An Intel tool is a type of ability which gives the player information about the positioning of their enemies or, through lack of intel received from the ability, the information that an area of the map is clear of enemies.
Summary[]
An intel tool is used for gathering information about the enemy. These can alert a player to the presence of a nearby enemy through sound cues and pop-up alerts on their HUD, or they can reveal the exact location of an enemy through showing enemy outlines, being visibly seen by a player controlling the ability, or traveling to their exact location.
Even if an ability does not appear to react to or reveal enemies, this still provides information that an enemy is not in that area. However, players still need to be wary about situations where an enemy could still be nearby even if their presence isn't detected by the intel tool, such as hiding behind or within objects.
General Intel abilities[]
INSTANTLY use on a targeted dead enemy to download information on their team. After a brief delay, the location of all living enemy players will be Revealed twice.
Cost:♦♦♦♦♦♦ 6 points
Windup: 2 s (1st reveal), 4 s (2nd reveal)
Debuff:
Still-image Reveal
Fade:
Abilities that apply Terror Trail Mark enemies, causing their position and movements to be tracked by dark mist. Prowlers can be used to pursue trails.
Debuff: Mark
EQUIP a haunting watcher. FIRE to throw. The watcher drops down after a set time. RE-USE to drop the watcher early. The watcher lashes out on impact, Revealing enemies in its line of sight and creating terror trails to them. Enemies can destroy the watcher.
Uses: 1
Cost:Free
Duration:
2 s
Cooldown:
40 s
Health:
1 HP
Debuff:
Real-time Reveal, 12 s Trail
EQUIP the power of nightmare itself. FIRE to unleash a wave of unstoppable nightmare energy. Enemies caught in the wave are Marked by terror trails, Deafened, and Decayed.
Ult Points:♦♦♦♦♦♦♦♦ 8
Debuff: 12 s Trail + Deafen, 75 HP Decay (restored over 12 s)
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
EQUIP a suppression blade. FIRE to throw. The blade sticks to the first surface it hits, winds up, and Suppresses anyone in the radius of the explosion. Enemies can destroy this blade.
Uses: 1
Cost:Free
Windup:
1 s
Cooldown:
40 s
Health:
20 HP
Debuff:
8 s Suppression
Sova:
EQUIP a bow with a recon bolt. FIRE to send the recon bolt forward, activating upon collision and Revealing the location of nearby enemies caught in the line of sight of the bolt. Enemies can destroy this bolt. HOLD FIRE to extend the range of the projectile. ALT FIRE to add up to two bounces to this arrow.
Uses: 1
Cost:Free
Duration:
3.2 s
Cooldown:
40 s
Health:
20 HP
Debuff:
0.75 s real-time Reveals
Autonomous Deployable[]
An autonomous deployable is a piece of utility that can be deployed onto the map. Once deployed, it can operate on its own without any further input from the player. Depending on their specific function, they will react to enemies and imply or reveal an enemy's location.
Autonomous deployables give players a way to obtain intel without putting themselves at danger. Unlike controlled deployables, players can leave autonomous ones on their own and focus on other activities, instead reacting to whenever it has intel to reveal.
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
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:
1.25 s Slow (on detection), 1.5 s Tether (or until destroyed), 3 s Concuss (if windup completes)
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.
Fade:
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
EQUIP Wingman. FIRE to send Wingman forward seeking enemies. Wingman unleashes a Concussive blast toward the first enemy he sees. ALT FIRE when targeting a Spike site or planted Spike to have Wingman defuse or plant the Spike. To plant, Gekko must have the Spike in his inventory.
Uses: 1
Cost:
300
Duration:
5 s (without spike)
Cooldown:
10 s (granted by Globules)
Health:
80 HP
Debuff:
2.5 s Concuss
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:
0.35 s
Duration:
2.5 s
Cooldown:
10 s (granted by Globules)
Health:
20 HP
Debuff:
1 s Blind (max potency)
EQUIP a covert Alarmbot. FIRE to deploy a bot that hunts down enemies that get in range. After reaching its target, the bot explodes and applies Vulnerable to enemies in the area. HOLD EQUIP to recall a deployed bot.
Uses: 1
Cost:
200
Cooldown:
20 s (Recalled)
Health:
50 HP
Debuff:
4 s Vulnerable
EQUIP a Turret. FIRE to deploy a turret that fires at enemies in a 180 degree cone. ALT FIRE to swap turret direction. HOLD EQUIP to recall the deployed turret.
Uses: 1
Cost:Free
Cooldown:
45 s (Destroyed), 20 s (Recalled)
Health:
100 HP
Damage:
0-20 m: 8, 20-35 m: 6, 35+ m: 4 (3 shots per burst)
Raze:
EQUIP a Boom Bot. FIRE will deploy the bot, causing it to travel in a straight line on the ground, bouncing off walls. The Boom Bot will lock on to any enemies in its frontal cone and chase them, exploding for heavy damage if it reaches them.
Uses: 1
Cost:
300
Duration:
5 s
Health:
60 HP
Damage:
30-80 (Min. outer radius-Inner radius)
Skye:
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
Controlled Deployable[]
A controlled deployable is a piece of utility that can be deployed onto the map. Once deployed, it must be taken control of by the player in order to operate. Whilst controlling most deployables, the player will usually switch screens to the viewpoint of the deployable, with their body standing still as they operate the utility. Most controlled deployables are mobile devices, though some cannot be moved and can only be rotated around the point on which they were deployed.
Controlled deployables give players a way to actively scout unknown territory for enemies without putting themselves in danger.
EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera's view. While in control of the camera, FIRE to shoot a marking dart. This dart will Reveal the location of any player struck by the dart. This ability can be picked up to be REDEPLOYED.
Uses: 1
Cost:Free
Cooldown:
Spycam: 15 s (Recalled)/45 s (Destroyed), Dart: 6 s
Health:
1 HP
Debuff:
Still-image Reveal every 2 s until dart removed
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
Skye:
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 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)
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.
Sova:
EQUIP an owl drone. FIRE to deploy and take control of movement of the drone. While in control of the drone, FIRE to shoot a marking dart. This dart will Reveal the location of any player struck by the dart. Enemies can destroy the Owl Drone.
Uses: 1
Cost:
400
Duration:
7 s
Cooldown:
Dart: 5 s
Health:
100 HP
Debuff:
0.6 s real-time Reveals