trap Capacity or Reduced Cooldown.
- When to Use: Gas traps are perfect for area denial in buildings or near loot. Proactively place them before a fight. Use the ultimate to flush enemies out of cover or to break a revive attempt.
- Role: Recon
- Passive – Neurolink: Team also sees what Crypto’s drone sees in a 30m radius – enemies are marked with a red outline.
- Tactical – Surveillance Drone: Deploy a drone that flies, can scan enemies and traps, and can interact with beacons (survey respawn). Drone has 50 HP. Recon duration: indefinite until destroyed or recalled. Cooldown on recall: 40 seconds.
- Ultimate – Drone EMP: Your drone emits an EMP that deals 50 shield damage to all enemies and destroys traps and abilities in a large radius. It also disables enemy shields for a moment. Cooldown: 3 minutes.
- Combos & Synergies: Use drone to scout ahead before pushing. The EMP is a fantastic engagement tool – pair with Wraith portal or Octane jump pad for a coordinated push. Works with Gibraltar dome to place drone safely. Crypto’s passive is great for team coordination.
- Recommended Build: Sniper or marksman (Longbow, Sentinel) and an SMG. Use drone to get intel before peeking. Perks: Faster Drone Speed or Extra HP.
- When to Use: Use drone to check for enemies in a building before entering. Save EMP for enemy squads bunkered in a building or before a third-party attack. Don’t stay in drone for too long; keep track of your own body.
- Role: Assault
- Passive – Grenadier: Each stack of grenades takes up one inventory slot (instead of two). You can also arc grenades farther and faster.
- Tactical – Knuckle Cluster: Fire a cluster bomb that sticks to surfaces or enemies, then explodes into a series of small explosions over 2 seconds. Cooldown: 20 seconds. Charges: 2.
- Ultimate – The Motherlode: Launch a ring of fire that encircles a target area, dealing damage to enemies who cross the ring. Lasts 15 seconds. Cooldown: 3 minutes. The ring is impassable (enemies take damage if they try to cross).
- Combos & Synergies: Use Knuckle Cluster to flush enemies from behind cover or to prevent revives. The Motherlode can trap a team inside a building or cut off a retreat path. Combine with Caustic gas or Bangalore smoke to obscure vision inside the ring. Fuse with a semi-auto weapon (Hemlok, Wingman) to poke from range.
- Recommended Build: Stock up on grenades (frags, thermites, arc stars) due to passive. Use an AR and a shotgun. Perks: Extra Grenade Slot.
- When to Use: Use the motherlode to separate a team or force them into the open. Use Knuckle Cluster as a zoning tool or to pressure a downed enemy being revived. Always carry at least 2 arc stars.
- Role: Support / Controller
- Passive – Gun Shield: When aiming down sights, a gun shield deploys that blocks some damage (50 HP). Shield regenerates when not ADS.
- Tactical – Dome of Protection: Throw a deployable dome that blocks incoming fire from outside and heals allies inside faster (25% faster healing, including shields and revives). Lasts 15 seconds. Cooldown: 30 seconds.
- Ultimate – Defensive Bombardment: Call an artillery strike on a targeted area (circular area). Explosions deal 40 damage each, total 6 shells. Cooldown: 4 minutes.
- Combos & Synergies: Dome is ideal for safely reviving a teammate under fire. Combine with Lifeline’s drone for massive healing. Use Bombardment to force enemies out of cover. Works well in tight circles. Gibraltar is the most reliable anchor Legend.
- Recommended Build: Use an LMG (Spitfire) and a shotgun. The gun shield allows you to win peek fights. Perks: Fortified (naturally) – but consider Fast Revive or Dome Duration.
- When to Use: Always drop the dome when a teammate is down in open ground. Use the ultimate to clear a capture point or during the final circle. The passive is great for dueling – ADS around corners.
- Role: Movement / Recon
- Passive – Spacewalk: Reduced gravity landing – no landing stun. Also, slide speed is slightly increased.
