Tactical Q/LB/L1/LB
Piercing Spikes
Description Throw out a patch of ferrofluid which turns in to spikes when enemies are near. Catalyst remains immune to enemy spikes.
Cooldown 25 seconds

  • Has 2 charges. Can create a maximum of 2 patches. Catalyst can pick up the patch to regain a charge, so long as the patch hasn't been activated.
  • Holding Tactical button delays the launch. Melee cancels the launch.
    • Has a throw distance of ~15 meters when launched horizontally (trajectory can be increased by aiming higher, increase distance to ~40m if target area is at same level as Catalyst).
    • Can be thrown simultaneously with other actions (firing, reloading, healing, etc.) without interrupting them.
  • Creates a 2m x 11m patch perpendicular to the point of view.
    • Spikes will start moving when an enemy player in line-of-sight to the center gets within 10m from the center. It will be considered activated at that stage.
    • When an enemy walks over activated spikes, it slows them and deals 15 damage every second. Unactivated spikes will slow enemies, but do not deal damage.
    • In the middle of the patch is a glowing orb with 300 HP that appears when enemies get close. Destroying this dissipates the patch. The orb also takes double damage from all sources.
    • Patches last until destroyed, either by the Catalyst who created them with the Utility Action button, or enemies by shooting the orb in the middle of the patch.
  • Patch can travel under closed doors.
  • Catalyst can pick up her spikes and get a charge refund, as long as no enemy player got inside the detection range of the spikes.
  • Can be destroyed by punching the orb 1 time.
  • Catalyst is immune to all Piercing Spikes, regardless of who created it.

  • Starts with only 1 charge; can still bank 2 charges.

  • When using it to trap a door, aim next to the hinge of the door, so that the core can be protected by the opened door and the wall. This is effective because doors don't hinder the core's LOS; the spikes will activate as though it can see an enemy, but enemies cannot see nor shoot the core because their own LOS is blocked by the opened door.
  • If the core hits a wall while travelling through the air, it behaves differently to other projectiles - rather than bouncing off, it will travel straight downward and place the patch parallel to the wall. Using walls as a guide is a great way to see how best to align your traps with the environment, as well as to efficiently position your traps while staying out of LOS of enemies (because you do not need to aim for the floor).
  • Spike strips can function as proximity alarms. In tight quarters, pay attention to your/your teammate's spike strip reacting when enemies are near.
  • As Opponent: Destroy the spike strip as soon as possible as it will linger until Catalyst's death; it is easy to forget its existence due to tunnel vision as well as its position close to the ground. Get close to it, but do not step on it, and destroy it.

  • Has 2 charges. Can create a maximum of 2 patches. Catalyst can pick up the patch to regain a charge, so long as the patch hasn't been activated.
  • Holding Tactical button delays the launch. Melee cancels the launch.
    • Has a throw distance of ~15 meters when launched horizontally (trajectory can be increased by aiming higher, increase distance to ~40m if target area is at same level as Catalyst).
    • Can be thrown simultaneously with other actions (firing, reloading, healing, etc.) without interrupting them.
  • Creates a 2m x 11m patch perpendicular to the point of view.
    • Spikes will start moving when an enemy player in line-of-sight to the center gets within 10m from the center. It will be considered activated at that stage.
    • When an enemy walks over activated spikes, it slows them and deals 15 damage every second. Unactivated spikes will slow enemies, but do not deal damage.
    • In the middle of the patch is a glowing orb with 300 HP that appears when enemies get close. Destroying this dissipates the patch. The orb also takes double damage from all sources.
    • Patches last until destroyed, either by the Catalyst who created them with the Utility Action button, or enemies by shooting the orb in the middle of the patch.
  • Patch can travel under closed doors.
  • Catalyst can pick up her spikes and get a charge refund, as long as no enemy player got inside the detection range of the spikes.
  • Can be destroyed by punching the orb 1 time.
  • Catalyst is immune to all Piercing Spikes, regardless of who created it.

  • Starts with only 1 charge; can still bank 2 charges.

  • When using it to trap a door, aim next to the hinge of the door, so that the core can be protected by the opened door and the wall. This is effective because doors don't hinder the core's LOS; the spikes will activate as though it can see an enemy, but enemies cannot see nor shoot the core because their own LOS is blocked by the opened door.
  • If the core hits a wall while travelling through the air, it behaves differently to other projectiles - rather than bouncing off, it will travel straight downward and place the patch parallel to the wall. Using walls as a guide is a great way to see how best to align your traps with the environment, as well as to efficiently position your traps while staying out of LOS of enemies (because you do not need to aim for the floor).
  • Spike strips can function as proximity alarms. In tight quarters, pay attention to your/your teammate's spike strip reacting when enemies are near.
  • As Opponent: Destroy the spike strip as soon as possible as it will linger until Catalyst's death; it is easy to forget its existence due to tunnel vision as well as its position close to the ground. Get close to it, but do not step on it, and destroy it.

