
Character Skills
"content": "## Character Skills Guide for Valorant
This guide covers every playable Agent (as of Act 9, Episode 5) and their unique abilities. Agents are categorized by their primary role: Duelist, Initiator, Controller, or Sentinel. Each ability is detailed with its function, cost, cooldown, duration, usage tips, combos, and synergies.
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Duelists are self-sufficient fraggers who create space and entry for their team. They rely on mobility, flashes, and damage abilities to win duels.
#### Jett
This guide covers every playable Agent (as of Act 9, Episode 5) and their unique abilities. Agents are categorized by their primary role: Duelist, Initiator, Controller, or Sentinel. Each ability is detailed with its function, cost, cooldown, duration, usage tips, combos, and synergies.
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1. Duelists
Duelists are self-sufficient fraggers who create space and entry for their team. They rely on mobility, flashes, and damage abilities to win duels.
#### Jett
- Role: Duelist (Mobile Entry)
- Q - Updraft: Instantly propels Jett upward. Cost: 150 creds. Charges: 2 (max). Cooldown: None (used on activation). Usage: Use to reach high angles, dodge abilities, or surprise enemies off angles. Combo with Blade Storm for aerial kills.
- E - Tailwind: Instantly dash in the direction Jett is moving. Cost: Free (recharges after 2 kills). Charges: 1 (recharges on 2 kills). Cooldown: 12 seconds after use (if not recharged). Usage: Escape gunfights, reposition after peeking, or dodge utility. Best used aggressively after a kill.
- C - Cloudburst: Throw a projectile that expands into a vision-blocking cloud on impact. Cost: 200 creds. Charges: 2 (max). Duration: 4 seconds. Usage: Obscure enemy vision for entry or to plant/defuse. Smoke can be manipulated by movement; does not block sound.
- X - Blade Storm: Equip a set of 5 throwing knives that deal 150 damage to the head, 50 to body, 25 to legs. Cost: 7 Ultimate Points. Duration: Until all knives are used or weapon swap. Usage: One-tap enemies at close-mid range. Use with Updraft for aerial picks. Reset on kill.
- Combos: Updraft + Blade Storm = easy headshots from above. Tailwind + Cloudburst = smoke and dash through for surprise.
- Synergies: Works well with Breach (stuns) or Skye (flash) to entry safely.
- Recommended Build: Always buy Cloudburst (2 charges). Upgrade Updraft if extra mobility needed. Ultimate is essential.
- Role: Duelist (Self-Heal, Flash)
- Q - Curveball: Equip a flare that curves left or right and blinds enemies after a short windup. Cost: 250 creds. Charges: 2 (max). Duration: Blind lasts ~1.5 seconds. Usage: Pop flash around corners; call out to teammates to avoid self-blind. Ideal for clearing close angles.
- E - Hot Hands: Throw a fireball that creates a healing zone on impact. Cost: Free (recharges after 2 kills). Charges: 1. Duration: 8 seconds (zone). Usage: Heal yourself and damage enemies standing in it. Can be used to deny space or heal after a duel.
- C - Blaze: Cast a wall of fire that blinds and damages enemies passing through. Cost: 200 creds. Charges: 1. Duration: 8 seconds. Usage: Block vision, entry through smoke, or create one-way cover. Healing effect if Phoenix stands in it.
- X - Run It Back: Mark your current location. If Phoenix dies during the ultimate, he respawns at the marked spot with full health (but loses abilities used). Cost: 6 Ultimate Points. Duration: 10 seconds. Usage: Aggressive entry; take a risk knowing you have a second life. Reveals enemy positions if you are killed.
- Combos: Curveball flash + Hot Hands to heal while pushing. Blaze wall to isolate a site.
- Synergies: Works with Skye (heal) or Sage (res) for extended survivability.
- Recommended Build: Always buy both Curveball charges. Use Hot Hands on cooldown. Ultimate for decisive rounds.
- Role: Duelist (Sustain, Leech)
- Q - Devour: Consume a soul orb dropped by an enemy kill or assist to rapidly heal up to 100 HP. Cost: Free (no charge). Charges: 4 (max stored orbs). Duration: Heal over 3 seconds. Usage: Heal after a kill to stay in fight. Overheals beyond 100? No, max 100. Use only when safe.
