Blind

*This article is about the abilities that apply a type of Blind. For details about how Blinding effects work, see Status Effect.*

A **Blind** is a type of ability that negatively affects an agent's vision, temporarily limiting what they are able to see in front of them.

## General Blind abilities

 Gekko:

E – Dizzy

EQUIP Dizzy. FIRE to send Dizzy soaring forward through the air. Dizzy charges then unleashes plasma blasts at enemies in line of sight. Enemies hit by her plasma are Blinded.

**Uses:** 1
**Cost:**Free
**Windup:**  0.5 s
**Duration:**  2.5 s
**Cooldown:**  10 s (granted by Globules)
**Health:**  20 HP
**Debuff:**  1 s Blind (max potency)

## Flash

A flash afflicts the Flashed debuff on affected agents, completely obstructing their vision.

A flash takes the form of a projectile or deployable that can be thrown or deployed, after which they will detonate. Most flashes detonate based on a timer, though some can be controlled by the player by specifically activating the detonation.

### Standard flashes

 Breach:

Q – Flashpoint

EQUIP a blinding charge. FIRE the charge to set a fast-acting burst through the wall. The charge detonates to Blind all players looking at it.

**Uses:** 2
**Cost:** 250
**Windup:**  0.5 s
**Debuff:**  2 s Flash

 KAY/O:

Q – FLASH/drive

EQUIP a flash grenade. FIRE to overhand throw. ALT FIRE to lob a weaker version that explodes quickly. The flash grenade explodes after a short fuse, Blinding anyone in line of sight.

**Uses:** 2
**Cost:** 250
**Windup:**  1.6 s (Primary), 1 s (Alt)
**Debuff:**  2.25 s (Primary), 1.25 s (Alt)

 Phoenix:

Q – Curveball

EQUIP a flare orb that takes a curving path and detonates shortly after throwing. FIRE to curve the flare orb to the left, detonating and Blinding any player who sees the orb. ALT FIRE to curve the flare orb to the right.

**Uses:** 2
**Cost:** 250
**Windup:**  0.5 s
**Debuff:**  1.5 s Flash

 Skye:

E – Guiding Light

EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash. The flash reaches max potency after a short duration during the hawk's flight.

**Uses:** 2
**Cost:** 250
**Duration:**  2 s
**Cooldown:**  40 s
**Debuff:**  1-2.25 s Flash

 Yoru:

Q – Blindside

EQUIP to rip an unstable dimensional fragment from reality. FIRE to throw the fragment, activating a flash that winds up once it collides with a hard surface.

**Uses:** 2
**Cost:** 250
**Windup:**  0.6 s
**Debuff:**  1.75 s Flash

### Conditional flashes

The following abilities are not guaranteed to produce a flash and require other factors outside of the casting agent's control in order to detonate:

 Yoru:

C – Fakeout

EQUIP an echo that transforms into a mirror image of Yoru when activated. FIRE to instantly activate the mirror image and send it forward. ALT FIRE to place an inactive echo. USE to transform an inactive echo into a mirror image and send it forward. Mirror images explode in a Blinding Flash when destroyed by enemies.

**Uses:** 1
**Cost:** 100
**Duration:**  10 s
**Health:**  150 HP

## Nearsight

A nearsight afflicts the Nearsighted debuff on affected agents, severely reducing their max vision radius and deafening them.

 Fade:

C – Prowler

EQUIP a prowler. FIRE to send the prowler forward. HOLD FIRE to steer the prowler towards your crosshair. The prowler will chase down the first enemy or terror trail it sees, and nearsight the enemy on impact.

**Uses:** 2
**Cost:** 250
**Duration:**  2.5 s
**Health:**  60 HP
**Debuff:**  2.75 s Nearsight

 Omen:

Q – Paranoia

EQUIP a blinding orb. FIRE to throw it forward, briefly Nearsighting and Deafening all players it touches. This projectile can pass straight through walls.

**Uses:** 1
**Cost:** 250
**Debuff:**  2 s Nearsight

 Reyna:

C – Leer

EQUIP an ethereal, destructible eye. ACTIVATE to cast the eye a short distance forward. The eye will Nearsight all enemies who look at it.

**Uses:** 2
**Cost:** 250
**Windup:**  0.4 s
**Duration:**  1.6 s
**Health:**  100 HP

 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

## Other blinding effects

### Self-inflicted

Whilst not classed as blinding abilities as they aren't used for affecting enemies, some abilities do inflict a blinding effect upon themselves:

* Trailblazer and  Thrash nearsight themselves but with a larger vision range and without dampening their audio.
* Gekko and  Omen can be briefly afflicted with nearsight-like vision from their perspective due to the effects of  Thrash and  From the Shadows, respectively. In these cases however, the nearsight immediately begins to fade away over a short duration, increasing the agent's vision radius until the cap is completely removed.

### Vision Blockers

Vision blockers can specifically affect a player's vision beyond just being an object that prevents the player from seeing what's on the other side.

Vision within some smokes is obscured, meaning that the player is inflicted with a maximum vision radius (similar to a nearsight) whilst inside. This radius is usually equal to the radius of the smoke. Vision within  Viper's Pit is also obscured.

For most vision blockers that allow agents to pass through, their vision will also be affected when they do so. When entering the edge of a blocker, their vision will become more clouded until it is completely covered in a colored, opaque screen (similar to a flash). The reverse then happens as they exit the edge.

### Other

* Deadlock's  Annihilation can fully obstruct an enemy's vision with its nanowire cocoon, but is not mainly used for its blinding effects.
* Iso's  Kill Contract will fully obstruct an agent's vision when transporting them to and from its arena.