Perimeter Security Tactical Q/LB/L1/LB
Perimeter Security
Description Create electrified fences by connecting nodes. Fences damage and slow enemies.
Cooldown 15 seconds

  • You can hold up to 4 charges of this ability.
    • You gain one charge every 15 seconds, and can pick up unused nodes to regain a charge.
  • Up to 12 nodes can be active on the map at once. Deploying a new node at the max amount will destroy the oldest node.
    • Fence nodes can be placed as soon as the weapon is readied, instead of waiting for the animation to finish.
    • Wattson moves at Unarmed-speed while readying/placing Fence nodes.
    • Nodes must be within 30 meters to be able to create a fence between them. A node can be connected with up to 2 other nodes at the same time.
    • Fences cannot connect through walls/terrain.
    • Each node has 25 health and no set duration.
  • When an enemy passes through, the breached fence's location is pinged on the screen and map.
    • Fences deal 20 damage once every second if an enemy is in contact with them.
    • The slow lasts 3 seconds.
  • Fences will disengage for 0.4 seconds when Wattson or her squadmates pass through them.

  • Doors that get in the way of a fence will shatter.
  • Wattson can connect her nodes to nodes placed by enemy Wattsons. The fence in between will belong to the Wattson who linked them.
  • The fences cannot be damaged by friendly fire.
  • The fences cannot be damaged by the Ring.
  • The fences can trigger Caustic's Nox Gas Trap Nox Gas Trap.
  • The fences can be damaged by an enemy Caustic's Nox Gas.
  • The fences ignore Knockdown Shield Knockdown Shield health and will damage the health of those affected.
  • The fences can't be seen through Bangalore's Smoke Launcher Smoke Launcher.
  • Gibraltar's Dome of Protection Dome of Protection will block line of sight for nodes like any wall would.
  • Crypto's Drone EMP Drone EMP will destroy every node in range.
  • Tridents passing through fences will be disabled for 5 seconds.

  • The fences are NOT traps. Like the name implies, the fences are to guard your flanks and alert you to enemies, slow them down or force them to a choke point your squad is guarding.
  • Most of the time, your goal is not to get enemies to run into your fences. It's to scare them into avoiding a particular route.
  • Fences are only effective defenses if you or a squadmate is present to punish enemies that walk through them. An unattended fence is barely a threat.
  • Hide the nodes behind cover and close to your Interception Pylon Interception Pylon so enemies must approach to destroy the fences.
  • The best spots to place fence nodes are spots where an approaching enemy can't easily shoot them without leaving themselves wide open. This includes:
    • Placing wide fences across narrow doorways.
    • Placing fences at the top of a ledge an enemy might climb.
    • Placing nodes behind railings, planter boxes, or other existing cover on the map.
    • Placing fences at the end of a zipline, especially a vertical one.
  • If a fence spot is really effective, use a third node to turn it into a triangle. This way, enemies will be hit multiple times if they go through it. This is especially effective at the top of vertical ziplines.
  • Don't just use fences on the inside of buildings to keep enemies out; also use them on the outside of buildings to keep enemies in.
  • Stand in the way of fences to disengage them and trick enemies into thinking it's safe to rush you down.
  • Be careful using fences near destructible doors. If the doors open into the fence, they'll break, and you won't be able to use them for cover anymore.
  • When defending an area with a larger, indestructible door, place fences through the door so they'll deactivate when the door is closed. If an enemy opens that door, the fences will reactivate, and could catch them off guard.
  • The fences don't require solid ground between nodes, so you can place them over gaps like stairways or vertical ziplines.
  • Remember that you can 'select' an unconnected node to make the next node you place connect to it. Use this to quickly place a fence without having to cross dangerous areas to place both ends.
  • Place fences in front of hallways like ones in the Pit, Bunker, etc so if an enemy squad is escaping the Ring, they will likely panic and run through them, slowing them and may result in a kill because of fatal damage involving the Ring. Extremely effective in later rounds.
  • Don't place your nodes in a hallway unless you are forced to, as they can be easily shot by enemies.
  • When working with a Wraith, place fences through her Dimensional Rift Dimensional Rift to instantly electrocute enemies that chase you through it.

  • On very rare occasions, enemy Wattson fences can be invisible to certain players.
  • On very rare occasions, placing too many fences in a certain area can cause the game to crash.

  • You can hold up to 4 charges of this ability.
    • You gain one charge every 15 seconds, and can pick up unused nodes to regain a charge.
  • Up to 12 nodes can be active on the map at once. Deploying a new node at the max amount will destroy the oldest node.
    • Fence nodes can be placed as soon as the weapon is readied, instead of waiting for the animation to finish.
    • Wattson moves at Unarmed-speed while readying/placing Fence nodes.
    • Nodes must be within 30 meters to be able to create a fence between them. A node can be connected with up to 2 other nodes at the same time.
    • Fences cannot connect through walls/terrain.
    • Each node has 25 health and no set duration.
  • When an enemy passes through, the breached fence's location is pinged on the screen and map.
    • Fences deal 20 damage once every second if an enemy is in contact with them.
    • The slow lasts 3 seconds.
  • Fences will disengage for 0.4 seconds when Wattson or her squadmates pass through them.