- Tactical – Gravity Lift: Create a vertical column of upward gravity that lifts players up. Teammates can use it; enemies can be lifted but can’t control as well. Duration: 10 seconds. Cooldown: 20 seconds.
- Ultimate – Black Hole: Throw a device that creates a singularity that pulls enemies towards it. The gravitational pull lasts 10 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Gravity Lift is perfect for getting high ground quickly or escaping. Black Hole combos well with grenades (arc stars, frags) or with AoE ultimates (Gibraltar bombardment, Fuse motherlode). Also works with Caustic gas. Use with a strong close-range weapon (R-99, Mastiff) to clean up pulled enemies.
- Recommended Build: SMG + Shotgun or SMG + AR. Use Gravity Lift to engage from unexpected angles. Perks: Faster Ultimate Charge.
- When to Use: Use Gravity Lift to peek over cover or to lift a downed teammate to safety. Black Hole is best used when multiple enemies are clustered – throw an arc star first, then black hole to amplify damage.
- Role: Support
- Passive – Combat Revive: You can revive a downed teammate while still being able to move and shoot, but at a reduced speed. The revive drone deploys and revives for you. Can also heal yourself with the drone.
- Tactical – D.O.C. Heal Drone: Deploy a drone that heals all nearby allies (including you) over time. Heals 10 HP per second, lasts 15 seconds. Cooldown: 45 seconds.
- Ultimate – Care Package: Call in a drop pod with high-tier loot (armor, helmet, knockdown shield, attachments). Cooldown: 5 minutes. The package can be stolen by enemies.
- Combos & Synergies: Lifeline is the ultimate healer. Combine with Gibraltar dome for a safe revive spot. Use D.O.C. to heal after a fight. Care package can give your squad an early advantage but also reveals your position. Works well with any team.
- Recommended Build: Standard weapons; prioritize healing items (shield cells, syringes) to free up inventory for loot from care package. Perks: Faster Ultimate Charge or Extra Healing.
- When to Use: Respawn teammates aggressively with the passive. Drop care package early in the game for gear. Use D.O.C. after fights to avoid using meds. Be wary of enemies looting your care package.
- Role: Support
- Passive – Eye for Quality: All loot – including epic and legendary – shows up on your minimap within a certain range. You can see items through walls.
- Tactical – Burglar’s Best Friend: Throw a bracelet that teleports you to the targeted location. Cooldown: 30 seconds. Distance: up to 50m. Can be cancelled by taking damage or interrupting.
- Ultimate – Black Market Boutique: Place a device that allows you and your squad to grab up to 2 items from the surrounding area (within 60m) – including ammo, attachments, consumables, and weapons. Lasts 60 seconds. Cooldown: 5 minutes.
- Combos & Synergies: Loba is the best loot gatherer. Use Black Market to quickly gear up after landing or to steal from enemies in a nearby building. Teleport to escape or reach high ground. Works well with Crypto (scout then loot) or any team needing gear.
- Recommended Build: Focus on grabbing loot for your team – you don’t need to carry much. Use an SMG and an AR. Perks: Reduced Ultimate Cooldown.
- When to Use: Use Black Market early to secure attachments. Use teleport to escape third parties or to flank. The passive is always useful to spot high-tier loot in a hot zone.
- Role: Assault / Breacher
- Passive – Warlord’s Ire: Temporarily see enemies you’ve damaged through walls for 2 seconds. Also, move faster with shotguns and see their reticle.
- Tactical – Riot Drill: Fire a drill that burns through surfaces, dealing damage over time to anyone in its path. It can penetrate walls, floors, and doors. Duration: 8 seconds. Cooldown: 20 seconds.
- Ultimate – Wrecking Ball: Roll a fast ball that bounces and leaves behind speed pads for teammates. Enemies hit take damage. The ball can destroy enemy traps and doors. Duration: 15 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Use Riot Drill to flush enemies from behind cover or to damage a team hiding in a building. Wrecking Ball is great for pushing a position – the speed pads allow your team to move quickly. Pair with a shotgun (Peacekeeper, Mastiff) to take advantage of passive. Works well with Octane for extremely fast pushes.
