• 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

Utility - 7.4

Damage and control

In one line: Mollies, traps, walls, slows and stuns are not so much about killing as about moving the enemy, stopping them or wasting their time. Used well, they decide where and when fights happen.

4Recommended from level 4In game: Silver, Gold Premium5 min read

A family of abilities

Besides smokes and flashes, almost every agent has abilities that deal damage or control space: mollies and grenades, traps and alarms, walls, slows, stuns and concussive blasts. They are very different from each other, but they share one idea: they rarely kill on their own, while almost always changing what the enemy can do.

A molly forces someone out of a corner. A trap tells you where someone moved. A wall closes a path. A stun makes the enemy slow and inaccurate for a moment. The value lies in what happens next: the fight that becomes easy, the path nobody crosses, the seconds your team needs to rotate.

In this chapter we look at the main families and how to use them; the agent pages explain the abilities one by one.

The rest of this chapter is Premium

You read the preview. The full text, every "if, then" card and the cheat sheet come with Premium. Your progress stays saved either way.

5 more sections

Related

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