  • Has 2 charges. Can create a maximum of 2 patches. Catalyst can pick up the patch to regain a charge, so long as the patch hasn't been activated.
  • Holding Tactical button delays the launch. Melee cancels the launch.
    • Has a throw distance of ~15 meters when launched horizontally (trajectory can be increased by aiming higher, increase distance to ~40m if target area is at same level as Catalyst).
    • Can be thrown simultaneously with other actions (firing, reloading, healing, etc.) without interrupting them.
  • Creates a 2m x 11m patch perpendicular to the point of view.
    • Spikes will start moving when an enemy player in line-of-sight to the center gets within 10m from the center. It will be considered activated at that stage.
    • When an enemy walks over activated spikes, it slows them and deals 15 damage every second. Unactivated spikes will slow enemies, but do not deal damage.
    • In the middle of the patch is a glowing orb with 300 HP that appears when enemies get close. Destroying this dissipates the patch. The orb also takes double damage from all sources.
    • Patches last until destroyed, either by the Catalyst who created them with the Utility Action button, or enemies by shooting the orb in the middle of the patch.
  • Patch can travel under closed doors.
  • Catalyst can pick up her spikes and get a charge refund, as long as no enemy player got inside the detection range of the spikes.
  • Can be destroyed by punching the orb 1 time.
  • Catalyst is immune to all Piercing Spikes, regardless of who created it.

  • Starts with only 1 charge; can still bank 2 charges.

  • When using it to trap a door, aim next to the hinge of the door, so that the core can be protected by the opened door and the wall. This is effective because doors don't hinder the core's LOS; the spikes will activate as though it can see an enemy, but enemies cannot see nor shoot the core because their own LOS is blocked by the opened door.
  • If the core hits a wall while travelling through the air, it behaves differently to other projectiles - rather than bouncing off, it will travel straight downward and place the patch parallel to the wall. Using walls as a guide is a great way to see how best to align your traps with the environment, as well as to efficiently position your traps while staying out of LOS of enemies (because you do not need to aim for the floor).
  • Spike strips can function as proximity alarms. In tight quarters, pay attention to your/your teammate's spike strip reacting when enemies are near.
  • As Opponent: Destroy the spike strip as soon as possible as it will linger until Catalyst's death; it is easy to forget its existence due to tunnel vision as well as its position close to the ground. Get close to it, but do not step on it, and destroy it.

Info
Interactions
Arenas
Tips

Passive Hold X/X/Square/Y
Barricade
Description Reinforce doors, strengthening them and locking them to enemies. Spaces where doors have been destroyed can also be reinforced.
?

  • Hold the "alternative action" button near doorways for 0.5s to reinforce either existing doorpanes, or build a ferro-barrier if doorpanes are gone.
  • Can reinforce up to 2 doorways at a time; if a new barricade is created, the last barricade will disappear.
  • Reinforced doors take 4 melee hits to destroy; ferro-barriers take 2 melee hits to destroy.
  • Doors can still be operated by Catalyst and her teammates, but not by enemy squads.
  • The ferro-barrier can be broken by Catalyst and her teammates by pressing "interaction" key; Catalyst will need to rebuild the ferro-barrier if needed.
  • Abilities still damage doors/ferro-barriers as normal.

  • When any doorway (standard or reinforced) is broken, it takes 3 seconds before Catalyst can reinforce the empty space. Resist the urge to run to a doorway and attempt to reinforce it the moment it is broken, as you risk leaving yourself open if an enemy team runs through the space.
  • Vision through reinforced doors and ferro-barriers is greatly obscured by ferrofluid; this is useful in scenarios where enemies might otherwise spot you, your teammates, or other hazards such as Caustic traps through the door's small windows.
  • Destroying a ferro-barrier with the "interaction" key can only be done by Catalyst and her team, and the ferro-barrier disappears near instantly; use this to surprise approaching enemies or enemies trying to kick down the barrier.
  • When entering a building that you're trying to quickly reinforce, follow the pattern: reinforce as you approach door -> open door -> close door. Trying to open the door, reinforce it and then close it leaves Catalyst's body in open space while you fiddle with the door. This situation could cost you vital extra health if the enemy lands some damage during this time.

