Tactical Q/LB/L1/LB
Grappling Hook
Description Grapple to get to out-of-reach places quickly.
Cooldown 30 seconds

  • Throws a grappling hook that will attach to the first solid object it hits (including players and ziplines) and pull you towards it.
  • Once attached, if another valid target comes between Pathfinder and the attached target, the grapple will be attached to that new target instead.
  • The maximum length of the grappling hook is 21 meters. There is a circle on Pathfinder's crosshair that turns blue to indicate when the surface you're pointing at is within grapple range.
  • By aiming to the side, you can swing in that direction instead of being pulled straight in. The grapple will disconnect after swinging to a 90° angle, and you will keep your momentum.
  • The grappling hook can also attach to enemy players, pulling the two of you together.
  • The cooldown's length scales based on the distance Pathfinder travels, with more emphasis placed on horizontal movement. It stops increasing when Pathfinder's velocity returns to weapon sprinting speed or after 5 seconds, whichever comes first.

  • When your hook connects to a surface, you will get a slight push forward towards the direction you are aiming.
  • If thrown at an object while maintaining momentum in a different direction, you will swing while being pulled towards the object, allowing for tactical repositioning.
  • Jumping just after the grappling hook reaches a surface will grant you a bit of extra momentum.
  • While being an extremely useful tool to reach high positions or just move faster on the map, it can also be used for flanking and evading opponents, which can often turn fights in your favor.
  • Keep in mind that both you and your grabbed opponent can continue shooting while the hook is retracting.
  • The animation can be canceled at any time by pressing the crouch button or the attack button or the tactical button.

  • Grappling a Death Box combined with a Launch Pad will cause the trap to fly upward indefinitely with the player still grappling it.
  • Sliding before grappling will give the player 100% accuracy with any weapon in mid-air.
  • Sometimes grappling near a enemy will glitch the grappling hook and attach it to the enemy.

  • Throws a grappling hook that will attach to the first solid object it hits (including players and ziplines) and pull you towards it.
  • Once attached, if another valid target comes between Pathfinder and the attached target, the grapple will be attached to that new target instead.
  • The maximum length of the grappling hook is 21 meters. There is a circle on Pathfinder's crosshair that turns blue to indicate when the surface you're pointing at is within grapple range.
  • By aiming to the side, you can swing in that direction instead of being pulled straight in. The grapple will disconnect after swinging to a 90° angle, and you will keep your momentum.
  • The grappling hook can also attach to enemy players, pulling the two of you together.
  • The cooldown's length scales based on the distance Pathfinder travels, with more emphasis placed on horizontal movement. It stops increasing when Pathfinder's velocity returns to weapon sprinting speed or after 5 seconds, whichever comes first.

  • When your hook connects to a surface, you will get a slight push forward towards the direction you are aiming.
  • If thrown at an object while maintaining momentum in a different direction, you will swing while being pulled towards the object, allowing for tactical repositioning.
  • Jumping just after the grappling hook reaches a surface will grant you a bit of extra momentum.
  • While being an extremely useful tool to reach high positions or just move faster on the map, it can also be used for flanking and evading opponents, which can often turn fights in your favor.
  • Keep in mind that both you and your grabbed opponent can continue shooting while the hook is retracting.
  • The animation can be canceled at any time by pressing the crouch button or the attack button or the tactical button.

  • Grappling a Death Box combined with a Launch Pad will cause the trap to fly upward indefinitely with the player still grappling it.
  • Sliding before grappling will give the player 100% accuracy with any weapon in mid-air.
  • Sometimes grappling near a enemy will glitch the grappling hook and attach it to the enemy.

