Gift from the rift passive
Gift from the Rift
Description Can remotely interact with a deathbox to claim one item. Cannot be a shield core.
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  • You can see any deathboxes within 75 meters of you through the environment, highlighted with the color of the highest rarity item within them.
  • You can look inside any visible deathboxes and seize one item that isn't a shield core.
  • This passive disables on a deathbox only once you seize the item, meaning you can still loot a deathbox manually and then still have access to one of its items remotely.

  • If Alter opens a deathbox using her passive and then gets in range of the deathbox interact prompt (around 2 meters), her passive will switch to the normal deathbox UI without closing it's inventory, allowing her to loot the deathbox normally.
    • This also means that Alter can get in range of the deathbox while it's behind a wall or an object and still loot it fully.
    • This can be useful for example, when you want to swap your shield core for a new one and running towards a deathbox since it allows you to display the inventory earlier.
  • If a deathbox that wasn't there shows up it's quite likely there are enemies nearby that deathbox, since it's a fresh kill. If you can't hear more shooting the enemies are possibly looting which may allow you to get the drop on them.
  • You can use your passive to look inside a deathbox and see if someone is currently looting it.

  • You can see any deathboxes within 75 meters of you through the environment, highlighted with the color of the highest rarity item within them.
  • You can look inside any visible deathboxes and seize one item that isn't a shield core.
  • This passive disables on a deathbox only once you seize the item, meaning you can still loot a deathbox manually and then still have access to one of its items remotely.

  • If Alter opens a deathbox using her passive and then gets in range of the deathbox interact prompt (around 2 meters), her passive will switch to the normal deathbox UI without closing it's inventory, allowing her to loot the deathbox normally.
    • This also means that Alter can get in range of the deathbox while it's behind a wall or an object and still loot it fully.
    • This can be useful for example, when you want to swap your shield core for a new one and running towards a deathbox since it allows you to display the inventory earlier.
  • If a deathbox that wasn't there shows up it's quite likely there are enemies nearby that deathbox, since it's a fresh kill. If you can't hear more shooting the enemies are possibly looting which may allow you to get the drop on them.
  • You can use your passive to look inside a deathbox and see if someone is currently looting it.

  • You can see any deathboxes within 75 meters of you through the environment, highlighted with the color of the highest rarity item within them.
  • You can look inside any visible deathboxes and seize one item that isn't a shield core.
  • This passive disables on a deathbox only once you seize the item, meaning you can still loot a deathbox manually and then still have access to one of its items remotely.

  • If Alter opens a deathbox using her passive and then gets in range of the deathbox interact prompt (around 2 meters), her passive will switch to the normal deathbox UI without closing it's inventory, allowing her to loot the deathbox normally.
    • This also means that Alter can get in range of the deathbox while it's behind a wall or an object and still loot it fully.
    • This can be useful for example, when you want to swap your shield core for a new one and running towards a deathbox since it allows you to display the inventory earlier.
  • If a deathbox that wasn't there shows up it's quite likely there are enemies nearby that deathbox, since it's a fresh kill. If you can't hear more shooting the enemies are possibly looting which may allow you to get the drop on them.
  • You can use your passive to look inside a deathbox and see if someone is currently looting it.

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Void Passage Tactical Q/LB/L1/LB
Void Passage
Description Creates a portal passageway through a surface
Cooldown 30 seconds

  • Places a set of two portals on either side of a surface, wall, or object creating a gate that allows you to pass through said obstacle.
  • Has an activation time of 1 second before the gate opens.
  • Lasts 15 seconds before closing.
  • The maximum depth of the gate is 20 meters.
  • Travel through the gate is instantaneous regardless of depth.
  • The maximum range for placing the gate is 45 meters.
  • The player using the gate is transported to the Void, becoming immune to all damage excluding the ring.
    • The player remains in the void for 1 second after exiting the gate.
    • During this time you cannot travel through the gate again and can be seen only through void particles being displayed at your rough location.
    • You also cannot travel through the gate again if you have not stopped touching the gate's hitbox after arriving at the other end.
  • If the gate is placed on a ceiling or at the bottom of a sloped surface leaning at an angle greater than around 40 degrees, the bottom portal will create a string of void energy that you can interact with and ride up to the portal.
    • The depth placement indicator on the HUD has an icon that lights up and shows the player if the portal they're placing will create a void string.
    • For the whole travel up the string you are transported to the Void, and do not show void particles at you location.
    • In order for the string to appear the floor below the bottom portal cannot be more than 27 meters away.
  • There is a warning indicator for an enemy gate being placed nearby, similar to the warning for thrown ordnance.

