Stim Tactical Q/LB/L1/LB
Stim
Description Increase walk speed by 30% and sprint speed by 40% for 6 seconds. Costs Health to use. Reduction to slows while active.
Cooldown 1 second

  • Costs 20 health (or all health but 1, if Octane has 20 or less health).
  • On activation, stim removes all slow effects, except the intended slows players receive while healing. Slows that are applied after activation will only be reduced, not removed.

  • Can be activated while using a regen item.
  • Removes slow effects from explosives, Caustic gas, or Wattson's fences.

  • You cannot bring yourself below 1 health. It is not possible to kill yourself, but you are easier to kill. You may want to take care when using this ability in fights - do not use it too much as you will weaken yourself substantially for enemies to pick you off.
  • Always keep track of your health before using this ability. Avoid running into new areas with only a sliver of health.
  • Use this ability to flank the enemy from the long path, since the enemy is less likely to be keeping tabs on the long flank and because your Stim can greatly reduce the time it takes to flank the enemy.
  • The ability can be used to quickly rotate between off-angles, giving you the ability to condition your enemy into focusing their attention on one off-angle and allowing you to shoot them from another angle or flank them.
  • When disengaging from a fight, use this ability for a quick getaway. Never run in a straight line, but try zigzagging instead to avoid incoming fire.
  • Use stim just before finishing a Med Kit Med Kit or Phoenix Kit Phoenix Kit so that you can have the effects of stim without losing health.
  • You can use stim to quickly disengage or run away from enemies while healing at the same time through bunny hop healing, though you'll lose the ability to bunny hop heal after stim has ended so be mindful of that.
  • Due to the automatic health regeneration in Mixtape game modes, stim can be used as often as possible, as the 20 lost health will be fully restored by the time it can be used again.

  • If Octane activates Stim while riding a zipline, his weapon will be lowered while active, making him unable to use any weapons or throw ordnances while on the zipline.
  • Octane is unable to use melee attacks for a moment after Stim ends.
  • He cannot drop Holo-Spray Holo-Sprays while Stim is active. This was intentionally disabled to fix an exploit allowing him to stim with an extra speed boost and no cooldown. Also, he cannot inspect weapons while Stim is active.
  • If Octane goes through Wraith's Dimensional Rift or a Phase Runner while Stim is active, it will be cancelled without starting Stim's cooldown. However, Octane will still have the effects of Stim for the normal duration.

  • Costs 20 health (or all health but 1, if Octane has 20 or less health).
  • On activation, stim removes all slow effects, except the intended slows players receive while healing. Slows that are applied after activation will only be reduced, not removed.

  • Can be activated while using a regen item.
  • Removes slow effects from explosives, Caustic gas, or Wattson's fences.

  • You cannot bring yourself below 1 health. It is not possible to kill yourself, but you are easier to kill. You may want to take care when using this ability in fights - do not use it too much as you will weaken yourself substantially for enemies to pick you off.
  • Always keep track of your health before using this ability. Avoid running into new areas with only a sliver of health.
  • Use this ability to flank the enemy from the long path, since the enemy is less likely to be keeping tabs on the long flank and because your Stim can greatly reduce the time it takes to flank the enemy.
  • The ability can be used to quickly rotate between off-angles, giving you the ability to condition your enemy into focusing their attention on one off-angle and allowing you to shoot them from another angle or flank them.
  • When disengaging from a fight, use this ability for a quick getaway. Never run in a straight line, but try zigzagging instead to avoid incoming fire.
  • Use stim just before finishing a Med Kit Med Kit or Phoenix Kit Phoenix Kit so that you can have the effects of stim without losing health.
  • You can use stim to quickly disengage or run away from enemies while healing at the same time through bunny hop healing, though you'll lose the ability to bunny hop heal after stim has ended so be mindful of that.
  • Due to the automatic health regeneration in Mixtape game modes, stim can be used as often as possible, as the 20 lost health will be fully restored by the time it can be used again.

