• 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

Weapons, armor and economy - 6.9

Utility and economy

In one line: Abilities are cheap compared to guns, but they are part of the economy just like rifles and armor. Abilities you buy and do not use carry over to the next round even if you die: the real waste is not credits, it is the round lost with utility in your pocket.

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

Utility is part of the economy

When people talk about economy they think of rifles and armor. But every agent also has abilities to buy, and a full kit can cost several hundred credits: enough to make the difference between a complete full buy and a partial one.

Three rules on how it works:

  • abilities you bought and did not use stay with you next round, even if you die;
  • charges that recharged during the round (for example the signature ability, which usually gets one free charge each round) do not stack up: next round you start again from the free charge;
  • some abilities have temporary charges that do not carry over.

The practical consequence matters: an unused ability is not lost. The cost of dying with utility in your pocket is not measured in credits, but in the round you could have won by using it.

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