  • Wraith can travel through the Void Passage while placing her Dimensional Rift Dimensional Rift which allows her to create a longer-lasting portal through terrain that will work normally, transporting the player along her travel path through the object. This does not work with Ash's Phase Breach Phase Breach.
  • You cannot fly Crypto's Surveillance Drone Surveillance Drone through a Void Passage.
  • Mirage's Psyche Out Psyche Out clones cannot go through a Void Passage.
  • Vantage cannot use Echo Relocation Echo Relocation to guide Echo through a Void Passage.
  • Additionally, nothing can be thrown, shot, or casted through a Void Passage.

  • The gate opens after a slight delay, so place it while you're a pretty short distance from the wall so that you can use it by the time you reach it.
  • If breaching a room containing enemies, make sure to position yourself right up against the surface you intend to breach to minimise the time between the portal opening and you appearing on the other side. This allows you to get the jump on enemies by maximising the element of surprise.
  • While inside the Void, your body is displayed only with Void particles at your rough location. It could be a good idea to crouch while inside the Void before reappearing, or slide through the passage on the entry side, in order to trick enemies into aiming at where your body would be when you are standing.
  • If you start entering a Void Passage through a void string while crouched, and time a jump input as you're entering the gate, you will be launched significantly higher vertically upon exit than you'd when not using this method.

Doesn't always place on the surface directly parallel with the surface you placed it on if there are a lot of surfaces adjacent to where the exit would be, not sure if it's specifically a bug but it makes exiting slightly unpredictable so you might not be facing the direction you want.

  • Places a set of two portals on either side of a surface, wall, or object creating a gate that allows you to pass through said obstacle.
  • Has an activation time of 1 second before the gate opens.
  • Lasts 15 seconds before closing.
  • The maximum depth of the gate is 20 meters.
  • Travel through the gate is instantaneous regardless of depth.
  • The maximum range for placing the gate is 45 meters.
  • The player using the gate is transported to the Void, becoming immune to all damage excluding the ring.
    • The player remains in the void for 1 second after exiting the gate.
    • During this time you cannot travel through the gate again and can be seen only through void particles being displayed at your rough location.
    • You also cannot travel through the gate again if you have not stopped touching the gate's hitbox after arriving at the other end.
  • If the gate is placed on a ceiling or at the bottom of a sloped surface leaning at an angle greater than around 40 degrees, the bottom portal will create a string of void energy that you can interact with and ride up to the portal.
    • The depth placement indicator on the HUD has an icon that lights up and shows the player if the portal they're placing will create a void string.
    • For the whole travel up the string you are transported to the Void, and do not show void particles at you location.
    • In order for the string to appear the floor below the bottom portal cannot be more than 27 meters away.
  • There is a warning indicator for an enemy gate being placed nearby, similar to the warning for thrown ordnance.

  • Wraith can travel through the Void Passage while placing her Dimensional Rift Dimensional Rift which allows her to create a longer-lasting portal through terrain that will work normally, transporting the player along her travel path through the object. This does not work with Ash's Phase Breach Phase Breach.
  • You cannot fly Crypto's Surveillance Drone Surveillance Drone through a Void Passage.
  • Mirage's Psyche Out Psyche Out clones cannot go through a Void Passage.
  • Vantage cannot use Echo Relocation Echo Relocation to guide Echo through a Void Passage.
  • Additionally, nothing can be thrown, shot, or casted through a Void Passage.

  • The gate opens after a slight delay, so place it while you're a pretty short distance from the wall so that you can use it by the time you reach it.
  • If breaching a room containing enemies, make sure to position yourself right up against the surface you intend to breach to minimise the time between the portal opening and you appearing on the other side. This allows you to get the jump on enemies by maximising the element of surprise.
  • While inside the Void, your body is displayed only with Void particles at your rough location. It could be a good idea to crouch while inside the Void before reappearing, or slide through the passage on the entry side, in order to trick enemies into aiming at where your body would be when you are standing.
  • If you start entering a Void Passage through a void string while crouched, and time a jump input as you're entering the gate, you will be launched significantly higher vertically upon exit than you'd when not using this method.

