NULL/cmd is an ultimate ability for KAY/O.
Description[]
| “ | INSTANTLY Overload with polarized radianite energy that pulses from KAY/O in a massive radius. Enemies hit with pulses are Suppressed for a short duration. While overloaded, KAY/O gains Combat Stim and can be re-stabilized if downed.
— In-game description
|
NULL/cmd is primarily an Empowerment ability that KAY/O can instantly activate to begin briefly winding up, after which he becomes overloaded and emits a pulse that suppresses any enemy agents within range. For the duration of the ultimate, KAY/O gains the "Overloaded" combat stim and will continue to periodically emit more suppressing pulses from his location.
If KAY/O would to be killed during NULL/cmd and is not the last player standing in the team, he is downed instead and enters a destabilized state, giving him increased HP and a countdown which will cause him to be killed if it completes. Any remaining suppression pulses that KAY/O would have emitted had he not been downed will still be produced in this state but he will not produce any more pulses after this. While downed, KAY/O can also see what is happening in front of him but is unable to equip anything or move his field of view. His minimap is also obscured and his audio dampens as the countdown gets low. If KAY/O is the spike carrier when downed, he will drop the spike, but the Announcer will not announce that the spike carrier is down.
Allies can stabilize his core to pause the countdown and, after a few seconds of channeling, reviving him with up to 100 HP, based on the percentage of HP he had remaining from his downed state when he was revived, with no shields. Attempting a revive gives off an audio cue to all nearby players. Allies will hear the full channel audio, while enemies will only be hear when a revive attempt has been initiated, similar to how agents are alerted to attempts to capture an orb or defuse a spike. After being revived, KAY/O will still continue to emit any suppression pulses remaining from before he was downed, but he will not regain the Overloaded buff.
In Team Deathmatch only, if KAY/O is downed during the duration of his ultimate, he can end it early by holding activate to give up, killing himself, instead of waiting to be revived by teammates or killed by enemies.
Stats[]
| Stat | Value | Confirmed value? |
|---|---|---|
| 1 second | ||
| 42.5 meters | ||
| +10% Fire rate +10% Reload speed +10% Recovery speed +10% Equip speed |
||
| 4 seconds | ||
| 1 every 3 seconds | ||
| 5 ticks | ||
| 12 seconds | ||
| 850 HP | ||
| 15 seconds | ||
| 1.5 seconds | ||
| 1.55 seconds |
- ↑ Inferred from Duration and Total Ticks
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
Quotes[]
Ally Cast[]
Enemy Cast[]
Ally Downed[]
Enemy Downed[]
Ally Rebooted[]
Enemy Rebooted[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
Fixed a bug where the killfeed wasn’t showing the proper headshot icon if KAY/O was the last player to die while active.
Increased fire rate reduced from 15% → 10%
Increased weapon draw speed by 10%
Fixed an issue where KAYO’s ultimate sometimes did not apply the suppression visuals to opponents
Fixed an issue where KAY/O’s revive SFX would persist after being killed while being resurrected by an ally during NULL/cmd.
Ally resurrection time 3s >>> 1.5s
Fixed a rare issue where KAY/O could appear standing up when downed during NULL/cmd
Increased rate of fire to have consistent recoil control that matches the default rate of fire.
When KAY/O is downed, the red portrait will now show for everyone in the game.
Fixed a bug where KAY/O would sometimes be able to move after being downed during NULL/cmd
Ultimate points increased 7 >>> 8
Now, only allies will hear the full channel audio of reviving KAY/O, while downed
- Enemies will only hear a short audio cue when the revive has started, similar to ultimate orbs or the spike
Fixed a bug where KAY/O was unable to be re-stabilized if he had already been resurrected by Sage
Fixed a bug where Chamber's
Tour De Force would inconsistently spawn slow zones when firing at KAY/O during NULL/cmd
No longer stops pulsing after being downed
Waves will no longer destroy the glass on Ascent
KAY/O will no longer equip abilities that have no charges if they were equipped and used right after activating NULL/cmd
Fixed KAY/O’s textures applying themselves to weapons when he is re-stabilized during NULL/cmd
Can no longer be healed while downed
| Types | Passive (list) • Basic • Signature • Ultimate | |||
|---|---|---|---|---|
| Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Hinder • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
| Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted | |||






