Duelist
Iso
In one line: The one-on-one duelist: a shield that absorbs the first hit, a bolt that makes the enemy vulnerable and strips their abilities, a wall that stops bullets and an ultimate that drags one enemy into a duel with no witnesses.

- Role
- Duelist
- Difficulty
- Medium
Abilities
Iso is built to win one fight at a time:
- Contingency: pushes forward an indestructible wall of energy that blocks bullets. Secondary fire sends it more slowly. It lets you cross open ground without being hit, or take away a line of fire while you fight another enemy;
- Undercut: a bolt that goes through walls and applies Vulnerable (they take more damage) and Suppression (they cannot use abilities) to enemies hit, for a few seconds. You use it before a fight, on the corner where you expect an enemy;
- Double Tap (signature): after a short activation you get a shield that absorbs one hit, from any source. While it is active, enemies you kill or damage leave an orb: shooting it refreshes the shield;
- Kill Contract (ultimate): you drag yourself and one enemy into a separate arena, where you fight one on one. The winner returns to the match.
The common thread is simple: Iso chooses his fights and makes them easier for himself.
When to pick
Pick Iso when:
- you are strong in fights and want a duelist who gives you a concrete edge in the first one: Double Tap's shield lets you survive a hit that would otherwise kill you;
- the team needs someone to face enemies with strong abilities: Undercut suppresses them, taking away their chance to escape or blind you;
- the map has open ground to cross, where Contingency creates moving cover;
- the enemy has a player who dominates the match (an Operator, a sentinel holding a site alone): Kill Contract pulls them into a fight with no help.
Iso rewards discipline: a well-prepared fight (Undercut, Double Tap active, peek) is very often a won fight.
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