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.
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.
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