Doesn't always place on the surface directly parallel with the surface you placed it on if there are a lot of surfaces adjacent to where the exit would be, not sure if it's specifically a bug but it makes exiting slightly unpredictable so you might not be facing the direction you want.

  • Places a set of two portals on either side of a surface, wall, or object creating a gate that allows you to pass through said obstacle.
  • Has an activation time of 1 second before the gate opens.
  • Lasts 15 seconds before closing.
  • The maximum depth of the gate is 20 meters.
  • Travel through the gate is instantaneous regardless of depth.
  • The maximum range for placing the gate is 45 meters.
  • The player using the gate is transported to the Void, becoming immune to all damage excluding the ring.
    • The player remains in the void for 1 second after exiting the gate.
    • During this time you cannot travel through the gate again and can be seen only through void particles being displayed at your rough location.
    • You also cannot travel through the gate again if you have not stopped touching the gate's hitbox after arriving at the other end.
  • If the gate is placed on a ceiling or at the bottom of a sloped surface leaning at an angle greater than around 40 degrees, the bottom portal will create a string of void energy that you can interact with and ride up to the portal.
    • The depth placement indicator on the HUD has an icon that lights up and shows the player if the portal they're placing will create a void string.
    • For the whole travel up the string you are transported to the Void, and do not show void particles at you location.
    • In order for the string to appear the floor below the bottom portal cannot be more than 27 meters away.
  • There is a warning indicator for an enemy gate being placed nearby, similar to the warning for thrown ordnance.

  • Wraith can travel through the Void Passage while placing her Dimensional Rift Dimensional Rift which allows her to create a longer-lasting portal through terrain that will work normally, transporting the player along her travel path through the object. This does not work with Ash's Phase Breach Phase Breach.
  • You cannot fly Crypto's Surveillance Drone Surveillance Drone through a Void Passage.
  • Mirage's Psyche Out Psyche Out clones cannot go through a Void Passage.
  • Vantage cannot use Echo Relocation Echo Relocation to guide Echo through a Void Passage.
  • Additionally, nothing can be thrown, shot, or casted through a Void Passage.

  • The gate opens after a slight delay, so place it while you're a pretty short distance from the wall so that you can use it by the time you reach it.
  • If breaching a room containing enemies, make sure to position yourself right up against the surface you intend to breach to minimise the time between the portal opening and you appearing on the other side. This allows you to get the jump on enemies by maximising the element of surprise.
  • While inside the Void, your body is displayed only with Void particles at your rough location. It could be a good idea to crouch while inside the Void before reappearing, or slide through the passage on the entry side, in order to trick enemies into aiming at where your body would be when you are standing.
  • If you start entering a Void Passage through a void string while crouched, and time a jump input as you're entering the gate, you will be launched significantly higher vertically upon exit than you'd when not using this method.

Doesn't always place on the surface directly parallel with the surface you placed it on if there are a lot of surfaces adjacent to where the exit would be, not sure if it's specifically a bug but it makes exiting slightly unpredictable so you might not be facing the direction you want.

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Bugs

Doesn't always place on the surface directly parallel with the surface you placed it on if there are a lot of surfaces adjacent to where the exit would be, not sure if it's specifically a bug but it makes exiting slightly unpredictable so you might not be facing the direction you want.

Doesn't always place on the surface directly parallel with the surface you placed it on if there are a lot of surfaces adjacent to where the exit would be, not sure if it's specifically a bug but it makes exiting slightly unpredictable so you might not be facing the direction you want.
Void Nexus Ultimate Z/LB+RB/L1+R1/LB+RB
Void Nexus
Description Create a regroup point that all allies can remotely interact with to open a phase tunnel back to that location.
Charge time 3 minutes

  • Alter throws a device that she and her allies can interact with through obstacles to teleport back to its location.
    • The device can be interacted with even by knocked allies.
    • When knocked, you can travel to the Void Nexus even without looking at it by pressing the character action button (default H key/D-pad down).
  • Lasts 120 seconds
  • Has a range of 200 meters in which you can activate the teleport action.
  • Each player on Alter's team, including herself can teleport to the Nexus only once per its lifetime.
    • The teleport prompt needs to be held down for 0.5 seconds before beginning activation.
    • The teleport action takes 3 seconds during which you activate a handheld device and are slowed down. This duration is reduced to 2 seconds for knocked players.
  • Travel to the Nexus takes up to 4 seconds depending on the distance and terrain obstructing it.
    • During the travel the user is transported to the Void.
  • After initiating the teleport you leave behind a residual rift.
    • The rift opens after 8 seconds and can be taken by any player to follow the user's path to the Nexus.
    • The rift lasts 8 seconds after opening up.
    • If any enemy enters a rift, Alter is warned about this by a message on the HUD.
    • This warning is also displayed for any player near the Nexus if the person currently traveling to it is not allied to them.
  • After arriving at the Nexus the user leaves the Void instantly and has their weapon holstered.

