Smoke Launcher Tactical Q/LB/L1/LB
Smoke Launcher
Description Fire a high-velocity smoke canister that explodes into a smoke wall on impact.
Cooldown 35 seconds

  • Has two charges, allowing it to be used twice in a row.
  • The launcher allows Bangalore to fire canisters farther than grenades can be thrown.
  • Holding Tactical button delays the launch. Melee cancels the launch.
  • The launcher can be used at the same time as other actions: firing, reloading, healing, etc.
  • Upon landing, the canister splits into three, which land in a line perpendicular to where it was launched from. Takes 11 seconds to evaporate.

  • The Smoke Launcher can be used both offensively and defensively; to ambush an unsuspecting squad by removing their ability to see you and respond, or as a weapon of escape to obscure yourself and your team from enemies.
  • Bangalore can also use the smoke canister while she is currently using a consumable item such as a Med Kit Med Kit or Shield Battery Shield Battery, as both only require one hand. Use this to your advantage to cover yourself while you heal.
  • The smoke can be seen by other teams from some distance and attract them.
  • The smoke should be on the enemy, not your team. The smoke can also be between you and enemy, effectively acts as a visual barrier between you and enemy.
    • If smoke is on your team, the enemy sees everywhere you cannot, but they know generally where you are.
    • Conversely, smoke on the enemy obscures their vision, forcing them to move out and possibly disperse to engage, while your team retains a wider range of movement and vision, giving your team an advantage.
    • Thus, using smoke to cover your team's revive can be considered a gamble, as your vision is just as obscured.
  • Throw a Frag Grenade Frag Grenade or some explosive device into a smokescreen. This will either deal damage to enemies inside it, force them to come to you, or force them to retreat. You can also have Caustic's Nox Gas Grenade Nox Gas Grenade in the smoke to obscure the enemies' vision and deal damage.

  • Crouching and hip-firing while the smoke launcher is primed will increase your accuracy.

  • Has two charges, allowing it to be used twice in a row.
  • The launcher allows Bangalore to fire canisters farther than grenades can be thrown.
  • Holding Tactical button delays the launch. Melee cancels the launch.
  • The launcher can be used at the same time as other actions: firing, reloading, healing, etc.
  • Upon landing, the canister splits into three, which land in a line perpendicular to where it was launched from. Takes 11 seconds to evaporate.

  • The Smoke Launcher can be used both offensively and defensively; to ambush an unsuspecting squad by removing their ability to see you and respond, or as a weapon of escape to obscure yourself and your team from enemies.
  • Bangalore can also use the smoke canister while she is currently using a consumable item such as a Med Kit Med Kit or Shield Battery Shield Battery, as both only require one hand. Use this to your advantage to cover yourself while you heal.
  • The smoke can be seen by other teams from some distance and attract them.
  • The smoke should be on the enemy, not your team. The smoke can also be between you and enemy, effectively acts as a visual barrier between you and enemy.
    • If smoke is on your team, the enemy sees everywhere you cannot, but they know generally where you are.
    • Conversely, smoke on the enemy obscures their vision, forcing them to move out and possibly disperse to engage, while your team retains a wider range of movement and vision, giving your team an advantage.
    • Thus, using smoke to cover your team's revive can be considered a gamble, as your vision is just as obscured.
  • Throw a Frag Grenade Frag Grenade or some explosive device into a smokescreen. This will either deal damage to enemies inside it, force them to come to you, or force them to retreat. You can also have Caustic's Nox Gas Grenade Nox Gas Grenade in the smoke to obscure the enemies' vision and deal damage.

  • Crouching and hip-firing while the smoke launcher is primed will increase your accuracy.

  • Has two charges, allowing it to be used twice in a row.
  • The launcher allows Bangalore to fire canisters farther than grenades can be thrown.
  • Holding Tactical button delays the launch. Melee cancels the launch.
  • The launcher can be used at the same time as other actions: firing, reloading, healing, etc.
  • Upon landing, the canister splits into three, which land in a line perpendicular to where it was launched from. Takes 11 seconds to evaporate.