  • Doors that get in the way of a fence will shatter.
  • Wattson can connect her nodes to nodes placed by enemy Wattsons. The fence in between will belong to the Wattson who linked them.
  • The fences cannot be damaged by friendly fire.
  • The fences cannot be damaged by the Ring.
  • The fences can trigger Caustic's Nox Gas Trap Nox Gas Trap.
  • The fences can be damaged by an enemy Caustic's Nox Gas.
  • The fences ignore Knockdown Shield Knockdown Shield health and will damage the health of those affected.
  • The fences can't be seen through Bangalore's Smoke Launcher Smoke Launcher.
  • Gibraltar's Dome of Protection Dome of Protection will block line of sight for nodes like any wall would.
  • Crypto's Drone EMP Drone EMP will destroy every node in range.
  • Tridents passing through fences will be disabled for 5 seconds.

  • The fences are NOT traps. Like the name implies, the fences are to guard your flanks and alert you to enemies, slow them down or force them to a choke point your squad is guarding.
  • Most of the time, your goal is not to get enemies to run into your fences. It's to scare them into avoiding a particular route.
  • Fences are only effective defenses if you or a squadmate is present to punish enemies that walk through them. An unattended fence is barely a threat.
  • Hide the nodes behind cover and close to your Interception Pylon Interception Pylon so enemies must approach to destroy the fences.
  • The best spots to place fence nodes are spots where an approaching enemy can't easily shoot them without leaving themselves wide open. This includes:
    • Placing wide fences across narrow doorways.
    • Placing fences at the top of a ledge an enemy might climb.
    • Placing nodes behind railings, planter boxes, or other existing cover on the map.
    • Placing fences at the end of a zipline, especially a vertical one.
  • If a fence spot is really effective, use a third node to turn it into a triangle. This way, enemies will be hit multiple times if they go through it. This is especially effective at the top of vertical ziplines.
  • Don't just use fences on the inside of buildings to keep enemies out; also use them on the outside of buildings to keep enemies in.
  • Stand in the way of fences to disengage them and trick enemies into thinking it's safe to rush you down.
  • Be careful using fences near destructible doors. If the doors open into the fence, they'll break, and you won't be able to use them for cover anymore.
  • When defending an area with a larger, indestructible door, place fences through the door so they'll deactivate when the door is closed. If an enemy opens that door, the fences will reactivate, and could catch them off guard.
  • The fences don't require solid ground between nodes, so you can place them over gaps like stairways or vertical ziplines.
  • Remember that you can 'select' an unconnected node to make the next node you place connect to it. Use this to quickly place a fence without having to cross dangerous areas to place both ends.
  • Place fences in front of hallways like ones in the Pit, Bunker, etc so if an enemy squad is escaping the Ring, they will likely panic and run through them, slowing them and may result in a kill because of fatal damage involving the Ring. Extremely effective in later rounds.
  • Don't place your nodes in a hallway unless you are forced to, as they can be easily shot by enemies.
  • When working with a Wraith, place fences through her Dimensional Rift Dimensional Rift to instantly electrocute enemies that chase you through it.

  • On very rare occasions, enemy Wattson fences can be invisible to certain players.
  • On very rare occasions, placing too many fences in a certain area can cause the game to crash.

  • You can hold up to 4 charges of this ability.
    • You gain one charge every 15 seconds, and can pick up unused nodes to regain a charge.
  • Up to 12 nodes can be active on the map at once. Deploying a new node at the max amount will destroy the oldest node.
    • Fence nodes can be placed as soon as the weapon is readied, instead of waiting for the animation to finish.
    • Wattson moves at Unarmed-speed while readying/placing Fence nodes.
    • Nodes must be within 30 meters to be able to create a fence between them. A node can be connected with up to 2 other nodes at the same time.
    • Fences cannot connect through walls/terrain.
    • Each node has 25 health and no set duration.
  • When an enemy passes through, the breached fence's location is pinged on the screen and map.
    • Fences deal 20 damage once every second if an enemy is in contact with them.
    • The slow lasts 3 seconds.
  • Fences will disengage for 0.4 seconds when Wattson or her squadmates pass through them.

  • Doors that get in the way of a fence will shatter.
  • Wattson can connect her nodes to nodes placed by enemy Wattsons. The fence in between will belong to the Wattson who linked them.
  • The fences cannot be damaged by friendly fire.
  • The fences cannot be damaged by the Ring.
  • The fences can trigger Caustic's Nox Gas Trap Nox Gas Trap.
  • The fences can be damaged by an enemy Caustic's Nox Gas.
  • The fences ignore Knockdown Shield Knockdown Shield health and will damage the health of those affected.
  • The fences can't be seen through Bangalore's Smoke Launcher Smoke Launcher.
  • Gibraltar's Dome of Protection Dome of Protection will block line of sight for nodes like any wall would.
  • Crypto's Drone EMP Drone EMP will destroy every node in range.
  • Tridents passing through fences will be disabled for 5 seconds.

