Utility - 7.5
Movement abilities
In one line: Dashes, jumps, slides and teleports let you show up where the enemy does not expect you or get out of a losing fight. They are worth the risk only if you already know what you will do when you land and how you will get out.
What they are
Some agents have abilities that move them in ways nobody else can: dashes in one direction, jumps upwards, explosive charges that launch them, slides, teleports. Duelists have most of them, but not only duelists. The agent pages explain each one.
They all do two things: they get you to a place faster or from a different direction, and they let you leave a place when you need to. It sounds like the same thing, but in the game the difference is huge: going in with a movement ability is a risk, getting out with one is almost always a gain.
The question before using one is always: what will I do the moment I land? If you do not know, the ability just takes you faster into a fight you did not choose.
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