- Recommended Build: Shotgun + SMG (R-99) or Shotgun + AR. Use shotgun for close-up damage. Perks: Faster Shotgun Reload or Increased Shotgun Damage.
- When to Use: Use riot drill to prevent revives or to harass campers. Wrecking Ball to initiate a fight or to create chaos – the ball can break caustic traps or Watson fences. The passive is great for tracking after landing shots.
- Role: Support / Stealth
- Passive – Encore!: When knocked down, you become invisible for 3 seconds and deploy a decoy. Also, reviving teammates makes both you and the revived teammate invisible for 3 seconds.
- Tactical – Psyche Out: Send a holographic decoy that runs in the direction you are aiming. You can control it once by pressing the tactical again. Decoy lasts 10 seconds. Cooldown: 15 seconds.
- Ultimate – Life of the Party: Deploy a group of decoys that run around, mimicking your movements. You become invisible for 5 seconds while they are active. Duration: 10 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Use decoys to bait enemies into revealing their position. Ultimate is perfect for escaping or creating confusion in a fight. Combine with Lifeline or Gibraltar for safe revives. Works well with Rampart walls to block sight lines while you disappear.
- Recommended Build: Any weapon works – Mirage is versatile. Use an AR (R-301) and an SMG. Perks: Increased Decoy Duration or Faster Invisibility.
- When to Use: Use decoys to test for enemy presence; if they shoot, you know their location. Use ultimate when you need to reposition without being seen – always behind cover or in smoke. The passive invisibility when knocked can save you from being thirsted.
- Role: Support / Controller
- Passive – Retrieve the Wounded: Drag downed teammates while you can still move and shoot at a reduced speed. Also, you can deploy a mini-shield when reviving that blocks damage to the reviver.
- Tactical – Mobile Shield: Throw a small shield that travels forward and then deploys into a large mobile shield wall. The shield can be destroyed (800 HP). Duration: indefinite until destroyed. Cooldown: 25 seconds.
- Ultimate – Castle Wall: Jump and slam the ground to create a fortified wall with a small platform – blocks enemy fire and provides high ground. Lasts 30 seconds. Cooldown: 5 minutes.
- Combos & Synergies: Newcastle is a mobile tank. Use tactical to create cover while reviving or pushing. Ultimate is great for securing high ground in final zones. Pair with Gibraltar dome to create overlapping cover. Works well with Lifeline for safe revives.
- Recommended Build: LMG (Devotion) and a shotgun. Use the mobile shield to advance. Perks: Shield HP increase or Faster Tactical Cooldown.
- When to Use: Use mobile shield to protect a teammate reviving or to close distance on a sniper. Castle Wall to control a choke or to get an instant high ground platform. The passive allows you to rescue downed teammates even from open areas.
- Role: Assault / Speed
- Passive – Swift Mend: Automatically regenerate health over time when out of combat. Heals 1 HP per second after 6 seconds of not taking damage.
- Tactical – Stim: Use surgical stimulants to increase movement speed by 30% for 6 seconds, at the cost of 20 HP. Cooldown: 4 seconds after duration ends.
- Ultimate – Launch Pad: Deploy a launch pad that launches you and teammates high into the air. Can be used to double jump or to gain altitude. Cooldown: 2 minutes.
- Combos & Synergies: Octane is made for aggressive pushes. Use Stim to rotate faster or dodge shots. Launch pad combos with almost any Legend – use with Wraith for portal + pad, or with Gibraltar to drop a bombardment from the air. Best used with a fast-moving team (Horizon, Pathfinder).
- Recommended Build: SMG (R-99) and a Shotgun – you need high damage up close. Carry a lot of syringes to offset Stim health cost. Perks: Stim Duration extension or Faster Pad Recharge.
- When to Use: Use Stim when rotating to the next circle or when chasing a kill. Use Launch Pad to get high ground or to initiate a team fight. Avoid overusing Stim when near enemies – it leaves you low HP.
