Sentinel
Sage
In one line: The protective sentinel: a wall that closes a passage, an orb that slows, heals for teammates and herself, and an ultimate that brings a fallen teammate back to life. Easy to learn, and every round she can change the numbers.

- Role
- Sentinel
- Difficulty
- Easy
- Maps where it shines
- Icebox
Abilities
Sage's kit is built to protect the team:
- Barrier Orb: creates a solid wall you can rotate before placing. After a moment it fortifies. It blocks movement (and vision) until it is destroyed. It can also be used to climb to higher positions;
- Slow Orb: an orb that, on the ground, creates an area that slows whoever crosses it and makes noise when someone walks through;
- Healing Orb (signature): heals a teammate over time, or yourself (more slowly). Since patch 13.00 the self-heal is stronger;
- Resurrection (ultimate): brings a fallen teammate back to life, after a short wait.
Sage is one of three agents who heal (with Skye and Miks) and the only one who can revive a teammate: in a round, her ultimate is literally worth an extra player.
When to pick
Pick Sage when:
- you are learning the sentinel role: her abilities are simple, and even without complicated setups the wall and the slow delay well;
- the team needs someone to keep teammates alive: heals and the revive change the numbers in long rounds;
- the map has narrow chokes that a wall closes completely;
- you want an agent who is useful for high positions too: the wall can become a step to climb where the enemy does not expect you.
Sage is also a safe pick in solo queue: she is useful in any composition, and the revive helps any team.
Another reason to pick her is the confidence she gives teammates: a duelist who knows they can be healed or revived plays more decisively, and a team that knows it has an extra player "in the pocket" faces important rounds more calmly.
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