• 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 - 7.8

Synergies and counter-utility

In one line: Abilities are worth more when they combine: smokes and flashes, information and damage, stuns and mollies. And every enemy ability has an answer: knowing which one, and when to use it, is part of the game.

6Recommended from level 6In game: Platinum, Diamond Premium4 min read

Why combine

A smoke alone takes away one angle. A flash alone blinds one enemy for a moment. But a smoke on the far angle, followed by a flash on the close one and a duelist entering while the enemy is blind, creates a situation where one defender has to face three attackers without seeing. That is what synergy means: the effect of combined abilities is far greater than the sum.

Synergies are built before the round: knowing what your teammates have, deciding who uses what and in which order, calling the timings. Organized teams win right here, even against opponents with better aim.

The rest of this chapter is Premium

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5 more sections

Related

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