• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

Duelist

Neon

In one line: The speed duelist: she runs faster than anyone, slides into sites, stuns whoever is waiting and covers the sides with walls that block vision. She is the pick for lightning-fast entries, but demands sharp reflexes and precise movement control.

6Recommended from level 6In game: Platinum, Diamond Premium6 min read
Role
Duelist
Difficulty
Hard
Maps where it shines
Fracture, Pearl

Abilities

Neon is built to get there first:

  • Fast Lane: two energy lines that shoot forward along the ground and rise into walls that block vision. They cover the sides of a corridor or an entry while you run;
  • Relay Bolt: a bolt that bounces off a surface and creates zones that concuss anyone inside. Great for the corner near the entrance;
  • High Gear (signature): you run much faster and, with secondary fire, you can slide. It uses energy that drains as you run and refills over time and with kills;
  • Overdrive (ultimate): you fire a continuous beam of electricity, accurate even while running at full speed. It recharges with every kill.

The whole kit serves one goal: turning a space the enemy thinks they control into a space crossed before they can react.

When to pick

Pick Neon when:

  • the team wants to play fast executes and fast hits: Neon arrives first and drags the team with her;
  • the map has long corridors and entries whose sides need covering: Fast Lane creates a protected lane;
  • the enemy plays passive and rotates late: reaching a site before the rotations is exactly what Neon does;
  • you have quick reflexes and are comfortable fighting on the move.

Neon is also strong on defense for rotations: with High Gear she reaches an attacked site well before anyone else.

One more reason: Neon takes away the enemy's time to think. Against a team used to rotating after hearing footsteps, an execute with Neon is already on site when the rotation starts, and the defense ends up outnumbered without having done anything wrong.

The rest of this chapter is Premium

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Related

Checked on October 5, 2026, game version 13.06

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