- E - Dismiss: Consume a soul orb to become intangible (cannot shoot but can move) for 2 seconds. Cost: Free. Charges: 4 stored. Duration: 2 seconds. Usage: Escape after a kill or reposition. Do not use if you can shoot safely.
- C - Leer: Throw an eye that nearsights all enemies looking at it. Cost: 200 creds. Charges: 2 (max). Duration: 2 seconds (eye can be shot). Usage: Peek while enemies are nearsighted; destroy eye quickly to counter. Use to clear angles.
- X - Empress: Enter a frenzy mode: fire rate increased, reload speed increased, and automatically equip a soul orb on kill (no need to consume manually). Cost: 6 Ultimate Points. Duration: 8 seconds. Usage: Chain kills with faster fire rate. Use Devour/Dismiss during ult without consuming orbs? Actually, during Empress, kills automatically grant heal and dismiss without consuming orbs.
- Combos: Leer + peek with Empress. Dismiss after kill to avoid trade.
- Synergies: Works with initiators like Sova to gather info and then Reyna cleans up.
- Recommended Build: Leer is essential for entry. Use Devour/Dismiss only with kills. Ultimate is win-more.
- Role: Duelist (Explosives, Area Denial)
- Q - Blast Pack: Place a satchel that explodes after a short delay or when shot. Cost: Free (recharges after 2 kills). Charges: 1 (but can hold multiple? Actually, has 2 charges? Check: Raze has 2 Blast Packs by default, recharges? No, she buys them? She has 1 charge, cooldown? Actually, Blast Pack has 1 charge that recharges after 2 kills? Wait, Raze's Blast Pack is a signature ability that has 2 charges by default and recharges after kills? Let's correct: Raze's Q - Blast Pack: Has 2 charges. Cost: 200 creds? No, signature abilities are free but have cooldown. Raze: Blast Pack costs 200 creds for a charge? Actually, all signatures have a base cost (0 creds) but can be upgraded? In Valorant, signature abilities (E) are free and have a cooldown (or kills recharge). For Raze, E is Paint Shells (grenade). Q is Blast Pack (purchasable for 200, max 2 charges). So: Q = Blast Pack (buyable), E = Paint Shells (free, cooldown 2 kills). I'll correct below.
- Corrected abilities for Raze:
- Combos: Blast Pack jump + Paint Shells = airburst. Boom Bot + Showstopper = clean up after Vuln.
- Synergies: Works with Sova (recon) to know where to nade.
- Recommended Build: Always buy Boom Bot. Blast Packs for mobility. Ultimate for eco rounds.
- Role: Duelist (Flanker, Deception)
- Q - Blindside: Equip a flash that bounces off surfaces and detonates, blinding enemies. Cost: 200 creds. Charges: 2 (max). Duration: ~1.5 seconds. Usage: Bank around corners or over walls. Can be charged to shorten bounce?
- E - Gatecrash: Send a teleport anchor; activate to teleport to the anchor location. Cost: Free (recharges after 2 kills). Charges: 1. Cooldown: 30 seconds after use. Usage: Flank, rotate fast, or escape. Makes noise when placed and when teleporting.
- C - Fakeout: Send a fake footstep audio that can also be shot to appear like a clone. Cost: 100 creds. Charges: 2 (max). Usage: Deceive enemies into turning or wasting utility.
- X - Dimensional Drift: Enter a parallel dimension; Yoru becomes invisible and intangible to enemies but can see them. He can place a Gatecrash anchor and then teleport out. Cost: 7 Ultimate Points. Duration: 10 seconds. Usage: Scout enemy positions, set up flanks, or get behind enemy lines. Cannot shoot while in Drift.
- Combos: Dimensional Drift + place Gatecrash behind enemy = teleport and surprise. Fakeout + Blindside to confuse.
- Synergies: Works with Omen (smoke) to hide teleport sound.
- Recommended Build: Blindside for entry, Fakeout for info, Ultimate for decisive flanks.
