Prowler is a basic ability for Fade.
Description[]
| “ | 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.
— In-game description
|
Prowler is primarily an Intel ability that Fade must equip before casting. On cast, she will send a cat-like prowler forward as a grounded object. Fade can control the direction of the prowler by using Hold Fire and moving her crosshair towards the intended direction. Fade cannot use Hold Fire afterwards if she initially cast the ability without using Hold Fire.
The creature will travel until its duration expires, at which point it will dissipate, or until it detects an enemy agent or Terror Trail in its frontal vision cone, at which point it will pursue the agent or trail. Upon detecting something, the prowler will gain increased movement speed, moving even faster if it detects a trail compared to detecting an agent. Fade will no longer be able to manually control the prowler if it begins a pursuit. Moving along a trail will reveal to Fade the exact identity of the enemy agent it's pursuing and the trail will become grayed out, making it unable to be used by a second prowler. Enemies can deal damage to the prowler and destroy it.
If the prowler then gets into close enough proximity of an enemy agent, it will wind up for a brief duration before biting them, afflicting them with nearsight. If a trail the prowler is pursuing either ends its track or expires before it can reach its target, the prowler will then travel in a straight line once more until it either detects a new target to pursue or expires.
If a Terror Trail is at a close enough distance to Fade such that a deployed Prowler would instantly detect and pursue it, that trail will be highlighted while Prowler is equipped.
Terror Trail[]
- Main article: Passive Effects → Terror Trail
Haunt and Nightfall mark enemies with a Terror Trail, creating a black trail on the ground between the marking effect's point of origin and the affected agent, that Fade and her allies can follow. For the duration of the mark, Terror Trail will track the affected agent's movements, extending their current trail. The trail can only be broken by teleports (the trail will begin again from the agent's new position as long as they are still marked but will not connect to the original trail) or cleansed by Yoru's Dimensional Drift. When the agent's mark debuff expires, the trail will disappear.
Stats[]
| Stat | Value | Confirmed value? |
|---|---|---|
| 1.1 seconds | ||
| 0.7 seconds | ||
| 2.5 seconds | ||
| 15 meters (Agent) 10 meters (Terror Trail) |
||
| 10 meters/second (Initial) 12 meters/second (Agent detected) 15 meters/second (Terror Trail detected) |
||
| 2.5 meters | ||
| 0.6 seconds | ||
| 2.75 seconds | ||
| 7 meters |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
Quotes[]
Cast[]
Afflicted enemy[]
Kill afflicted enemy[]
Nearsight whispers[]
- "Like a fly in a web."
- "Who are you? What do you want?"
- "I'm in your head."
- "The nightmare has you."
- "Give him back to me."
- "Look into the dark."
Previews[]
In Game[]
In Cinematics[]
Update History[]
Fixed a bug where it was missing a VFX asset when viewed in Left Handed Mode.
Visibility in Nearsight increased from 5m → 7m
Fixed a bug where players could outrun a Prowler during its bite
- Prowlers should now continue to track its target during the bite unless the target teleports outside its line of sight
Fixed issues with it passing through certain objects.- Team Deathmatch only:
Cooldown decreased 44s >>> 36s
Adjusted collision so that they go over
Trapwires placed at foot height and under Trapwires placed at head height.
Time to re-equip gun takes slightly longer after using the ability
Can no longer continue controlling Prowlers while suppressed
Health decreased 100 HP >>> 60 HP
Now immune to all allied damage
Duration reduced 3 >>> 2.5 s
Delay on bite upon reaching target increased .4 >>> .6 s
Nearsight duration reduced 3.5 >>> 2.75 s
Prowlers now fizzle out and no longer debuff targets that teleport away before the prowler finished its bite animation
Hitbox improvements
| 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 | |||






