Academy
Agents
How to choose an agent, what each role is expected to do, how to build a team, and a page for each of the 29 agents.
Chapters
How to choose an agent
You choose an agent by starting from the problem: what the map asks for, what the team is missing, what you play well. The popular list comes afterwards, if at all. A small pool of agents you know inside out is worth more than every agent played halfway.
The four roles in depth
Duelist, initiator, controller and sentinel are not labels: they are different jobs in the round. The duelist creates space, the initiator brings information, the controller takes away vision, the sentinel holds and protects. Each role has things it must do and typical mistakes.
Team compositions
A composition is the set of five agents on a team. It must cover a few basic jobs (smokes, information, entry, flank), and it changes with the map. When a role is missing, the team needs to know which job is left uncovered and how to make up for it.
Initiators and utility as information
An initiator's utility is worth what it tells the team: where the enemies are, how many, where they are not. Used at the right moment and called out well, it turns a blind entry into a prepared fight.
Agents by map
The matrix crosses every agent with every map: no cell is missing. For each pairing it says how well the agent fits (strong, good, niche or limited), always with the reason and the date it was checked. It is not a ranking: it is a guide to choosing from the map's problem.
29 results




