  • If Octane activates Stim while riding a zipline, his weapon will be lowered while active, making him unable to use any weapons or throw ordnances while on the zipline.
  • Octane is unable to use melee attacks for a moment after Stim ends.
  • He cannot drop Holo-Spray Holo-Sprays while Stim is active. This was intentionally disabled to fix an exploit allowing him to stim with an extra speed boost and no cooldown. Also, he cannot inspect weapons while Stim is active.
  • If Octane goes through Wraith's Dimensional Rift or a Phase Runner while Stim is active, it will be cancelled without starting Stim's cooldown. However, Octane will still have the effects of Stim for the normal duration.

  • Costs 20 health (or all health but 1, if Octane has 20 or less health).
  • On activation, stim removes all slow effects, except the intended slows players receive while healing. Slows that are applied after activation will only be reduced, not removed.

  • Can be activated while using a regen item.
  • Removes slow effects from explosives, Caustic gas, or Wattson's fences.

  • You cannot bring yourself below 1 health. It is not possible to kill yourself, but you are easier to kill. You may want to take care when using this ability in fights - do not use it too much as you will weaken yourself substantially for enemies to pick you off.
  • Always keep track of your health before using this ability. Avoid running into new areas with only a sliver of health.
  • Use this ability to flank the enemy from the long path, since the enemy is less likely to be keeping tabs on the long flank and because your Stim can greatly reduce the time it takes to flank the enemy.
  • The ability can be used to quickly rotate between off-angles, giving you the ability to condition your enemy into focusing their attention on one off-angle and allowing you to shoot them from another angle or flank them.
  • When disengaging from a fight, use this ability for a quick getaway. Never run in a straight line, but try zigzagging instead to avoid incoming fire.
  • Use stim just before finishing a Med Kit Med Kit or Phoenix Kit Phoenix Kit so that you can have the effects of stim without losing health.
  • You can use stim to quickly disengage or run away from enemies while healing at the same time through bunny hop healing, though you'll lose the ability to bunny hop heal after stim has ended so be mindful of that.
  • Due to the automatic health regeneration in Mixtape game modes, stim can be used as often as possible, as the 20 lost health will be fully restored by the time it can be used again.

  • If Octane activates Stim while riding a zipline, his weapon will be lowered while active, making him unable to use any weapons or throw ordnances while on the zipline.
  • Octane is unable to use melee attacks for a moment after Stim ends.
  • He cannot drop Holo-Spray Holo-Sprays while Stim is active. This was intentionally disabled to fix an exploit allowing him to stim with an extra speed boost and no cooldown. Also, he cannot inspect weapons while Stim is active.
  • If Octane goes through Wraith's Dimensional Rift or a Phase Runner while Stim is active, it will be cancelled without starting Stim's cooldown. However, Octane will still have the effects of Stim for the normal duration.

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Swift Mend Passive
Swift Mend
Description Automatically restores health over time.
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  • After avoiding damage for 6 seconds, Octane restores 1 health per second.

  • Managing your Stim shot uses and watching your health regeneration can help you minimize your syringe and Med Kit Med Kit use.
  • Do not expect this to fully heal you. Med Kits and syringes are your best friends. This will not heal you very fast, and stim will take health away. Only count on it if you have little health needing to be healed.
  • It will activate a few seconds after using Stim.
  • The ability also allows you to save up healing items when you're going out of the Ring to either loot or revive a teammate.

  • After avoiding damage for 6 seconds, Octane restores 1 health per second.

  • Managing your Stim shot uses and watching your health regeneration can help you minimize your syringe and Med Kit Med Kit use.
  • Do not expect this to fully heal you. Med Kits and syringes are your best friends. This will not heal you very fast, and stim will take health away. Only count on it if you have little health needing to be healed.
  • It will activate a few seconds after using Stim.
  • The ability also allows you to save up healing items when you're going out of the Ring to either loot or revive a teammate.