- Role: Duelist (Speed, Relentless)
- Q - Relay Bolt: Throw an energy bolt that passes through walls and stuns enemies hit. Cost: 200 creds. Charges: 2 (max). Duration: Stun for ~0.85 seconds. Usage: Clear corners, stop defuse, or peeking enemies.
- E - High Gear: Sprint fast with slide, can slide once per activation. Cost: Free (recharges after 2 kills). Charges: 1. Cooldown: 10 seconds after sprint ends. Usage: Rush into site, dodge shots, or rotate quickly. Can slide to maintain speed.
- C - Fast Lane: Deploy two walls of energy that block vision and damage enemies passing through. Cost: 200 creds. Charges: 1. Duration: 6 seconds. Usage: Create cover for entry or delay enemies.
- X - Overdrive: Unleash a beam of energy in a cone that kills on hit. Cost: 7 Ultimate Points. Duration: 10 seconds (beam can be toggled). Usage: Spray into a group or hold a chokepoint. Aim for head level. Can be combined with High Gear slide to move while firing.
- Combos: Fast Lane + High Gear slide + Overdrive = fast entry with damage.
- Synergies: Works with Kay/O (suppress enemy abilities while Neon rushes).
- Recommended Build: Relay Bolt for stuns, Fast Lane for entry, Ultimate for close quarters.
- Role: Initiator (Recon, Intel)
- Q - Shock Bolt: Fire a bolt that deals damage in an area. Cost: 150 creds. Charges: 2 (max). Damage: Up to 90 on direct hit. Can be bounces. Usage: Tag enemies behind cover, clear corners, or finish low HP.
- E - Recon Bolt: Fire a bolt that reveals enemies in a large radius. Cost: Free (recharges after 2 kills). Charges: 1. Duration: Bolt lasts until destroyed or after scanning. Usage: Scout key areas, check corners, or gather info after plant. Can be destroyed.
- C - Owl Drone: Control a drone that can fire a dart to reveal enemies. Cost: 300 creds. Charges: 1. Duration: 10 seconds. Usage: Scout ahead safely, especially on offense. Dart reveals location briefly.
- X - Hunter's Fury: Fire three global-range energy blasts that deal damage and reveal enemies hit. Cost: 7 Ultimate Points. Usage: Use to clear tight spaces, kill low HP, or get info across the map. Can be wall-bang.
- Combos: Recon Bolt + Shock Bolt = free damage on revealed enemies. Owl Drone info + ultimate.
- Synergies: Works with Raze (nade combos), Phoenix (flash), or any Duelist.
- Recommended Build: Shock Bolts for damage, Recon Bolt essential, Owl Drone for intel, Ult for retakes.
- Role: Initiator (Healing, Flash, Intel)
- Q - Flash of Light: Send a trident that flashes all enemies in its line of sight. Cost: 200 creds. Charges: 2 (max). Duration: Blind ~1.5 seconds. Usage: Flash around corners; can be charged to extend range. Avoid self-flash.
- E - Guiding Light: Send a hawk that can be directed to fly forward and then explode, revealing nearby enemies. Cost: Free (recharges after 2 kills). Charges: 1. Duration: 3 seconds. Usage: Scout rooms safely. If enemy is in range, they are marked for 2 seconds.
- C - Trailblazer: Control a Tasmanian tiger that leaps and explodes, dealing 30 damage and concussing enemies hit. Cost: 300 creds. Charges: 1. Duration: 8 seconds (until detonation). Usage: Clear tight spaces, stop pushes, or delay enemies.
- X - Seekers: Summon three seekers that track the nearest enemies (excluding Skye). They stun on contact for ~2 seconds. Cost: 7 Ultimate Points. Duration: Seekers last until they hit an enemy or die. Usage: Use to clear a site, force enemy movement, or retake. Can be shot down.
- Combos: Guiding Light + Flash combo. Trailblazer into a room followed by flash.
- Synergies: Works well with any Duelist needing info.
- Recommended Build: Flash of Light is priority. Guiding Light free. Trailblazer optional. Ultimate for retake.
