Knuckle Cluster Tactical Q/LB/L1/LB
Knuckle Cluster
Description Launch a cluster bomb that continuously expels airburst explosives on impact.
Cooldown 20 seconds

  • Has two charges.
  • Sticks to a surface or enemy and explodes into multiple mini-explosions after about 1.5 seconds.
    • The initial stick deals 10 damage if it hits an enemy.
    • The mini-explosions are fixed on the point where the initial explosion sets off. Deals around 60 damage to targets who don't flee.
    • Lasts for 6 seconds.
    • Does not affect teammates, but still affects Fuse himself.
  • Holding the Tactical button delays the launch. Switching weapons cancels the ability if not needed.

  • Hit players who are at a tough angle or at a corner where there is no line of sight.
  • This ability is best used on a group of enemies indoors at mid- to long-range.
  • Be careful using this in indoor fights: it's easy to accidentally destroy doors you might want to keep intact for cover.

  • Has two charges.
  • Sticks to a surface or enemy and explodes into multiple mini-explosions after about 1.5 seconds.
    • The initial stick deals 10 damage if it hits an enemy.
    • The mini-explosions are fixed on the point where the initial explosion sets off. Deals around 60 damage to targets who don't flee.
    • Lasts for 6 seconds.
    • Does not affect teammates, but still affects Fuse himself.
  • Holding the Tactical button delays the launch. Switching weapons cancels the ability if not needed.

  • Hit players who are at a tough angle or at a corner where there is no line of sight.
  • This ability is best used on a group of enemies indoors at mid- to long-range.
  • Be careful using this in indoor fights: it's easy to accidentally destroy doors you might want to keep intact for cover.

  • Has two charges.
  • Sticks to a surface or enemy and explodes into multiple mini-explosions after about 1.5 seconds.
    • The initial stick deals 10 damage if it hits an enemy.
    • The mini-explosions are fixed on the point where the initial explosion sets off. Deals around 60 damage to targets who don't flee.
    • Lasts for 6 seconds.
    • Does not affect teammates, but still affects Fuse himself.
  • Holding the Tactical button delays the launch. Switching weapons cancels the ability if not needed.

  • Hit players who are at a tough angle or at a corner where there is no line of sight.
  • This ability is best used on a group of enemies indoors at mid- to long-range.
  • Be careful using this in indoor fights: it's easy to accidentally destroy doors you might want to keep intact for cover.

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Grenadier Passive
Grenadier
Description Stack an extra grenade per inventory slot. Fire grenades farther, faster, and more accurately.
?

  • Fires grenades with the grenade launcher on Fuse's right arm. Grenades are launched 70% faster, and Fuse can track the bounces of Frag Grenade Frag Grenades.
  • Fuse's enhanced throw power can be toggled on and off by pressing the utility action button (default H/Down/Down) while holding a grenade.

  • Fuse can hold up to 6 grenades in Arenas, instead of 3, thanks to this passive. He can also hold up to 6 of the same grenade, unlike other Legends, who can only hold 3 grenades regardless of what type.

  • Keep in mind that Frag Grenade Frag Grenades will bounce off walls even harder thanks to the extra speed. Use this to your advantage to attack enemies without a direct line of sight.
  • Try to carry as many grenades as possible. It is best to carry one slot of each type of grenade to maximize the use of your passive.
  • Turning off the enhanced throw power will make it easier to throw grenades into the sky, where they will land on your enemies.
  • Due to the assault class passive, Fuse has the greatest amount of innate carrying capability. A team that works together can let Fuse be the pack mule and distribute ammos and grenade as needed.

  • This ability can persist when changing characters in the Firing Range.
  • There is a glitch (in the Firing Range) where Fuse can hold an infinite amount of grenades per slot by filling your entire inventory with grenades, changing legends, dropping one grenade, then changing back to Fuse and filling your inventory again. (Note that you’ll have to do this process again once your inventory fills up again)
  • Occasionally, after a grenade is launched, and there are no more grenades in your inventory, it can look like you have one ready to launch, but it won’t actually do anything. This will go away if you take out your weapon or holster.

  • Fires grenades with the grenade launcher on Fuse's right arm. Grenades are launched 70% faster, and Fuse can track the bounces of Frag Grenade Frag Grenades.
  • Fuse's enhanced throw power can be toggled on and off by pressing the utility action button (default H/Down/Down) while holding a grenade.

  • Fuse can hold up to 6 grenades in Arenas, instead of 3, thanks to this passive. He can also hold up to 6 of the same grenade, unlike other Legends, who can only hold 3 grenades regardless of what type.