  • The rift left behind by the user does not open immediately meaning an enemy cannot follow you right away. This allows you some time to recover or escape from the location of the Nexus.
  • Since you can use the Nexus even when knocked, it allows you to escape tough situations that would normally result in inevitable death.
    • Due to this functionality, the Nexus can be utilized greatly in rushes, providing a mostly safe way for downed or nearly-downed teammates to escape and recover.

  • Alter throws a device that she and her allies can interact with through obstacles to teleport back to its location.
    • The device can be interacted with even by knocked allies.
    • When knocked, you can travel to the Void Nexus even without looking at it by pressing the character action button (default H key/D-pad down).
  • Lasts 120 seconds
  • Has a range of 200 meters in which you can activate the teleport action.
  • Each player on Alter's team, including herself can teleport to the Nexus only once per its lifetime.
    • The teleport prompt needs to be held down for 0.5 seconds before beginning activation.
    • The teleport action takes 3 seconds during which you activate a handheld device and are slowed down. This duration is reduced to 2 seconds for knocked players.
  • Travel to the Nexus takes up to 4 seconds depending on the distance and terrain obstructing it.
    • During the travel the user is transported to the Void.
  • After initiating the teleport you leave behind a residual rift.
    • The rift opens after 8 seconds and can be taken by any player to follow the user's path to the Nexus.
    • The rift lasts 8 seconds after opening up.
    • If any enemy enters a rift, Alter is warned about this by a message on the HUD.
    • This warning is also displayed for any player near the Nexus if the person currently traveling to it is not allied to them.
  • After arriving at the Nexus the user leaves the Void instantly and has their weapon holstered.

  • The rift left behind by the user does not open immediately meaning an enemy cannot follow you right away. This allows you some time to recover or escape from the location of the Nexus.
  • Since you can use the Nexus even when knocked, it allows you to escape tough situations that would normally result in inevitable death.
    • Due to this functionality, the Nexus can be utilized greatly in rushes, providing a mostly safe way for downed or nearly-downed teammates to escape and recover.

  • Alter throws a device that she and her allies can interact with through obstacles to teleport back to its location.
    • The device can be interacted with even by knocked allies.
    • When knocked, you can travel to the Void Nexus even without looking at it by pressing the character action button (default H key/D-pad down).
  • Lasts 120 seconds
  • Has a range of 200 meters in which you can activate the teleport action.
  • Each player on Alter's team, including herself can teleport to the Nexus only once per its lifetime.
    • The teleport prompt needs to be held down for 0.5 seconds before beginning activation.
    • The teleport action takes 3 seconds during which you activate a handheld device and are slowed down. This duration is reduced to 2 seconds for knocked players.
  • Travel to the Nexus takes up to 4 seconds depending on the distance and terrain obstructing it.
    • During the travel the user is transported to the Void.
  • After initiating the teleport you leave behind a residual rift.
    • The rift opens after 8 seconds and can be taken by any player to follow the user's path to the Nexus.
    • The rift lasts 8 seconds after opening up.
    • If any enemy enters a rift, Alter is warned about this by a message on the HUD.
    • This warning is also displayed for any player near the Nexus if the person currently traveling to it is not allied to them.
  • After arriving at the Nexus the user leaves the Void instantly and has their weapon holstered.

  • The rift left behind by the user does not open immediately meaning an enemy cannot follow you right away. This allows you some time to recover or escape from the location of the Nexus.
  • Since you can use the Nexus even when knocked, it allows you to escape tough situations that would normally result in inevitable death.
    • Due to this functionality, the Nexus can be utilized greatly in rushes, providing a mostly safe way for downed or nearly-downed teammates to escape and recover.

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Main article: Legend Upgrades