- Role: Recon / Mobility
- Passive – Insider Knowledge: Scan survey beacons to reveal the next circle location. Also, zipline usage is faster.
- Tactical – Grappling Hook: Fire a hook that can latch onto surfaces and pull you toward it. Can be used to travel long distances or reach high ground. Cooldown: 20 seconds.
- Ultimate – Zipline Gun: Create a zipline that you and your teammates can use to travel across gaps or between elevated points. Lasts 60 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Pathfinder is excellent for rotations and flanking. Grapple allows you to escape or reposition instantly. Zipline can be used to move an entire squad quickly. Works well with any team composition. Best with a sniper (Sentinel) to control high ground, or an SMG for aggressive grappling.
- Recommended Build: A marksman weapon (Triple Take) and an SMG. Use grapple to get to unexpected angles. Perks: Grapple Cooldown Reduction.
- When to Use: Use grapple to avoid storm damage or to catch an enemy off guard. Use zipline to move your team across open areas safely. Always scan beacons when possible.
- Role: Controller / Defensive
- Passive – Modded Loader: Use LMG weapons with faster reload and increased magazine capacity. Also, you can use the Sheila mobile minigun (part of ultimate).
- Tactical – Amped Cover: Place a wall that provides cover and amplifies outgoing damage (+20% damage through it). Walls have 45 HP and can be destroyed. You can place up to 5 walls at once. Cooldown per wall: 15 seconds.
- Ultimate – Emplaced Fortress (Sheila): Deploy a stationary minigun with 50 rounds that deals high damage per bullet. Can be removed and moved while firing (slowly). Cooldown: 5 minutes.
- Combos & Synergies: Use Amped Cover to block sight lines and boost your team’s damage. Place walls in doorways or behind cover. Sheila is a massive area denial tool – use it to hold a building or to break pushes. Works well with Caustic traps to protect the walls. Combine with Gibraltar dome to protect Sheila.
- Recommended Build: Use an LMG (Spitfire or Devotion) to exploit passive. Also carry a shotgun. Perks: Wall HP increase or faster placement.
- When to Use: Place walls before engaging a fight or when holding a position. Use Sheila when you know a team is pushing you, but be aware you are vulnerable from the side. You can also use Sheila on the move for a short burst.
- Role: Assault / Skirmisher
- Passive – Stalker: Increased climb height and faster crouch walk speed. Also, you can wall-run on vertical surfaces briefly.
- Tactical – Silence: Throw a projectile that, on hit, disables enemy abilities (tactical and ultimate) for 20 seconds. Also does 10 damage. Cooldown: 25 seconds.
- Ultimate – Forged Shadows: Activate to grant yourself and nearby teammates a shadow form: you gain +30 HP as shields, and when you take damage that would knock you down, you instead take shield damage and then revert with some HP. Duration: 30 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Silence is excellent against ability-heavy Legends (Crypto, Lifeline, Gibraltar). Use it before pushing. Forged Shadows is a team fight enabler – push with your squad and the extra shield will give you an edge. Works well with Octane stim + shadow or with Wraith portal for a coordinated team push.
- Recommended Build: SMG + Shotgun (R-99, Mastiff). Use your mobility to flank. Perks: Silence Duration or increased climb height.
- When to Use: Use Silence on key targets – Lifeline before reviving, Wraith before phasing. Use ultimate when you want to force a fight, especially in the final circles. The shadow form allows you to take risks.
- Role: Recon
- Passive – Heart Seeker: While aiming down sights (no scope), you can hear and see heartbeats of nearby enemies within 75m. Also, you can see their location for a brief moment when you fire.
- Tactical – Focus of Attention: Send out a micro-drone that scans a cone in front of you, revealing enemies and interrupting their actions (heals, revives, abilities) and dealing 10 damage. Also shows health and shield info. Cooldown: 30 seconds.