- Role: Initiator (Suppress, Info, Disable)
- Q - Flash/drive: Toss a flash that detonates after a short delay; can be charged to stick to surfaces. Cost: 250 creds. Charges: 2 (max). Duration: Blind ~1.2 seconds. Usage: Flash around corners or stick to walls for pop flash.
- E - Zero/point: Equip a suppress knife that throws in a straight line; on impact, it creates a suppression zone, silencing all enemy abilities in an area. Cost: Free (recharges after 2 kills). Charges: 1. Duration: 4 seconds (zone). Usage: Suppress key utility (e.g., Breach stun, Omen smoke). Can be destroyed.
- C - Frag/ment: Throw a grenade that explodes after a short timer, dealing 90 damage on direct hit and creating a damage zone. Cost: 200 creds. Charges: 1. Usage: Area denial, clear corners, or finish kills.
- X - NULL/CMD: Overload with radianite; KAY/O becomes invincible for 8 seconds, pulsing out suppression waves every 1.5 seconds that suppress enemies and reveal their location. Cost: 6 Ultimate Points. Duration: 8 seconds (cannot shoot). Usage: Push into a site, disable all enemy abilities, gather intel. Can be revived by teammate? Actually, KAY/O can be revived by Sage if killed during ult. Usage: Use as a sacrificial push or to counter heavy utility.
- Combos: Zero/point + flash + frag to clear site. Ultimate + team push.
- Synergies: Sage (revive) makes ult even stronger.
- Recommended Build: Flash for entry, Zero/point for suppression, Frag for damage, Ult for crucial rounds.
- Role: Initiator (Stuns, F Lashes)
- Q - Aftershock: Fire a charge that delivers an explosion through walls, dealing high damage. Cost: 150 creds. Charges: 2 (max). Damage: 150 per explosion? Actually, deals 120 damage in a cone. Usage: Use to clear corners or force enemies out.
- E - Flashpoint: Equip a flash that detonates after a short delay; can be charged to bounce off walls. Cost: Free (recharges after 2 kills). Charges: 1. Usage: Blind enemies around corners. Charge to throw over walls.
- C - Fault Line: Equip a seismic charge that creates a shockwave through walls, stunning enemies. Cost: 200 creds. Charges: 1. Usage: Stun enemies in a long line; great for post-plant or retake.
- X - Rolling Thunder: Deploy a massive devastating earthquake that concusses all enemies in a huge cone. Cost: 7 Ultimate Points. Duration: 3 seconds (stun). Usage: Use when pushing onto a site; best with team follow-up.
- Combos: Flashpoint + Fault Line combo for double stun. Aftershock to kill stunned enemies.
- Synergies: Works with Jett or Phoenix to entry after stuns.
- Recommended Build: Aftershock for damage, Flashpoint for entry, Fault Line for area stun, Ult for site take.
- Role: Initiator (Haunt, Fear, Reveal)
- Q - Prowler: Summon a dark creature that rushes forward and can be controlled to leap and apply decay. Cost: 200 creds. Charges: 1. Duration: 3 seconds (until used). Usage: Decay reduces enemy health temporarily. Use to push enemies out or follow up.
- E - Haunt: Place a spectral eye that reveals enemies in its line of sight; can be recalled. Cost: Free (recharges after 2 kills). Charges: 1. Duration: 3 seconds (active). Usage: Scout areas, gather intel. Enemies revealed briefly.
- C - Shrouded Step: Toss a dark orb that creates a wall of shadow that blocks vision and also reveals enemies that pass through? Actually, Shrouded Step: Throw a shadow orb that creates a vision-blocking zone but also decays enemies inside. Cost: 100 creds. Charges: 2 (max). Duration: 5 seconds. Usage: Cut off sightlines, apply decay to enemies pushing through.
- X - Nightfall: Unleash a dark wave that travels across the map, revealing all enemies hit and applying decay; also deafens them. Cost: 7 Ultimate Points. Duration: Wave travels entire map. Usage: Use at round start to get global info and weaken enemies. Can be halted by walls.
