• 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

Paths

Utility

In one line: Abilities as resources: smokes, flashes, damage and control, movement, ultimates, utility as time and combinations between agents.

1Recommended from level 1In game: Iron, BronzeUp to Growth Free1 min read

Who it is for

For players who use abilities "where they go" without really knowing why, or end rounds with everything unused. Useful for every role, essential for controllers and initiators.

What you will know at the end

You will know how to treat abilities as resources to spend at the right moment: smokes for whoever goes in, called flashes, damage to stop a defuse, ultimates in the rounds that matter. You will understand how utility buys time and how different agents' abilities combine.

9 steps

0 of 9 done

  1. Step 1

    Abilities and resources Free

    What to learn
    Abilities as resources: cost, charges, timing.
    What you can skip
    Nothing.
  2. Step 2

    Smokes: when and why Premium

    What to learn
    The six questions before every smoke.
    What you can skip
    The parts on mid control, if you do not play controller.
  3. Step 3

    Flashes and blinds Premium

    What to learn
    Flashes for whoever goes in, called out.
    What you can skip
    Nothing: even players without flashes must know how to use them.
  4. Step 4

    Damage and control Premium

    What to learn
    Mollies, traps and slows: stopping, not just hitting.
    What you can skip
    The examples for agents you do not play.
  5. Step 5

    Utility that gives information Free

    What to learn
    Information abilities, before the entry.
    What you can skip
    Nothing.
  6. Step 6

    Movement abilities Premium

    What to learn
    Movement abilities: getting in and out.
    What you can skip
    You can skip it if you do not play duelists.
  7. Step 7

    Ultimates Premium

    What to learn
    When an ultimate is worth a round.
    What you can skip
    Nothing.
  8. Step 8

    Utility as time Premium

    What to learn
    Utility as time, on attack and on defense.
    What you can skip
    If you are in Base, come back after a few weeks.
  9. Step 9

    Synergies and counter-utility Premium

    What to learn
    Agent combinations and how to counter them.
    What you can skip
    The combinations your team never uses.

Checked on October 5, 2026, game version 13.06

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