- Ultimate – Exhibit: Deploy a sphere of micro-drones that reveal enemies moving, shooting, or healing inside the sphere. Also, you can track their movement with audio and visual cues. Duration: 30 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Seer is a hard counter to stealth and revives. Use tactical to interrupt a revived attempt or a Lifeline drone. Ultimate is perfect for tracking a team hiding in a building. Pair with Bloodhound for ultimate intel dominance. Works well with a team that can capitalize on enemy locations (snipers, grenades).
- Recommended Build: Sniper (Sentinel) and an SMG. Use passive to detect enemies in buildings. Perks: Faster Tactical Cooldown or Increased Pulse Duration.
- When to Use: Use tactical to cancel an enemy’s heal or revive from range. Use ultimate when you know a team is in a building but won’t come out. The passive lets you pre-aim before peeking.
- Role: Recon / Mobility
- Passive – VTOL Jets: Jump jet pack allows you to hover and boost upwards briefly. Has a fuel meter that recharges when on ground.
- Tactical – Missile Swarm: Fire a swarm of mini-rockets that stun and damage enemies within a small area. Deals 25 damage and 2 seconds stun. Cooldown: 20 seconds.
- Ultimate – Skyward Dive: Launch your entire squad into the air and then skydive to a chosen location. You can spot enemies during the ascent. Cooldown: 4 minutes.
- Combos & Synergies: Use jetpack to get high ground easily. Missile Swarm is great for dislodging enemies from behind cover. Skyward Dive is perfect for rotating long distances or escaping a bad fight. Works with any team – provides unmatched rotation flexibility. Combine with Gibralter dome for safe landings.
- Recommended Build: SMG + Shotgun – you’ll often fight close range after landing from ultimate. Use an AR for mid-range. Perks: Jetpack fuel regeneration speed.
- When to Use: Use jetpack to peek over cover or to avoid damage. Use Missile Swarm to stun enemies before pushing or to interrupt revives. Use ultimate to rotate safely or to third-party a distant fight.
- Role: Recon / Sniper
- Passive – Spotted: When aiming down sights with a sniper rifle, you see the enemy’s shield count and armor type. Also, you have a bat (Echo) that can be used to mark enemies or scout.
- Tactical – Echo Relocation: Send out your bat Echo to a target location, then you can fly (glide) to that location. Can be used to reposition quickly. Cooldown: 30 seconds.
- Ultimate – Personal Spotter (Sniper): Activate to mark a target enemy within 200m, then you and your team get a damage bonus against that enemy for 5 seconds. Also, you gain a temporary sniper with 5 shots (powerful). Duration: 6 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Vantage is the ultimate sniper. Use tactical to get to high ground angles. Ultimate is great for focusing a single enemy – combo with teammates’ heavy damage. Works well with any team that can follow up on your marks. Pair with Bloodhound to see enemies through smoke while sniping.
- Recommended Build: Sniper (Sentinel, Charge Rifle) and an SMG for close range. Use the passive to choose the right shield to target. Perks: Sniper Damage or Faster Reload.
- When to Use: Use tactical to reposition behind cover or onto a ledge. Use ultimate on a priority target (armor-less or low HP) to help your squad wipe them quickly.
- Role: Controller / Defensive
- Passive – Spark of Genius: Use ultimate accelerants to instantly charge your ultimate. Also, you regenerate shield slowly over time. Holding an ultimate accelerant gives you a shield recharge boost.
- Tactical – Perimeter Security: Place an electrical fence that damages and slows enemies who cross. Fence nodes must be placed 2 at a time to connect. Can hold 4 nodes, max 12 nodes placed. Cooldown per node: 10 seconds.
- Ultimate – Interception Pylon: Place a pylon that destroys incoming projectiles (nades, artillery, rockets) and regenerates shields for you and teammates in its radius. Duration: indefinite until destroyed. Cooldown: 3 minutes.
- Combos & Synergies: Wattson is the queen of area denial. Place fences in doorways and choke points. Pylon counters grenades and Gibralter bombardment. Works extremely well with Caustic gas and Rampart walls to create a fortress. Use with a shotgun (Mastiff) to hold buildings.
- Recommended Build: Shotgun + R-301. Use fences to lock down an area. Perks: Increased Fence Damage or Extra Node Capacity.