  • The Smoke Launcher can be used both offensively and defensively; to ambush an unsuspecting squad by removing their ability to see you and respond, or as a weapon of escape to obscure yourself and your team from enemies.
  • Bangalore can also use the smoke canister while she is currently using a consumable item such as a Med Kit Med Kit or Shield Battery Shield Battery, as both only require one hand. Use this to your advantage to cover yourself while you heal.
  • The smoke can be seen by other teams from some distance and attract them.
  • The smoke should be on the enemy, not your team. The smoke can also be between you and enemy, effectively acts as a visual barrier between you and enemy.
    • If smoke is on your team, the enemy sees everywhere you cannot, but they know generally where you are.
    • Conversely, smoke on the enemy obscures their vision, forcing them to move out and possibly disperse to engage, while your team retains a wider range of movement and vision, giving your team an advantage.
    • Thus, using smoke to cover your team's revive can be considered a gamble, as your vision is just as obscured.
  • Throw a Frag Grenade Frag Grenade or some explosive device into a smokescreen. This will either deal damage to enemies inside it, force them to come to you, or force them to retreat. You can also have Caustic's Nox Gas Grenade Nox Gas Grenade in the smoke to obscure the enemies' vision and deal damage.

  • Crouching and hip-firing while the smoke launcher is primed will increase your accuracy.

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Double Time Passive
Double Time
Description Taking fire while sprinting makes you move faster for a brief time.
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  • Double Time activates upon being hit, or when bullets/grenades barely miss you, while sprinting.
  • Grants a 30% increase in movement speed for 2 seconds.

  • Bangalore's passive is a reactive one that responds to enemies engaging you. Utilize the short term speed boost whenever you can either by running for cover or returning fire with the increased speed as it makes you a difficult target to hit.

  • Double Time activates upon being hit, or when bullets/grenades barely miss you, while sprinting.
  • Grants a 30% increase in movement speed for 2 seconds.

  • Bangalore's passive is a reactive one that responds to enemies engaging you. Utilize the short term speed boost whenever you can either by running for cover or returning fire with the increased speed as it makes you a difficult target to hit.

  • Double Time activates upon being hit, or when bullets/grenades barely miss you, while sprinting.
  • Grants a 30% increase in movement speed for 2 seconds.

  • Bangalore's passive is a reactive one that responds to enemies engaging you. Utilize the short term speed boost whenever you can either by running for cover or returning fire with the increased speed as it makes you a difficult target to hit.

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Rolling Thunder Ultimate Z/LB+RB/L1+R1/LB+RB
Rolling Thunder
Description Call in an artillery strike that slowly creeps across the landscape.
Charge time 4.5 minutes

  • Bangalore throws a flare, and several rows of missiles land sequentially in front of the flare.
    • Each missile takes 6 seconds to explode after landing. Since they land in rows, this creates a wave of explosions moving forward from the flare.
  • The missiles land in a 6x6 square, with the maximum distance of 70m ahead from the flare. Each missile has a 14m distance to the adjacent ones in both horizontal and vertical direction.
  • Each missile has an area of effect of ~8 meter radius.
  • Each explosion deals 40 damage, and stun and slows enemies for 6 seconds. This ability cannot damage squadmates, but it will still cause a slowing effect.
  • Rolling Thunder is referred as "Creeping Barrage" in death recap, obituaries and its corresponding stat tracker.

  • Note that unlike grenades which can be held in the throw position by holding down the fire button, the flare will be thrown the instant you press the fire button.
  • Unlike Gibraltar's Defensive Bombardment Defensive Bombardment, the missiles land in front of the flare instead of around it, so throw it between you and the area you want to bombard.
  • Rolling Thunder should be best saved for large team engagements or ambushes, or ultimately to cover your team while escaping. It can catch an unsuspecting enemy team off guard and have them running for cover.
  • A good time to use Rolling Thunder is right after downing an enemy in a long-range outdoor fight. It'll make it dangerous for their squad to try to revive them, and give your squad space to push into a 3v2 fight.
  • This ultimate ability isn't independently powerful enough to be fully effective on its own, so it is strongly recommended to chase the enemy down as they get bombarded.
  • Because the missiles explode in rows, you can hit enemies multiple times if they're moving with the wave, i.e. away from where the flare is. Try to get them to flee when they start going off.
  • If your enemies can't escape, the best thing they could do is stay behind cover and try to heal through the damage. When you see the damage markers, throw some additional grenades at their location while they're still stunned.