  • Throws a grappling hook that will attach to the first solid object it hits (including players and ziplines) and pull you towards it.
  • Once attached, if another valid target comes between Pathfinder and the attached target, the grapple will be attached to that new target instead.
  • The maximum length of the grappling hook is 21 meters. There is a circle on Pathfinder's crosshair that turns blue to indicate when the surface you're pointing at is within grapple range.
  • By aiming to the side, you can swing in that direction instead of being pulled straight in. The grapple will disconnect after swinging to a 90° angle, and you will keep your momentum.
  • The grappling hook can also attach to enemy players, pulling the two of you together.
  • The cooldown's length scales based on the distance Pathfinder travels, with more emphasis placed on horizontal movement. It stops increasing when Pathfinder's velocity returns to weapon sprinting speed or after 5 seconds, whichever comes first.

  • When your hook connects to a surface, you will get a slight push forward towards the direction you are aiming.
  • If thrown at an object while maintaining momentum in a different direction, you will swing while being pulled towards the object, allowing for tactical repositioning.
  • Jumping just after the grappling hook reaches a surface will grant you a bit of extra momentum.
  • While being an extremely useful tool to reach high positions or just move faster on the map, it can also be used for flanking and evading opponents, which can often turn fights in your favor.
  • Keep in mind that both you and your grabbed opponent can continue shooting while the hook is retracting.
  • The animation can be canceled at any time by pressing the crouch button or the attack button or the tactical button.

  • Grappling a Death Box combined with a Launch Pad will cause the trap to fly upward indefinitely with the player still grappling it.
  • Sliding before grappling will give the player 100% accuracy with any weapon in mid-air.
  • Sometimes grappling near a enemy will glitch the grappling hook and attach it to the enemy.

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Passive
Insider Knowledge
Description Scan a Care Package to reduce the cooldown of Zipline Gun.
?

  • Revealing a Care Package with the Skirmisher perk decreases Pathfinder’s Zipline Gun cooldown by 10 seconds.
  • Up to 4 care packages means the cooldown can get reduced from 120 seconds down to 80.
  • Revealing a care package also fully charges Pathfinder’s ultimate.
  • Pathfinder can scan care packages even if Skirmisher squadmates have already revealed them.

  • Revealing a Care Package with the Skirmisher perk decreases Pathfinder’s Zipline Gun cooldown by 10 seconds.
  • Up to 4 care packages means the cooldown can get reduced from 120 seconds down to 80.
  • Revealing a care package also fully charges Pathfinder’s ultimate.
  • Pathfinder can scan care packages even if Skirmisher squadmates have already revealed them.

  • Revealing a Care Package with the Skirmisher perk decreases Pathfinder’s Zipline Gun cooldown by 10 seconds.
  • Up to 4 care packages means the cooldown can get reduced from 120 seconds down to 80.
  • Revealing a care package also fully charges Pathfinder’s ultimate.
  • Pathfinder can scan care packages even if Skirmisher squadmates have already revealed them.

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Tips

Ultimate Z/LB+RB/L1+R1/LB+RB
Zipline Gun
Description Create a zipline for everyone to use.
Charge time 3 minutes

  • Creates a zipline between your current location and a target location, which you, your teammates, and enemies can use to move quickly between both points.
  • When pressed the "Ultimate" key once, will bring out a zipline gun; can be put away just like any other weapon
  • The other end of the zipline can be attached to most surfaces, allowing them to lead to places that players can't stand. They cannot be placed out of bounds.
  • The maximum length of the zipline is ~200 meters.
    • When prepping the zipline launch, a blue semi-transparent "force field", visible only to the player, will appear to show the effective circle Pathfinder can launch the zipline.
  • Players on this zipline move 66% faster than on a standard zipline.
  • Can zoom in 3x while preparing a zipline.
  • Up to 4 ziplines can be active on the map at once.