  • After avoiding damage for 6 seconds, Octane restores 1 health per second.

  • Managing your Stim shot uses and watching your health regeneration can help you minimize your syringe and Med Kit Med Kit use.
  • Do not expect this to fully heal you. Med Kits and syringes are your best friends. This will not heal you very fast, and stim will take health away. Only count on it if you have little health needing to be healed.
  • It will activate a few seconds after using Stim.
  • The ability also allows you to save up healing items when you're going out of the Ring to either loot or revive a teammate.

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Launch Pad Ultimate Z/LB+RB/L1+R1/LB+RB
Launch Pad
Description Deploy a jump pad that catapults anyone through the air. Press the jump button to double jump.
Charge time 1.5 minutes

  • Launch Pads have 200 Health.
  • Maximum 4 on map.
  • Will send players in the direction they were moving when they touched the launch pad.
    • Hitting the jump pad while walking or sprinting will launch players along a high arc.
    • From a crouch or slide, players will launch along a low arc, meaning they'll fly lower but farther in the horizontal direction.
    • If the player used melee's momentum to get onto the jump pad, they will bounce straight up and down.
  • Players cannot double jump while healing or while downed, regardless of what the UI says.

  • You can throw the launch pad further than you might expect.
  • Deploying the launch pad indoors lets you "fly" on the ceiling
  • Placing the launch pad in front of a door makes the door impassable. (When trying to enter from the side with the launch pad.)
  • The launch pad can also be used to launch downed players to a safer place, thus allowing a safer revive.
  • Use this ability to outflank enemies behind rocks and the like. Just make sure you have an escape route or and object to hide behind after.
  • If you bounce a launch pad off another launch pad and jump right where you should, adding extra mobility to travel distances quicker.
  • You can give yourself an offensive advantage by throwing a grenade at enemies while in-air, or firing in midair. Most players won’t be able to hit you and you will have given yourself the upper hand. However, since this is difficult to perform, it is worth practicing in the Firing Range.
  • If you want to bounce straight up and down for any reason, use a melee attack to push yourself forward onto it so that you touch it without using any movement inputs.
  • Be aware that the launch pad produces a loud, distinctive sound when used. Enemies can hear this sound for quite some distance. Plan accordingly.

  • Sometimes the pad will not launch players in the air.
  • In rare cases, spamming the "jump" key after using the pad will cause the double-jump effect to remain on the player. This can cause the player to remain in the air for a long time.
  • Placing a jump pad right next to a supply bin to the point where it is clipping through the supply bin and then driving a Trident into the supply bin will launch the trident a very far distance.
    • Also, after the Trident lands on the ground after using the jump pad, using the pad while the trident is not moving, but still touching the trident, will cause players themselves to fly very fast and a very far distance, or sometimes even off the map.
  • Combining a jump pad with a Death Box and using Pathfinder's Grappling Hook Grappling Hook on the trap will cause the trap to fly upwards indefinitely with Pathfinder still grappling it.
  • Jump pads right next to a parked Trident can cause the player to fly at a really high speed.

  • Launch Pads have 200 Health.
  • Maximum 4 on map.
  • Will send players in the direction they were moving when they touched the launch pad.
    • Hitting the jump pad while walking or sprinting will launch players along a high arc.
    • From a crouch or slide, players will launch along a low arc, meaning they'll fly lower but farther in the horizontal direction.
    • If the player used melee's momentum to get onto the jump pad, they will bounce straight up and down.
  • Players cannot double jump while healing or while downed, regardless of what the UI says.