  • Hold the "alternative action" button near doorways for 0.5s to reinforce either existing doorpanes, or build a ferro-barrier if doorpanes are gone.
  • Can reinforce up to 2 doorways at a time; if a new barricade is created, the last barricade will disappear.
  • Reinforced doors take 4 melee hits to destroy; ferro-barriers take 2 melee hits to destroy.
  • Doors can still be operated by Catalyst and her teammates, but not by enemy squads.
  • The ferro-barrier can be broken by Catalyst and her teammates by pressing "interaction" key; Catalyst will need to rebuild the ferro-barrier if needed.
  • Abilities still damage doors/ferro-barriers as normal.

  • When any doorway (standard or reinforced) is broken, it takes 3 seconds before Catalyst can reinforce the empty space. Resist the urge to run to a doorway and attempt to reinforce it the moment it is broken, as you risk leaving yourself open if an enemy team runs through the space.
  • Vision through reinforced doors and ferro-barriers is greatly obscured by ferrofluid; this is useful in scenarios where enemies might otherwise spot you, your teammates, or other hazards such as Caustic traps through the door's small windows.
  • Destroying a ferro-barrier with the "interaction" key can only be done by Catalyst and her team, and the ferro-barrier disappears near instantly; use this to surprise approaching enemies or enemies trying to kick down the barrier.
  • When entering a building that you're trying to quickly reinforce, follow the pattern: reinforce as you approach door -> open door -> close door. Trying to open the door, reinforce it and then close it leaves Catalyst's body in open space while you fiddle with the door. This situation could cost you vital extra health if the enemy lands some damage during this time.

  • Hold the "alternative action" button near doorways for 0.5s to reinforce either existing doorpanes, or build a ferro-barrier if doorpanes are gone.
  • Can reinforce up to 2 doorways at a time; if a new barricade is created, the last barricade will disappear.
  • Reinforced doors take 4 melee hits to destroy; ferro-barriers take 2 melee hits to destroy.
  • Doors can still be operated by Catalyst and her teammates, but not by enemy squads.
  • The ferro-barrier can be broken by Catalyst and her teammates by pressing "interaction" key; Catalyst will need to rebuild the ferro-barrier if needed.
  • Abilities still damage doors/ferro-barriers as normal.

  • When any doorway (standard or reinforced) is broken, it takes 3 seconds before Catalyst can reinforce the empty space. Resist the urge to run to a doorway and attempt to reinforce it the moment it is broken, as you risk leaving yourself open if an enemy team runs through the space.
  • Vision through reinforced doors and ferro-barriers is greatly obscured by ferrofluid; this is useful in scenarios where enemies might otherwise spot you, your teammates, or other hazards such as Caustic traps through the door's small windows.
  • Destroying a ferro-barrier with the "interaction" key can only be done by Catalyst and her team, and the ferro-barrier disappears near instantly; use this to surprise approaching enemies or enemies trying to kick down the barrier.
  • When entering a building that you're trying to quickly reinforce, follow the pattern: reinforce as you approach door -> open door -> close door. Trying to open the door, reinforce it and then close it leaves Catalyst's body in open space while you fiddle with the door. This situation could cost you vital extra health if the enemy lands some damage during this time.

Info
Interactions
Tips

Ultimate Z/LB+RB/L1+R1/LB+RB
Dark Veil
Description Raise a permeable wall of ferrofluid. Enemies who walk through it will be slowed and partially blinded for a brief time.
Charge time 2.5 minutes

  • Creates a permeable wall 40m in length and 8m in height in line with Catalyst's reticle.
  • Takes 1 second before the first veil section rises, and takes additonal 3 seconds maximum to build the complete veil.
  • The veil will keep travelling until one of the following:
    • It reaches a wall that is greater than a climbable height.
    • Its height reaches 2x a climbable height.
  • The Dark Veil lasts 15 seconds.
  • Enemies that try to cross through the wall will be slowed by 15% and blinded for 7 seconds.
  • Does not block bullets, ordnance, or abilities.
  • Most scanning abilities will not apply scans to players on the other side of the wall.
  • Catalyst is immune to the blind effect and slow of the Dark Veil, regardless of who created it.

