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InitiatorInitiator

Gekko

Gekko the Angeleno leads a tight-knit crew of calamitous creatures. His buddies bound forward, scattering enemies out of the way, with Gekko chasing them down to regroup and go again.

Gekko

ABILITIES

Wingman
C

Wingman

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. When Wingman expires he reverts into a dormant globule. INTERACT to reclaim the globule and gain another Wingman charge after a short cooldown.

Dizzy
Q

Dizzy

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. When Dizzy expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Dizzy charge after a short cooldown.

Mosh Pit
E

Mosh Pit

EQUIP Mosh. FIRE to throw Mosh like a grenade. ALT FIRE to lob. Upon landing Mosh duplicates across a large area that deals a small amount of damage over time then after a short delay explodes.

Thrash
X

Thrash

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. When Thrash expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Thrash charge after a short cooldown. Thrash can be reclaimed once.

Initiator

Initiator

Initiators challenge angles by setting up their team to enter contested ground and push defenders away.

AGENT GUIDE

easy difficulty

GAMEPLAY TIPS

1

Always pick up Dizzy and Wingman globules after they expire to reuse abilities and maintain value throughout the round.

2

Use Mosh Pit for post-plant lineups. Its large area and delayed explosion forces enemies off the spike.

3

Send Wingman to plant or defuse the spike so you can hold angles and cover your team.

4

Dizzy is best thrown over obstacles or around corners to blind enemies before your team peeks.

5

Thrash can be steered through tight corridors. Use it to detain enemies holding common angles.

STRENGTHS

+Retrievable abilities provide exceptional round-over-round economy value

+Wingman can plant and defuse spike, enabling creative solo plays

+Strong area denial with Mosh Pit in post-plant situations

WEAKNESSES

Picking up globules puts you in exposed positions and takes time

Thrash is loud and telegraphed, giving enemies time to reposition

Less impactful flashes compared to dedicated flash agents like Skye or KAY/O

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