  • Keep in mind that Frag Grenade Frag Grenades will bounce off walls even harder thanks to the extra speed. Use this to your advantage to attack enemies without a direct line of sight.
  • Try to carry as many grenades as possible. It is best to carry one slot of each type of grenade to maximize the use of your passive.
  • Turning off the enhanced throw power will make it easier to throw grenades into the sky, where they will land on your enemies.
  • Due to the assault class passive, Fuse has the greatest amount of innate carrying capability. A team that works together can let Fuse be the pack mule and distribute ammos and grenade as needed.

  • This ability can persist when changing characters in the Firing Range.
  • There is a glitch (in the Firing Range) where Fuse can hold an infinite amount of grenades per slot by filling your entire inventory with grenades, changing legends, dropping one grenade, then changing back to Fuse and filling your inventory again. (Note that you’ll have to do this process again once your inventory fills up again)
  • Occasionally, after a grenade is launched, and there are no more grenades in your inventory, it can look like you have one ready to launch, but it won’t actually do anything. This will go away if you take out your weapon or holster.

  • Fires grenades with the grenade launcher on Fuse's right arm. Grenades are launched 70% faster, and Fuse can track the bounces of Frag Grenade Frag Grenades.
  • Fuse's enhanced throw power can be toggled on and off by pressing the utility action button (default H/Down/Down) while holding a grenade.

  • Fuse can hold up to 6 grenades in Arenas, instead of 3, thanks to this passive. He can also hold up to 6 of the same grenade, unlike other Legends, who can only hold 3 grenades regardless of what type.

  • Keep in mind that Frag Grenade Frag Grenades will bounce off walls even harder thanks to the extra speed. Use this to your advantage to attack enemies without a direct line of sight.
  • Try to carry as many grenades as possible. It is best to carry one slot of each type of grenade to maximize the use of your passive.
  • Turning off the enhanced throw power will make it easier to throw grenades into the sky, where they will land on your enemies.
  • Due to the assault class passive, Fuse has the greatest amount of innate carrying capability. A team that works together can let Fuse be the pack mule and distribute ammos and grenade as needed.

  • This ability can persist when changing characters in the Firing Range.
  • There is a glitch (in the Firing Range) where Fuse can hold an infinite amount of grenades per slot by filling your entire inventory with grenades, changing legends, dropping one grenade, then changing back to Fuse and filling your inventory again. (Note that you’ll have to do this process again once your inventory fills up again)
  • Occasionally, after a grenade is launched, and there are no more grenades in your inventory, it can look like you have one ready to launch, but it won’t actually do anything. This will go away if you take out your weapon or holster.

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Arenas
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Bugs

The Motherlode Ultimate Z/LB+RB/L1+R1/LB+RB
The Motherlode
Description Launch a bombardment that encircles a target in a wall of flame.
Charge time 2 minutes

  • Explodes mid-air and splits into multiple fire bombs, which upon hitting the ground create a ring of fire.
    • Certain map geometry can warp the shape of the ring.
  • Can be fired up to 200 meters away.
  • ADS before launching for a 3x zoom.
  • Touching the ring of fire does 35 damage and lights enemies on fire, causing a 5 second burn effect that slows the player and does 8 (12 while on top of fire ring) damage per second (40 burn damage, 75 damage total [95 damage if you remain in the fire]).
    • If the burn effect ends before the ultimate expires, touching the fire will do 35 damage again and reapply the burn effect. Touching the fire while burning will not cause the initial 35 damage again until the burn effect ends.
    • Doesn’t damage squadmates, but affects Fuse himself.
  • Enemies inside the ring will be revealed to Fuse and his squadmates.
    • Enemies scanned by this ability will see 'MORTAR FLARE DETECTED' on their HUD.
  • Fire lasts for 17 seconds.

  • Launch grenades and use your Knuckle Cluster on enemies trapped inside the ring of fire. Often they will panic and be hit by either the grenades, the fire, or both. Thermites are especially effective at obscuring their vision and limiting their maneuverability within the fire.
  • Light chokepoints on fire to prevent enemies from chasing you especially when low on health.
  • If your enemies are close enough to the edge of the ring during close-range engagements, knock them into the fire using melee attacks.
  • Fire on top of downed enemies to prevent them from both escaping and being revived. Aim so that they are just inside the edge of the ring to land the fire on top of them and bypass their knockdown shield similar to using a thermite grenade (account for downed movement speed while aiming or use a finisher to prevent movement until the fire lands then cancel the finisher if other enemies are nearby). You want to make sure they are inside the ring when the ability lands and not outside of it or the ability is wasted. Punch downed enemies into the fire if this occurs.
  • The fire synergizes well with Gibraltar's Defensive Bombardment Defensive Bombardment or Caustic's gas. For a more devastating effect, combine it with Horizon's Black Hole Black Hole to stop enemies from escaping.
  • Be careful when using the ability indoors, as you can take damage from your own ultimate.