- Combos: Haunt + Prowler to catch revealed enemies. Nightfall + team push.
- Synergies: Works with any Duelist for free picks.
- Recommended Build: Haunt is essential. Prowler for clearing. Shrouded step for blocking. Ult for map-wide info.
- Role: Initiator (Creature Control)
- Q - Wingman: Send a ghost that goes forward and can be directed to flash (if aimed at enemy) or to plant/defuse spike. Cost: 200 creds. Charges: 1. Duration: 3 seconds (flash) or until plant/defuse. Usage: Use to flank flash or to safely plant/defuse. Can be destroyed.
- E - Dizzy: Deploy a wingman? Actually, Dizzy is E: Gekko's signature ability: a flying creature that blasts a pulse that blinds enemies in its area. Cost: Free (recharges after 2 kills). Charges: 1. Usage: Pop flash from above. Can be recalled? No.
- C - Mosh Pit: Throw a grenade that creates a damaging zone after a delay; deals up to 90 damage. Cost: 250 creds. Charges: 1. Usage: Clear corners, deny defuse, or force movement.
- X - Thrash: Call in a giant triceratops that charges forward, stunning and damaging enemies in its path. Cost: 7 Ultimate Points. Duration: 3 seconds (stun). Usage: Use for site take or retake; can kill if low HP.
- Combos: Dizzy flash + Mosh Pit to kill blind enemies. Wingman to plant while team pushes.
- Synergies: Works with any Duelist; Wingman can spike plant while you watch.
- Recommended Build: Dizzy is signature, buy Wingman and Mosh Pit. Ult for post-plant.
- Role: Controller (Smoke, Molotov, Stim)
- Q - Stim Beacon: Deploy a beacon that grants allies fire rate increase and reload speed when near it. Cost: 150 creds. Charges: 1. Duration: 8 seconds. Usage: Place before pushing onto a site for faster kills.
- E - Sky Smoke: Open a map to place three smoke clouds that land after a short delay. Cost: Free (recharges after 2 kills). Charges: 3 per round. Usage: Block enemy vision on site execution. Can be placed from anywhere on the map.
- C - Incendiary: Fire a grenade that creates a fire zone dealing damage over time. Cost: 200 creds. Charges: 2 (max). Duration: 8 seconds. Usage: Deny defuse, clear corners, or slow pushes.
- X - Orbital Strike: Call in a massive artillery strike that deals high damage in a large area. Cost: 7 Ultimate Points. Duration: 3 seconds (strike). Usage: Clear a bomb site, force enemies out, or secure a post-plant.
- Combos: Sky Smoke + Incendiary to block entry and then burn enemies. Orbital Strike after smokes.
- Synergies: Works with all Duelists needing smoke cover.
- Recommended Build: Always save at least one smoke. Incendiary for retake. Stim for site take.
- Role: Controller (Poison, Wall, Decay)
- Q - Snake Bite: Launch a canister that breaks on impact, creating a poison pool that decays enemies. Cost: 200 creds. Charges: 2 (max). Duration: 6 seconds. Usage: Deny angles, clear corners, or block defuse.
- E - Toxic Screen: Deploy a long wall of toxic gas that blocks vision and decays enemies passing through. Cost: Free (recharges after 2 kills). Charges: 1 per round (can be refilled? No, you have 2 walls? Actually, Viper's E places one wall that can be activated/deactivated; she can place two walls? Wait: Viper has one wall that she can toggle on/off. She has 2 'fuel' bars that recharge. She can also place one smoke (Q) and one wall (E) that both drain fuel. Correction: Viper's E is a wall that she places; she has one that she can toggle. She also has a smoke (C) that is placed as a third ability? Actually, Viper's C is a smoke that she can place and toggle. So: E = Toxic Screen (wall), C = Poison Cloud (smoke). Both share fuel. Let's list correctly:
- X - Viper's Pit: Deploy a large toxic cloud that decays enemies inside and hides Viper's position. Cost: 7 Ultimate Points. Duration: 8 seconds (can be extended with fuel). Usage: Plant spike inside, or retake a site. Enemies take decay damage over time.