  • The wall may only be placed lengthways, in front of Catalyst. Because of this, it is liable to leaving an open space on the end where Catalyst placed it. To completely prevent enemies from moving through an area, position yourself flat against a surface before placing the wall.
  • When looking straight ahead during placement, there is a gap between the start point and Catalyst's feet. Try looking down before placing it; this positions the start point directly under Catalyst's feet, completely preventing enemies from slipping between the empty space. This is especially useful when placing inside buildings.
  • Don't understimate the blindness effect when moving through an enemy Catalyst's wall; if the wall is crossed by an enemy, their sensitivity is greatly reduced, all colour is removed from their screen and a huge dark vignette effect covers their screen. Because of this, don't be afraid to approach enemies who you can see have travelled through your wall; it is near impossible for them to fight back effectively.

The veil can currently be built on top of Gibraltar's Dome of Protection, Mirage's decoy, Crypto's Surveillance Drone, and Vantage's Echo. For the latter three, a section of the veil will be on top of them as they move around.

  • Creates a permeable wall 40m in length and 8m in height in line with Catalyst's reticle.
  • Takes 1 second before the first veil section rises, and takes additonal 3 seconds maximum to build the complete veil.
  • The veil will keep travelling until one of the following:
    • It reaches a wall that is greater than a climbable height.
    • Its height reaches 2x a climbable height.
  • The Dark Veil lasts 15 seconds.
  • Enemies that try to cross through the wall will be slowed by 15% and blinded for 7 seconds.
  • Does not block bullets, ordnance, or abilities.
  • Most scanning abilities will not apply scans to players on the other side of the wall.
  • Catalyst is immune to the blind effect and slow of the Dark Veil, regardless of who created it.

  • The wall may only be placed lengthways, in front of Catalyst. Because of this, it is liable to leaving an open space on the end where Catalyst placed it. To completely prevent enemies from moving through an area, position yourself flat against a surface before placing the wall.
  • When looking straight ahead during placement, there is a gap between the start point and Catalyst's feet. Try looking down before placing it; this positions the start point directly under Catalyst's feet, completely preventing enemies from slipping between the empty space. This is especially useful when placing inside buildings.
  • Don't understimate the blindness effect when moving through an enemy Catalyst's wall; if the wall is crossed by an enemy, their sensitivity is greatly reduced, all colour is removed from their screen and a huge dark vignette effect covers their screen. Because of this, don't be afraid to approach enemies who you can see have travelled through your wall; it is near impossible for them to fight back effectively.

The veil can currently be built on top of Gibraltar's Dome of Protection, Mirage's decoy, Crypto's Surveillance Drone, and Vantage's Echo. For the latter three, a section of the veil will be on top of them as they move around.

  • Creates a permeable wall 40m in length and 8m in height in line with Catalyst's reticle.
  • Takes 1 second before the first veil section rises, and takes additonal 3 seconds maximum to build the complete veil.
  • The veil will keep travelling until one of the following:
    • It reaches a wall that is greater than a climbable height.
    • Its height reaches 2x a climbable height.
  • The Dark Veil lasts 15 seconds.
  • Enemies that try to cross through the wall will be slowed by 15% and blinded for 7 seconds.
  • Does not block bullets, ordnance, or abilities.
  • Most scanning abilities will not apply scans to players on the other side of the wall.
  • Catalyst is immune to the blind effect and slow of the Dark Veil, regardless of who created it.

  • The wall may only be placed lengthways, in front of Catalyst. Because of this, it is liable to leaving an open space on the end where Catalyst placed it. To completely prevent enemies from moving through an area, position yourself flat against a surface before placing the wall.
  • When looking straight ahead during placement, there is a gap between the start point and Catalyst's feet. Try looking down before placing it; this positions the start point directly under Catalyst's feet, completely preventing enemies from slipping between the empty space. This is especially useful when placing inside buildings.
  • Don't understimate the blindness effect when moving through an enemy Catalyst's wall; if the wall is crossed by an enemy, their sensitivity is greatly reduced, all colour is removed from their screen and a huge dark vignette effect covers their screen. Because of this, don't be afraid to approach enemies who you can see have travelled through your wall; it is near impossible for them to fight back effectively.

The veil can currently be built on top of Gibraltar's Dome of Protection, Mirage's decoy, Crypto's Surveillance Drone, and Vantage's Echo. For the latter three, a section of the veil will be on top of them as they move around.

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Interactions
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Bugs

The veil can currently be built on top of Gibraltar's Dome of Protection, Mirage's decoy, Crypto's Surveillance Drone, and Vantage's Echo. For the latter three, a section of the veil will be on top of them as they move around.

The veil can currently be built on top of Gibraltar's Dome of Protection, Mirage's decoy, Crypto's Surveillance Drone, and Vantage's Echo. For the latter three, a section of the veil will be on top of them as they move around.
Main article: Legend Upgrades