• 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

Maps

Agents on Ascent

Which agents solve the problems of Ascent, and why. Checked on October 5, 2026.

  • JettStrong

    Wide sites and long lines: the dash to escape after a shot, Operator included, is worth a lot.

  • SovaStrong

    Big sites and an open mid: a well-thrown bolt reveals many positions before you decide.

  • KAY/OStrong

    The defense often holds sites with sentinel utility: the knife switches it off before the entry.

  • OmenStrong

    Long-range, recharging smokes cover mid and the sites at different phases of the round.

  • KilljoyStrong

    Wide sites held by one player: the gadgets do the work of several, and the post-plant is very strong.

  • CypherGood

    Wires on the main entrances and on the mid flank give constant information.

  • FadeGood

    Retakes on sites with hidden angles benefit from the eye and the knot.

  • BreachGood

    Stuns and flashes through walls help take the mid courtyard and clear A's corners without exposing yourself.

  • BrimstoneGood

    Tactical map smokes cover the lines from Mid Top and Market with no lineups, and the molly slows the mains.

  • ChamberGood

    Alone on B site, the trap slows whoever enters and the teleport lets him fall back; the mid lines suit his weapons.

  • CloveGood

    Long range smokes close the courtyard even from death, and the aggression after a kill helps retake mid.

  • GekkoGood

    The creatures clear A's many corners and the one that plants and defuses helps in B retakes.

  • HarborGood

    The water wall cuts the courtyard's long lines and the sphere covers an entrance, opening mid without covering every angle.

  • MiksGood

    Overview smokes close the courtyard lines, and the sound pulse stuns to enter the narrow mains.

  • NeonGood

    Her speed crosses the courtyard before the defense reacts and the side walls cover the flanks as she runs.

  • RazeGood

    The bot and the grenade clear A's many corners, and the satchel takes you quickly to the raised position.

  • SageGood

    The wall closes a main or a door and the slow stops whoever switches site; alone on B she holds the site well.

  • SkyeGood

    The hawk and the dog clear A's corners and give info on mid, and the heals help in long duels.

  • TejoGood

    Tactical map missiles hit A's high positions with no line of sight, and the drone reads the courtyard.

  • ViperGood

    The toxic wall cuts the courtyard lines from Mid Top and Market, and the clouds close the mains for the execute.

  • AstraNiche

    Useful as a second controller if the team wants concussions on mid, but not the default pick.

  • DeadlockNiche

    Barriers and the sensor delay A Main and B Main, which are narrow, but the open mid remains the problem they do not solve.

  • IsoNiche

    The energy wall lets you cross the open courtyard in a duel, but you need a team ready to follow.

  • PhoenixNiche

    The curving flash and the fire wall help enter the mains, but in the open mid he needs a team plan.

  • ReynaNiche

    She works if the team opens the duel in mid, but the courtyard's long lines expose her before she takes souls.

  • VetoNiche

    The Interceptor stops the attack's grenades and flashes in a main, but the open mid is not his ground.

  • VyseNiche

    Hidden traps isolate whoever enters from a narrow main, but controlling mid needs other abilities.

  • WaylayNiche

    The dashes take you quickly into the courtyard or onto a raised position, and the return to the beacon saves a duel that goes badly.

  • YoruNiche

    Fake and teleport use the courtyard's openness, but they are plan picks more than map picks.

Ascent

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