- When to Use: Always place pylon when holding a building for an extended time. Use fences to protect doors and windows. The passive allows you to keep pylon up with accelerants.
- Role: Assault / Skirmisher
- Passive – Voices from the Void: An inner voice warns you when danger is near (when a sniper is aiming at you or a trap is nearby).
- Tactical – Into the Void: Phase into another dimension for 3 seconds, becoming invulnerable and moving faster. Enemies cannot see you, but you are not completely invisible (you have a trail). Cooldown: 25 seconds.
- Ultimate – Dimensional Rift: Create a portal that appears at your current location and connects to a second location. You and your team can teleport between the two ends. Duration: 60 seconds. Cooldown: 3.5 minutes.
- Combos & Synergies: Wraith is the best for flanking and escapes. Portal allows your team to reposition quickly or rescue a downed teammate. Use tactical to dodge grenades or to peek without risk. Works well with Octane launch pad to extend portal range. Pair with any aggressive team.
- Recommended Build: SMG (R-99) and an AR. Use phase to reposition in fights. Perks: Shorter Phase Cooldown or Faster Portal Activation.
- When to Use: Use phase to rotate to a different position or to escape a firefight. Place portal to bring a downed teammate to safety or to initiate a coordinated push with your team. The passive keeps you alert of threats.
- Role: Controller / Defensive
- Passive – Barricade: Your tactical ferrofluid walls are reinforced and can block enemy scans (like Bloodhound tactical). Also, you can reinforce doors with ferrofluid.
- Tactical – Piercing Spikes: Place a patch of ferrofluid that forms a spiky barrier, slowing and damaging enemies who walk through it. Can be placed on walls or floors. Cooldown: 20 seconds per charge, hold 2 charges. Max 2 patches active.
- Ultimate – Dark Veil: Create a large wall of dark ferrofluid that blocks vision, blocks abilities, and reveals enemies who walk through it. Lasts 30 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Catalyst is a defensive powerhouse. Use Dark Veil to block sight lines for your team or to separate enemies. Piercing Spikes can be placed at doors to deny entry. Combines well with Wattson fences and Caustic gas to create impenetrable areas. Use with a shotgun and LMG.
- Recommended Build: SMG + Shotgun. Use the ultimate to break a third-party or to protect a revive. Perks: Spike Duration or Wall HP.
- When to Use: Use Dark Veil to block an enemy sniper’s view or to create a safe corridor for a rotation. Use Piercing Spikes to discourage enemies from pushing through a door or choke point. The passive door reinforcement can delay enemies.
- Role: Support
- Passive – Savior’s Speed: When running towards a downed teammate, you gain increased movement speed.
- Tactical – Radiant Energizer: Throw a pack of energy batteries that heal nearby teammates for 25 shields instantly and then provides a regeneration of 12 shield per second for 3 seconds. Affects Conduit too. Cooldown: 20 seconds. Max charges: 2.
- Ultimate – Shield Conduit: Create a protective dome that continuously recharges shields for allies inside. Lasts 15 seconds. Cooldown: 3 minutes.
- Combos & Synergies: Conduit is the best shield support. Use tactical to top off shields before a fight. Ultimate is excellent for holding a position or during a siege. Works well with Lifeline (heal HP and shields) or Gibraltar dome. Use with SMG and AR.
- Recommended Build: AR and SMG. Carry many shield cells to share. Perks: Increased Tactical Charge or Faster Regen.
- When to Use: Use tactical before engaging a team to buff shields. Use ultimate when you need to survive a bombardment or when you are bunkering down in the final circle. The passive helps you reach downed teammates quickly.
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Ballistic
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Bangalore
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Bloodhound
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Caustic
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Crypto
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Fuse
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Gibraltar
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Horizon
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Lifeline
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Loba
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Mad Maggie
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Mirage
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Newcastle
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Octane
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Pathfinder
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Rampart
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Revenant
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Seer
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Valkyrie
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Vantage
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Wattson
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Wraith
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Catalyst
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Conduit
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