  • You can throw the launch pad further than you might expect.
  • Deploying the launch pad indoors lets you "fly" on the ceiling
  • Placing the launch pad in front of a door makes the door impassable. (When trying to enter from the side with the launch pad.)
  • The launch pad can also be used to launch downed players to a safer place, thus allowing a safer revive.
  • Use this ability to outflank enemies behind rocks and the like. Just make sure you have an escape route or and object to hide behind after.
  • If you bounce a launch pad off another launch pad and jump right where you should, adding extra mobility to travel distances quicker.
  • You can give yourself an offensive advantage by throwing a grenade at enemies while in-air, or firing in midair. Most players won’t be able to hit you and you will have given yourself the upper hand. However, since this is difficult to perform, it is worth practicing in the Firing Range.
  • If you want to bounce straight up and down for any reason, use a melee attack to push yourself forward onto it so that you touch it without using any movement inputs.
  • Be aware that the launch pad produces a loud, distinctive sound when used. Enemies can hear this sound for quite some distance. Plan accordingly.

  • Sometimes the pad will not launch players in the air.
  • In rare cases, spamming the "jump" key after using the pad will cause the double-jump effect to remain on the player. This can cause the player to remain in the air for a long time.
  • Placing a jump pad right next to a supply bin to the point where it is clipping through the supply bin and then driving a Trident into the supply bin will launch the trident a very far distance.
    • Also, after the Trident lands on the ground after using the jump pad, using the pad while the trident is not moving, but still touching the trident, will cause players themselves to fly very fast and a very far distance, or sometimes even off the map.
  • Combining a jump pad with a Death Box and using Pathfinder's Grappling Hook Grappling Hook on the trap will cause the trap to fly upwards indefinitely with Pathfinder still grappling it.
  • Jump pads right next to a parked Trident can cause the player to fly at a really high speed.

  • Launch Pads have 200 Health.
  • Maximum 4 on map.
  • Will send players in the direction they were moving when they touched the launch pad.
    • Hitting the jump pad while walking or sprinting will launch players along a high arc.
    • From a crouch or slide, players will launch along a low arc, meaning they'll fly lower but farther in the horizontal direction.
    • If the player used melee's momentum to get onto the jump pad, they will bounce straight up and down.
  • Players cannot double jump while healing or while downed, regardless of what the UI says.

  • You can throw the launch pad further than you might expect.
  • Deploying the launch pad indoors lets you "fly" on the ceiling
  • Placing the launch pad in front of a door makes the door impassable. (When trying to enter from the side with the launch pad.)
  • The launch pad can also be used to launch downed players to a safer place, thus allowing a safer revive.
  • Use this ability to outflank enemies behind rocks and the like. Just make sure you have an escape route or and object to hide behind after.
  • If you bounce a launch pad off another launch pad and jump right where you should, adding extra mobility to travel distances quicker.
  • You can give yourself an offensive advantage by throwing a grenade at enemies while in-air, or firing in midair. Most players won’t be able to hit you and you will have given yourself the upper hand. However, since this is difficult to perform, it is worth practicing in the Firing Range.
  • If you want to bounce straight up and down for any reason, use a melee attack to push yourself forward onto it so that you touch it without using any movement inputs.
  • Be aware that the launch pad produces a loud, distinctive sound when used. Enemies can hear this sound for quite some distance. Plan accordingly.

  • Sometimes the pad will not launch players in the air.
  • In rare cases, spamming the "jump" key after using the pad will cause the double-jump effect to remain on the player. This can cause the player to remain in the air for a long time.
  • Placing a jump pad right next to a supply bin to the point where it is clipping through the supply bin and then driving a Trident into the supply bin will launch the trident a very far distance.
    • Also, after the Trident lands on the ground after using the jump pad, using the pad while the trident is not moving, but still touching the trident, will cause players themselves to fly very fast and a very far distance, or sometimes even off the map.
  • Combining a jump pad with a Death Box and using Pathfinder's Grappling Hook Grappling Hook on the trap will cause the trap to fly upwards indefinitely with Pathfinder still grappling it.
  • Jump pads right next to a parked Trident can cause the player to fly at a really high speed.

Info
Interactions
Tips
Bugs

Main article: Legend Upgrades