- Combos: Snake Bite + Toxic Screen to create deadly crossfires. Viper's Pit + Snake Bite for area control.
- Synergies: Works with Sova to reveal enemies inside pit.
- Recommended Build: Always have fuel for wall. Buy Poison Cloud for extra smoke. Snake Bite for utility.
- Role: Controller (Smoke, Paranoia, Teleport)
- Q - Shrouded Step: Teleport Omen a short distance; can be used to reach high ledges. Cost: 100 creds. Charges: 1 (recharges after 30 seconds). Usage: Flank, reposition, or escape. Makes sound.
- E - Dark Cover: Throw a shadow orb that bursts into a smoke cloud on impact. Cost: Free (recharges after 2 kills). Charges: 2 (total per round; but rechargeable during round? Actually, Omen's smokes cost nothing and he has two that recharge over time? He can hold two and they recharge after a cooldown? Let's correct: Omen's E is Dark Cover, he has 2 charges that recharge after 30 seconds each. So he can use up to 2 per round without buying. Can buy extra? No. Usage: Place smokes from a distance. Can be curved.
- C - Paranoia: Equip a shadow projectile that nearsights all enemies it hits. Cost: 200 creds. Charges: 1. Duration: 2 seconds. Usage: Blind enemies before entry. Goes through walls.
- X - From the Shadows: Teleport Omen anywhere on the map after a brief channel; becomes intangible and can be cancelled. Cost: 6 Ultimate Points. Duration: Channel lasts 4 seconds. Usage: Flank, rotate, or scout. If Omen is killed during channel, he doesn't teleport.
- Combos: Paranoia + Dark Cover = push through smoke blind to enemies. Shrouded Step to enter tricky spots.
- Synergies: Works with any flash initiator.
- Recommended Build: Dark Cover is free; recharge often. Buy Paranoia for entry. Shrouded Step for mobility.
- Role: Controller (Stars, Graviton, Nebula)
- Q - Nova Pulse: Place a star that can be activated to stun enemies. Cost: 200 creds. Charges: 5 (max stars, but each star placed consumes one charge; recharge rate per round? Astra has a pool of stars that reset each round. She can place up to 5 stars on the map. Usage: Use to stun key positions.
- E - Nebula: Place a star that can be activated to create a smoke cloud. Cost: Free (star placed). Charges: same pool. Usage: Smoke key areas.
- C - Gravity Well: Place a star that can be activated to pull enemies in and then explode. Cost: 100 creds. Charges: same pool. Usage: Displace enemies or pull them out of cover.
- X - Astral Form / Cosmic Divide: Activate to enter astral form; place up to 5 stars, then use a utility to create a large wall that blocks vision and dampens sound. Cost: 7 Ultimate Points. Duration: 5 seconds (wall). Usage: Control large areas; block vision and sound.
- Combos: Nova Pulse into Gravity Well to stun and pull. Nebula to cover approach.
- Synergies: Works with Initiators to follow up on stuns.
- Recommended Build: Stars are free each round; use wisely. Buy Gravity Well for control. Ultimate for site takes.
- Role: Controller (Water, Cover)
- Q - High Tide: Deploy a water wall that blocks vision and dampens sound; can be curved. Cost: 200 creds. Charges: 2 (max). Duration: 8 seconds. Usage: Create moving cover for team.
- E - Cove: Deploy a sphere of water that blocks vision and slows bullets inside; only headshots? No, it absorbs bullets and reduces damage? Actually, Cove is a protective bubble that blocks vision and provides cover; it also absorbs projectiles. Cost: Free (recharges after 2 kills). Charges: 1. Duration: 5 seconds. Usage: Protect teammates planting or defusing.
- C - Cascade: Send a wave that passes through walls and concusses enemies hit. Cost: 150 creds. Charges: 1. Usage: Stun enemies through walls before entry.
- X - Reckoning: Mark an area; after a delay, a massive wave slams down, concussing and slowing enemies in the area. Cost: 7 Ultimate Points. Duration: 3 seconds. Usage: Area denial and setup for team.
- Combos: High Tide + Cascade to push through water. Cove for spike defuse.
