A Resource Bar contains a pool of resource that is consumed over time by specific abilities that utilize them whilst the ability is active. Without enough resource available to be consumed, these abilities are unable to be activated.
Summary[]
Agents who utilize resource bars on any of their abilities are currently limited to one, displayed on their HUD above their abilities. A resource bar can be either limited to a single ability, or have multiple abilities sharing the same pool. Some resource bars have the ability to regenerate resource whilst their associated abilities are not being used, though some others will not regenerate and, if depleted, will remain that way until other actions are taken to fully replenish the bar once more.
Single-ability[]
Skye:
EQUIP a healing trinket. HOLD FIRE to channel, Healing allies in range and line of sight. Can be reused until her healing pool is depleted. Skye cannot heal herself.
C(PC) • L1(PS5) • (Xbox X/S) Uses: 1 Cost: 150 Health: 100 HP healing pool Healing: 20 HP/sec
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Neon[]
Resource Bar:
Using High Gear and Overdrive consumes Energy. Killing an enemy agent instantly refills Energy.
Duration: 10 s to completely drain using High Gear, 20 s using Overdrive Cooldown: 20 s to replenish from 0-100 Health: 100 Energy
Abilities:
INSTANTLY channel Neon's power for Increased Speed. When charged, ALT FIRE to trigger an electric slide dash. Slide charge resets every two kills.
E(PC) • ◯(PS5) • (Xbox X/S) Uses: 2 Cost: 150 Duration: 10 s max. Cooldown: 2 kill recharge
Unleash Neon's full power and speed for a short duration. FIRE to channel the power into a deadly lightning beam with high movement accuracy.
X(PC) • L1+ R1(PS5) • + (Xbox X/S) Ult Points:♦♦♦♦♦♦♦ 7 Duration: 20 s min. Damage: 54-30 Head, 18-10 Body, 15-8 Legs (with falloff))
Viper[]
Resource Bar:
You gradually generate and replenish the toxin that fuels your abilities.
Duration: 12 s max, 8.5 s max if both abilities activated Cooldown: 30 s to replenish from 0-100 Health: 100 Fuel
Abilities:
EQUIP a gas emitter. FIRE to throw the emitter that perpetually remains throughout the round. ALT FIRE to lob. RE-USE the ability to create a toxic gas cloud at the cost of fuel. This ability can be picked up to be REDEPLOYED before the round starts and can be RE-USED more than once throughout the round.
Q(PC) • R1(PS5) • (Xbox X/S) Uses: 1 Cost: 200 Duration: Minimum 2 s Cooldown: 5 s (after deactivation) Debuff: Toxin
EQUIP a gas emitter launcher that penetrates terrain. FIRE to deploy a long line of gas emitters. RE-USE the ability to create a tall wall of toxic gas at the cost of fuel. This ability can be RE-USED more than once.
E(PC) • ◯(PS5) • (Xbox X/S) Uses: 1 Cost:Free Duration: Minimum 2 s Cooldown: 5 s (after deactivation) Debuff: Toxin