Crowd Control

A **Crowd Control** tool is a type of ability which affect a player's ability to be able to move on the map.

## Banish

A banish removes affected agents from the map.

 Iso:

X – Kill Contract

EQUIP an interdimensional arena. FIRE to hurl a column of energy through the battlefield, pulling you and the first enemy hit into the arena. You and your opponent duel to the death.

**Ult Points:**♦♦♦♦♦♦♦ 7
**Windup:**  2.9 s
**Duration:**  13 s

## Concuss

Also known as a **Daze** or **Stun**, a concuss ability afflicts the Concussed debuff on affected agents, severely slowing them and disrupting their ability to fire their guns by heavily reducing fire rate, obstructing vision and aiming, and disabling scopes and ADS modes.

 Astra:

Q – Nova Pulse

ACTIVATE a  Star to detonate a Nova Pulse. The Nova Pulse charges briefly then strikes, Concussing all players in its area.

**Uses:** 1
**Windup:**  1 s
**Cooldown:**  45 s
**Debuff:**  4 s Concuss

 Breach:

E – Fault Line

EQUIP a seismic blast. HOLD FIRE to increase the distance. RELEASE to set off the quake, Concussing all players in its zone and in a line up to the zone.

**Uses:** 1
**Cost:**Free
**Windup:**  1 s
**Cooldown:**  40 s
**Debuff:**  3.5 s Concuss

X – Rolling Thunder

EQUIP a Seismic Charge. FIRE to send a cascading quake through all terrain in a large cone. The quake Concusses and knocks up anyone caught in it.

**Cost:**♦♦♦♦♦♦♦♦♦ 9 points
**Windup:**  1.2 s
**Debuff:**  7 m Knockback + 6 s Concuss

 Cypher:

C – Trapwire

EQUIP a trapwire. FIRE to place a destructible and covert tripwire at the targeted location, creating a line that spans between the placed location and the wall opposite. Enemy players who cross a tripwire will be Tethered, Revealed, and Concussed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED.

**Uses:** 2
**Cost:** 200
**Windup:**  1.5 s once tethered
**Health:**  20 HP
**Damage:**  5 (if windup completes)
**Debuff:**  2 s Slow (on detection), 1.5 s Tether (or until destroyed), 3 s Concuss (if windup completes)

 Deadlock:

Q – Sonic Sensor

EQUIP a Sonic Sensor. FIRE to deploy. The sensor monitors an area for enemies making sound. It concusses that area if footsteps, weapons fire, or significant noise are detected. This ability can be picked up to be REDEPLOYED.

**Uses:** 2
**Cost:** 200
**Health:**  20 HP
**Debuff:**  3.5 s Concuss

 Harbor:

X – Reckoning

EQUIP the full power of your Artifact. FIRE to summon a geyser pool on the ground. Enemy players in the area are targeted by successive geyser strikes. Players caught within a strike are Concussed.

**Ult Points:**♦♦♦♦♦♦♦ 7
**Duration:**  9 s
**Debuff:**  2 s Concuss

 Neon:

Q – Relay Bolt

INSTANTLY throw an energy bolt that bounces once. Upon hitting each surface, the bolt electrifies the ground below with a Concussive blast.

**Uses:** 2
**Cost:** 200
**Windup:**  1.1 s
**Debuff:**  3 s Concuss

 Skye:

Q – Trailblazer

EQUIP a Tasmanian tiger trinket. FIRE to send out and take control of the predator. While in control, FIRE to leap forward, exploding in a Concussive blast on impact and damaging directly hit enemies.

**Uses:** 1
**Cost:** 300
**Duration:**  6 s
**Health:**  80 HP
**Damage:**  30 (Direct contact)
**Debuff:**  2.5-4 s Concuss (Edge-Center)

## Detain

A detain afflicts the Detained debuff on affected agents, severely slowing them and preventing them from equipping any weapon or ability.

### Standard

 Killjoy:

X – Lockdown

EQUIP the Lockdown device. FIRE to deploy the device. After a long windup, the device Detains all enemies caught in the radius. The device can be destroyed by enemies.

**Cost:**♦♦♦♦♦♦♦♦♦ 9 points
**Windup:**  13 s
**Health:**  200 HP
**Debuff:**  8 s Detain

 Gekko:

X – Thrash

EQUIP Thrash. FIRE to link with Thrash's mind and steer her through enemy territory. ACTIVATE to lunge forward and explode, Detaining any players in a small radius.

**Cost:**♦♦♦♦♦♦♦ 7 points
**Windup:**  0.6 s
**Duration:**  6 s
**Cooldown:**  10 s (granted by Globules)
**Health:**  200 HP
**Debuff:**  6 s Detain

### Cocoon

Cocoons obstruct vision and prevent movement control in addition to detaining an agent.

 Deadlock:

X – Annihilation

EQUIP a Nanowire Accelerator. FIRE to unleash a pulse of nanowires that captures the first enemy contacted. The cocooned enemy is pulled along a nanowire path and will die if they reach the end, unless they are freed. The nanowire cocoon is destructible.

**Cost:**♦♦♦♦♦♦♦ 7 points
**Windup:**  1.1 s
**Duration:**  10 s
**Health:**  600 HP
**Debuff:**  7 s Cocoon

## Displacement

A displacement physically moves players out of position by force and against their will. In some cases, players can counteract the ability by making movements against the displacement, but they will be displaced out of position if they remain still.