  • Bangalore throws a flare, and several rows of missiles land sequentially in front of the flare.
    • Each missile takes 6 seconds to explode after landing. Since they land in rows, this creates a wave of explosions moving forward from the flare.
  • The missiles land in a 6x6 square, with the maximum distance of 70m ahead from the flare. Each missile has a 14m distance to the adjacent ones in both horizontal and vertical direction.
  • Each missile has an area of effect of ~8 meter radius.
  • Each explosion deals 40 damage, and stun and slows enemies for 6 seconds. This ability cannot damage squadmates, but it will still cause a slowing effect.
  • Rolling Thunder is referred as "Creeping Barrage" in death recap, obituaries and its corresponding stat tracker.

  • Note that unlike grenades which can be held in the throw position by holding down the fire button, the flare will be thrown the instant you press the fire button.
  • Unlike Gibraltar's Defensive Bombardment Defensive Bombardment, the missiles land in front of the flare instead of around it, so throw it between you and the area you want to bombard.
  • Rolling Thunder should be best saved for large team engagements or ambushes, or ultimately to cover your team while escaping. It can catch an unsuspecting enemy team off guard and have them running for cover.
  • A good time to use Rolling Thunder is right after downing an enemy in a long-range outdoor fight. It'll make it dangerous for their squad to try to revive them, and give your squad space to push into a 3v2 fight.
  • This ultimate ability isn't independently powerful enough to be fully effective on its own, so it is strongly recommended to chase the enemy down as they get bombarded.
  • Because the missiles explode in rows, you can hit enemies multiple times if they're moving with the wave, i.e. away from where the flare is. Try to get them to flee when they start going off.
  • If your enemies can't escape, the best thing they could do is stay behind cover and try to heal through the damage. When you see the damage markers, throw some additional grenades at their location while they're still stunned.

  • Bangalore throws a flare, and several rows of missiles land sequentially in front of the flare.
    • Each missile takes 6 seconds to explode after landing. Since they land in rows, this creates a wave of explosions moving forward from the flare.
  • The missiles land in a 6x6 square, with the maximum distance of 70m ahead from the flare. Each missile has a 14m distance to the adjacent ones in both horizontal and vertical direction.
  • Each missile has an area of effect of ~8 meter radius.
  • Each explosion deals 40 damage, and stun and slows enemies for 6 seconds. This ability cannot damage squadmates, but it will still cause a slowing effect.
  • Rolling Thunder is referred as "Creeping Barrage" in death recap, obituaries and its corresponding stat tracker.

  • Note that unlike grenades which can be held in the throw position by holding down the fire button, the flare will be thrown the instant you press the fire button.
  • Unlike Gibraltar's Defensive Bombardment Defensive Bombardment, the missiles land in front of the flare instead of around it, so throw it between you and the area you want to bombard.
  • Rolling Thunder should be best saved for large team engagements or ambushes, or ultimately to cover your team while escaping. It can catch an unsuspecting enemy team off guard and have them running for cover.
  • A good time to use Rolling Thunder is right after downing an enemy in a long-range outdoor fight. It'll make it dangerous for their squad to try to revive them, and give your squad space to push into a 3v2 fight.
  • This ultimate ability isn't independently powerful enough to be fully effective on its own, so it is strongly recommended to chase the enemy down as they get bombarded.
  • Because the missiles explode in rows, you can hit enemies multiple times if they're moving with the wave, i.e. away from where the flare is. Try to get them to flee when they start going off.
  • If your enemies can't escape, the best thing they could do is stay behind cover and try to heal through the damage. When you see the damage markers, throw some additional grenades at their location while they're still stunned.

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Main article: Legend Upgrades