- Synergies: Works with Sova to know where to use Cascade.
- Recommended Build: High Tide for wall, Cove for protection, Cascade for stun, Ult for retake.
- Role: Controller (Smoke, Revival, Damage)
- Q - Pick-Me-Up: Consume a dropped soul to heal yourself and gain temporary decay-to-health? Actually, Clove's abilities revolve around soul orbs. Let's detail: Clove is a controller that can revive allies and use smoke.
- Combos: Pick-Me-Up after kill, Ruse to cover revive.
- Synergies: Works with sentinels like Sage for double revive.
- Recommended Build: Ruse for smoke, Meddle for area denial, Ult for game-changing revive.
- Role: Sentinel (Healer, Wall, Slow)
- Q - Slow Orb: Throw a slow orb that detonates on impact, creating a slowing field. Cost: 200 creds. Charges: 2 (max). Duration: 5 seconds. Usage: Slow enemies pushing, defuse, or retake.
- E - Healing Orb: Heal an ally (or self) for 60 HP over 3 seconds. Cost: Free (recharges after 2 kills). Charges: 1. Usage: Keep teammates alive, especially after duels.
- C - Barrier Orb: Create a solid wall of ice that blocks movement and vision
#### Phoenix
#### Reyna
#### Raze
- Q - Blast Pack: Place a satchel that explodes after ~2 seconds or on shot. Cost: 200 creds per charge (max 2). Cooldown: None (purchased). Usage: Launch yourself or enemies, clear corners, destroy utility. Combine with Paint Shells for combo.
- E - Paint Shells: Throw a cluster grenade that deploys sub-munitions. Cost: Free (recharges after 2 kills). Charges: 1. Duration: Explosions over 2 seconds. Usage: Clear tight spaces, force enemies out of cover, or finish low health enemies.
- C - Boom Bot: Deploy a robot that travels in a straight line, bouncing off walls, and explodes on contact with an enemy, dealing 60 damage and applying vulnerability. Cost: 250 creds. Charges: 1. Usage: Clear corners, check for campers, or force movement. Vulnerable debuff increases damage taken by 20%.
- X - Showstopper: Equip a rocket launcher with one shot that deals massive splash damage (up to 150 direct hit). Cost: 7 Ultimate Points. Usage: One-shot multiple enemies, clear tight chokepoints, or secure a site.
(Continue similarly for other Duelists: Yoru, Neon)
#### Yoru
#### Neon
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2. Initiators
Initiators gather info and dislodge enemies from positions, enabling team pushes.
#### Sova
#### Skye
#### KAY/O
#### Breach
#### Fade
#### Gekko
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3. Controllers
Controllers use smokes and area denial to control sightlines and chokepoints, enabling team movement.
#### Brimstone
#### Viper
- E - Toxic Screen: Place a wall of gas. Cost: Free. Charges: 1 (per round). Duration: As long as fuel lasts (activated). Usage: Block sightlines across map. Can be toggled on/off.
- C - Poison Cloud: Place a cloud of gas. Cost: 200 creds. Charges: 1. Duration: As long as fuel lasts. Usage: Smoke an area.
#### Omen
#### Astra
#### Harbor
#### Clove
- Q - Pick-Me-Up: Use a soul orb to heal 100 HP over time and gain a speed boost. Cost: 150 creds. Charges: 2 (max). Usage: Heal after a kill.
- E - Ruse: Place a smoke cloud that can be triggered again to move it? Actually, Ruse is a global smoke that can be placed on the map. Cost: Free (recharges after 2 kills). Charges: 2 (max). Usage: Place smokes from a distance.
- C - Meddle: Fire a projectile that, on impact, creates a zone that decays enemies and slows them? Cost: 200 creds. Charges: 1. Usage: Slow and weaken enemies.
- X - Not Dead Yet: Revive a dead ally at full health after a channel; can only be used once per match? No, it's an ultimate with cost 7 points. Usage: Revive a key player.
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4. Sentinels
Sentinels specialize in defense, holding sites and providing utility like walls, slows, traps, and heals.
#### Sage