 Astra:

C – Gravity Well

ACTIVATE a  Star to form a Gravity Well. Players in the area are pulled toward the center before it explodes, making all players still trapped inside Vulnerable.

**Uses:** 1
**Windup:**  1.25 s
**Duration:**  2 s
**Cooldown:**  45 s
**Debuff:**  5 s Vulnerable

 Breach:

X – Rolling Thunder

EQUIP a Seismic Charge. FIRE to send a cascading quake through all terrain in a large cone. The quake Concusses and knocks up anyone caught in it.

**Cost:**♦♦♦♦♦♦♦♦♦ 9 points
**Windup:**  1.2 s
**Debuff:**  7 m Knockback + 6 s Concuss

 Deadlock:

X – Annihilation

EQUIP a Nanowire Accelerator. FIRE to unleash a pulse of nanowires that captures the first enemy contacted. The cocooned enemy is pulled along a nanowire path and will die if they reach the end, unless they are freed. The nanowire cocoon is destructible.

**Cost:**♦♦♦♦♦♦♦ 7 points
**Windup:**  1.1 s
**Duration:**  10 s
**Health:**  600 HP
**Debuff:**  7 s Cocoon

 Raze:

Q – Blast Pack

INSTANTLY throw a Blast Pack that will stick to surfaces. RE-USE the ability after deployment to detonate, damaging and moving anything hit.

**Uses:** 2
**Cost:** 200
**Windup:**  1.5 s (Damage arm time)
**Duration:**  5 s
**Health:**  20 HP
**Damage:**  20-50 (After arming)

## Slow

A slow afflicts the Slowed debuff on affected agents, reducing their movement speed and jump height.

 Chamber:

C – Trademark

EQUIP a trap that scans for enemies. FIRE to place it on the ground. When a visible enemy comes in range, the trap counts down and then destabilizes the terrain around them, creating a lingering field that Slows players caught inside of it. The trap can be picked up to be REDEPLOYED.

**Uses:** 1
**Cost:** 200
**Windup:**  2 s
**Cooldown:**  30 s (Recalled)
**Health:**  20 HP
**Debuff:**  4 s 50% Slow

X – Tour De Force

ACTIVATE to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit to the upper body. ALT FIRE to aim down sights. Killing an enemy creates a lingering field that Slows players caught inside of it.

**Ult Points:**♦♦♦♦♦♦♦♦ 8
**Ammo:**  5
**Windup:**  2.3 s
**Damage:**  255 Head, 150 Body, 127 Legs
**Debuff:**  4 s 50% Slow

 Deadlock:

C – GravNet

EQUIP a GravNet grenade. FIRE to throw. ALT FIRE to lob. The GravNet detonates upon landing, forcing any characters caught within to crouch and move slowly.

**Uses:** 1
**Cost:** 200
**Windup:**  0.4 s
**Debuff:**  Forced crouch, 70% slow

 Harbor:

C – Cascade

EQUIP a wave of water. FIRE to send the wave rolling forward and through walls. RE-USE to stop the wave. Players hit are Slowed.

**Uses:** 2
**Cost:** 150
**Duration:**  7 s (whilst stationary)
**Debuff:**  30% Slow

E – High Tide

EQUIP a wall of water. FIRE to send the water forward along the ground. HOLD FIRE to guide the water in the direction of your crosshair, passing through the world, spawning a wall along the water's path. ALT FIRE while bending to stop the water early. Players hit are Slowed.

**Uses:** 1
**Cost:**Free
**Windup:**  2 s
**Duration:**  15 s
**Cooldown:**  40 s
**Debuff:**  30% Slow

 Sage:

Q – Slow Orb

EQUIP a slowing orb. FIRE to throw a slowing orb forward that detonates upon landing, creating a lingering field that Slows players caught inside of it.

**Uses:** 2
**Cost:** 200
**Duration:**  7 s
**Debuff:**  50% Slow

 Skye:

X – Seekers

EQUIP a Seeker trinket. FIRE to send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it Nearsights them. Enemies can destroy the Seekers.

**Cost:**♦♦♦♦♦♦♦♦ 8 points
**Duration:**  15 s
**Health:**  120 HP
**Debuff:**  3 s Nearsight, 5 s 60% Slow

## Tether

A tether prevents a player from moving beyond a specific location by any means other than teleports.

 Cypher:

C – Trapwire

EQUIP a trapwire. FIRE to place a destructible and covert tripwire at the targeted location, creating a line that spans between the placed location and the wall opposite. Enemy players who cross a tripwire will be Tethered, Revealed, and Concussed after a short period if they do not destroy the device in time. This ability can be picked up to be REDEPLOYED.

**Uses:** 2
**Cost:** 200
**Windup:**  1.5 s once tethered
**Health:**  20 HP
**Damage:**  5 (if windup completes)
**Debuff:**  2 s Slow (on detection), 1.5 s Tether (or until destroyed), 3 s Concuss (if windup completes)

 Fade:

Q – Seize

EQUIP a knot of raw fear. FIRE to throw. The knot drops down after a set time. RE-USE to drop the knot early. The knot ruptures on impact, holding nearby enemies in place. Held enemies are Deafened, and Decayed.

**Uses:** 1
**Cost:** 200
**Duration:**  4.5 s
**Debuff:**  Deafen, 75 HP Decay (restored over 5 s)