  • Explodes mid-air and splits into multiple fire bombs, which upon hitting the ground create a ring of fire.
    • Certain map geometry can warp the shape of the ring.
  • Can be fired up to 200 meters away.
  • ADS before launching for a 3x zoom.
  • Touching the ring of fire does 35 damage and lights enemies on fire, causing a 5 second burn effect that slows the player and does 8 (12 while on top of fire ring) damage per second (40 burn damage, 75 damage total [95 damage if you remain in the fire]).
    • If the burn effect ends before the ultimate expires, touching the fire will do 35 damage again and reapply the burn effect. Touching the fire while burning will not cause the initial 35 damage again until the burn effect ends.
    • Doesn’t damage squadmates, but affects Fuse himself.
  • Enemies inside the ring will be revealed to Fuse and his squadmates.
    • Enemies scanned by this ability will see 'MORTAR FLARE DETECTED' on their HUD.
  • Fire lasts for 17 seconds.

  • Launch grenades and use your Knuckle Cluster on enemies trapped inside the ring of fire. Often they will panic and be hit by either the grenades, the fire, or both. Thermites are especially effective at obscuring their vision and limiting their maneuverability within the fire.
  • Light chokepoints on fire to prevent enemies from chasing you especially when low on health.
  • If your enemies are close enough to the edge of the ring during close-range engagements, knock them into the fire using melee attacks.
  • Fire on top of downed enemies to prevent them from both escaping and being revived. Aim so that they are just inside the edge of the ring to land the fire on top of them and bypass their knockdown shield similar to using a thermite grenade (account for downed movement speed while aiming or use a finisher to prevent movement until the fire lands then cancel the finisher if other enemies are nearby). You want to make sure they are inside the ring when the ability lands and not outside of it or the ability is wasted. Punch downed enemies into the fire if this occurs.
  • The fire synergizes well with Gibraltar's Defensive Bombardment Defensive Bombardment or Caustic's gas. For a more devastating effect, combine it with Horizon's Black Hole Black Hole to stop enemies from escaping.
  • Be careful when using the ability indoors, as you can take damage from your own ultimate.

  • Explodes mid-air and splits into multiple fire bombs, which upon hitting the ground create a ring of fire.
    • Certain map geometry can warp the shape of the ring.
  • Can be fired up to 200 meters away.
  • ADS before launching for a 3x zoom.
  • Touching the ring of fire does 35 damage and lights enemies on fire, causing a 5 second burn effect that slows the player and does 8 (12 while on top of fire ring) damage per second (40 burn damage, 75 damage total [95 damage if you remain in the fire]).
    • If the burn effect ends before the ultimate expires, touching the fire will do 35 damage again and reapply the burn effect. Touching the fire while burning will not cause the initial 35 damage again until the burn effect ends.
    • Doesn’t damage squadmates, but affects Fuse himself.
  • Enemies inside the ring will be revealed to Fuse and his squadmates.
    • Enemies scanned by this ability will see 'MORTAR FLARE DETECTED' on their HUD.
  • Fire lasts for 17 seconds.

  • Launch grenades and use your Knuckle Cluster on enemies trapped inside the ring of fire. Often they will panic and be hit by either the grenades, the fire, or both. Thermites are especially effective at obscuring their vision and limiting their maneuverability within the fire.
  • Light chokepoints on fire to prevent enemies from chasing you especially when low on health.
  • If your enemies are close enough to the edge of the ring during close-range engagements, knock them into the fire using melee attacks.
  • Fire on top of downed enemies to prevent them from both escaping and being revived. Aim so that they are just inside the edge of the ring to land the fire on top of them and bypass their knockdown shield similar to using a thermite grenade (account for downed movement speed while aiming or use a finisher to prevent movement until the fire lands then cancel the finisher if other enemies are nearby). You want to make sure they are inside the ring when the ability lands and not outside of it or the ability is wasted. Punch downed enemies into the fire if this occurs.
  • The fire synergizes well with Gibraltar's Defensive Bombardment Defensive Bombardment or Caustic's gas. For a more devastating effect, combine it with Horizon's Black Hole Black Hole to stop enemies from escaping.
  • Be careful when using the ability indoors, as you can take damage from your own ultimate.

Info
Interactions
Tips

Main article: Legend Upgrades