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:
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) 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.
ACTIVATE a Star to detonate a Nova Pulse. The Nova Pulse charges briefly then strikes, Concussing all players in its area.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 1 Windup: 1 s Cooldown: 45 s Debuff: 4 s Concuss
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.
E(PC) • ◯(PS5) • (Xbox X/S) Uses: 1 Cost:Free Windup: 1 s Cooldown: 40 s Debuff: 3.5 s Concuss
EQUIP a Seismic Charge. FIRE to send a cascading quake through all terrain in a large zone. The quake Concusses and knocks up anyone caught in it.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦♦♦ 9 points Windup: 1.2 s Debuff: 7 m Knockback + 6 s Concuss
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.
C(PC) • L1(PS5) • (Xbox X/S) 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.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 2 Cost: 200 Health: 20 HP Debuff: 3.5 s Concuss
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Ult Points:♦♦♦♦♦♦♦ 7 Duration: 9 s Debuff: 2 s Concuss
Neon:
INSTANTLY throw an energy bolt that bounces once. Upon hitting each surface, the bolt electrifies the ground below with a Concussive blast.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 1 Cost: 200 Windup: 0.8 s Debuff: 3.5 s Concuss
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.
Q(PC) • R1(PS5) • (Xbox X/S) 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[]
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦♦♦ 9 points Windup: 13 s Health: 200 HP Debuff: 8 s Detain
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦♦ 8 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.
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) 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.
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.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 1 Windup: 1.25 s Duration: 2 s Cooldown: 45 s Debuff: 5 s Vulnerable
EQUIP a Seismic Charge. FIRE to send a cascading quake through all terrain in a large zone. The quake Concusses and knocks up anyone caught in it.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦♦♦ 9 points Windup: 1.2 s Debuff: 7 m Knockback + 6 s Concuss
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦ 7 points Windup: 1.1 s Duration: 10 s Health: 600 HP Debuff: 7 s Cocoon
Raze:
INSTANTLY throw a Blast Pack that will stick to surfaces. RE-USE the ability after deployment to detonate, damaging and moving anything hit.
Q(PC) • R1(PS5) • (Xbox X/S) 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.
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.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 1 Cost: 200 Windup: 2 s Cooldown: 30 s (Recalled) Health: 20 HP Debuff: 4 s 50% Slow
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Ult Points:♦♦♦♦♦♦♦♦ 8 Ammo: 5 Windup: 2.3 s Damage: 255 Head, 150 Body, 127 Legs Debuff: 4 s 50% Slow
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.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 1 Cost: 200 Windup: 0.4 s Debuff: Forced crouch, 70% slow
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.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 2 Cost: 150 Duration: 7 s (whilst stationary) Debuff: 30% Slow
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.
E(PC) • ◯(PS5) • (Xbox X/S) Uses: 1 Cost:Free Windup: 2 s Duration: 15 s Cooldown: 40 s Debuff: 30% Slow
Sage:
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.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 2 Cost: 200 Duration: 7 s Debuff: 50% Slow
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.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Cost:♦♦♦♦♦♦♦♦ 8 points Duration: 15 s Health: 120 HP Debuff: 3 s Nearsight, 5 s 60% Slow
Vyse:
EQUIP a nest of liquid metal. FIRE to launch. Upon landing, the nest becomes invisible. When ACTIVATED, it sprawls out into a large razorvine nest which slows and damages all players who move through it.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 2 Cost: 150 Windup: 0.3 s Duration: 10 s Health: 40 HP Damage: 6 per 1.25 meters traveled Debuff: 15% Slow
Tether[]
A tether prevents a player from moving beyond a specific location by any means other than teleports.
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.
C(PC) • L1(PS5) • (Xbox X/S) 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)
Fade:
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.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 1 Cost: 200 Duration: 4.5 s Debuff: Deafen, Tether, 75 HP Decay (restored over 5 s)