  • The zipline is very useful for getting to usually unreachable locations, escaping an unwinnable fight, or just progress quickly on the map (to escape the ring, for example). Ziplines can be deployed to most surfaces, however certain structures (frame of the map) may not be used. You cannot use them to reach "out of the map" zones.
  • Remember foes can use them too, don't get cornered or ambushed by your own zipline!
  • You can also use this ability to set up an ambush for an enemy squad after your escape, very quickly changing the tables dramatically.
  • Remember, a zip line follows a straight line. DO NOT send zip line straight into battle. Going head-on will get you killed.
  • If you think your team is in a dangerous position, you can plant a zipline as an escape route. Even though your team might not use it immediately, you can use it as a quick escape route.
  • Make use of Pathfinder's passive Insider Knowledge to charge zipline faster.

  • The zipline can sometimes be destroyed as soon as it's created. However, the ultimate charge is refunded.

  • Creates a zipline between your current location and a target location, which you, your teammates, and enemies can use to move quickly between both points.
  • When pressed the "Ultimate" key once, will bring out a zipline gun; can be put away just like any other weapon
  • The other end of the zipline can be attached to most surfaces, allowing them to lead to places that players can't stand. They cannot be placed out of bounds.
  • The maximum length of the zipline is ~200 meters.
    • When prepping the zipline launch, a blue semi-transparent "force field", visible only to the player, will appear to show the effective circle Pathfinder can launch the zipline.
  • Players on this zipline move 66% faster than on a standard zipline.
  • Can zoom in 3x while preparing a zipline.
  • Up to 4 ziplines can be active on the map at once.

  • The zipline is very useful for getting to usually unreachable locations, escaping an unwinnable fight, or just progress quickly on the map (to escape the ring, for example). Ziplines can be deployed to most surfaces, however certain structures (frame of the map) may not be used. You cannot use them to reach "out of the map" zones.
  • Remember foes can use them too, don't get cornered or ambushed by your own zipline!
  • You can also use this ability to set up an ambush for an enemy squad after your escape, very quickly changing the tables dramatically.
  • Remember, a zip line follows a straight line. DO NOT send zip line straight into battle. Going head-on will get you killed.
  • If you think your team is in a dangerous position, you can plant a zipline as an escape route. Even though your team might not use it immediately, you can use it as a quick escape route.
  • Make use of Pathfinder's passive Insider Knowledge to charge zipline faster.

  • The zipline can sometimes be destroyed as soon as it's created. However, the ultimate charge is refunded.

  • Creates a zipline between your current location and a target location, which you, your teammates, and enemies can use to move quickly between both points.
  • When pressed the "Ultimate" key once, will bring out a zipline gun; can be put away just like any other weapon
  • The other end of the zipline can be attached to most surfaces, allowing them to lead to places that players can't stand. They cannot be placed out of bounds.
  • The maximum length of the zipline is ~200 meters.
    • When prepping the zipline launch, a blue semi-transparent "force field", visible only to the player, will appear to show the effective circle Pathfinder can launch the zipline.
  • Players on this zipline move 66% faster than on a standard zipline.
  • Can zoom in 3x while preparing a zipline.
  • Up to 4 ziplines can be active on the map at once.

  • The zipline is very useful for getting to usually unreachable locations, escaping an unwinnable fight, or just progress quickly on the map (to escape the ring, for example). Ziplines can be deployed to most surfaces, however certain structures (frame of the map) may not be used. You cannot use them to reach "out of the map" zones.
  • Remember foes can use them too, don't get cornered or ambushed by your own zipline!
  • You can also use this ability to set up an ambush for an enemy squad after your escape, very quickly changing the tables dramatically.
  • Remember, a zip line follows a straight line. DO NOT send zip line straight into battle. Going head-on will get you killed.
  • If you think your team is in a dangerous position, you can plant a zipline as an escape route. Even though your team might not use it immediately, you can use it as a quick escape route.
  • Make use of Pathfinder's passive Insider Knowledge to charge zipline faster.

  • The zipline can sometimes be destroyed as soon as it's created. However, the ultimate charge is refunded.

Info
Interactions
Tips
Bugs

Main article: Legend Upgrades