  • The fences are NOT traps. Like the name implies, the fences are to guard your flanks and alert you to enemies, slow them down or force them to a choke point your squad is guarding.
  • Most of the time, your goal is not to get enemies to run into your fences. It's to scare them into avoiding a particular route.
  • Fences are only effective defenses if you or a squadmate is present to punish enemies that walk through them. An unattended fence is barely a threat.
  • Hide the nodes behind cover and close to your Interception Pylon Interception Pylon so enemies must approach to destroy the fences.
  • The best spots to place fence nodes are spots where an approaching enemy can't easily shoot them without leaving themselves wide open. This includes:
    • Placing wide fences across narrow doorways.
    • Placing fences at the top of a ledge an enemy might climb.
    • Placing nodes behind railings, planter boxes, or other existing cover on the map.
    • Placing fences at the end of a zipline, especially a vertical one.
  • If a fence spot is really effective, use a third node to turn it into a triangle. This way, enemies will be hit multiple times if they go through it. This is especially effective at the top of vertical ziplines.
  • Don't just use fences on the inside of buildings to keep enemies out; also use them on the outside of buildings to keep enemies in.
  • Stand in the way of fences to disengage them and trick enemies into thinking it's safe to rush you down.
  • Be careful using fences near destructible doors. If the doors open into the fence, they'll break, and you won't be able to use them for cover anymore.
  • When defending an area with a larger, indestructible door, place fences through the door so they'll deactivate when the door is closed. If an enemy opens that door, the fences will reactivate, and could catch them off guard.
  • The fences don't require solid ground between nodes, so you can place them over gaps like stairways or vertical ziplines.
  • Remember that you can 'select' an unconnected node to make the next node you place connect to it. Use this to quickly place a fence without having to cross dangerous areas to place both ends.
  • Place fences in front of hallways like ones in the Pit, Bunker, etc so if an enemy squad is escaping the Ring, they will likely panic and run through them, slowing them and may result in a kill because of fatal damage involving the Ring. Extremely effective in later rounds.
  • Don't place your nodes in a hallway unless you are forced to, as they can be easily shot by enemies.
  • When working with a Wraith, place fences through her Dimensional Rift Dimensional Rift to instantly electrocute enemies that chase you through it.

  • On very rare occasions, enemy Wattson fences can be invisible to certain players.
  • On very rare occasions, placing too many fences in a certain area can cause the game to crash.

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Spark of Genius Passive
Spark of Genius
Description Ultimate Accelerant Ultimate Accelerants fully charge Wattson's ultimate and she can carry more Ultimate Accelerants. Wattson slowly restores her shields over time.
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  • Wattson recharges 1 shield per second, after avoiding damage for 6 seconds.
  • Wattson may store up to 2 Ultimate Accelerant Ultimate Accelerants per inventory slot.

  • If you find an Ultimate Accelerant Ultimate Accelerant at the start of the match, use it as it'll give Wattson much more potential.
  • It's best to carry at least one stack of Ultimate Accelerant Ultimate Accelerants in your Inventory at all times.
  • Try saving an Ultimate Accelerant Ultimate Accelerant for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • This ability can allow you to save up on shield cells and shield batteries.
  • Just like Octane's Swift Mend Swift Mend, this ability will take a very long time to fully recharge your shields, so it should only be counted on when you only have a few shields to heal.

  • Wattson recharges 1 shield per second, after avoiding damage for 6 seconds.
  • Wattson may store up to 2 Ultimate Accelerant Ultimate Accelerants per inventory slot.

  • If you find an Ultimate Accelerant Ultimate Accelerant at the start of the match, use it as it'll give Wattson much more potential.
  • It's best to carry at least one stack of Ultimate Accelerant Ultimate Accelerants in your Inventory at all times.
  • Try saving an Ultimate Accelerant Ultimate Accelerant for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • This ability can allow you to save up on shield cells and shield batteries.
  • Just like Octane's Swift Mend Swift Mend, this ability will take a very long time to fully recharge your shields, so it should only be counted on when you only have a few shields to heal.

  • Wattson recharges 1 shield per second, after avoiding damage for 6 seconds.
  • Wattson may store up to 2 Ultimate Accelerant Ultimate Accelerants per inventory slot.

  • If you find an Ultimate Accelerant Ultimate Accelerant at the start of the match, use it as it'll give Wattson much more potential.
  • It's best to carry at least one stack of Ultimate Accelerant Ultimate Accelerants in your Inventory at all times.
  • Try saving an Ultimate Accelerant Ultimate Accelerant for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • This ability can allow you to save up on shield cells and shield batteries.
  • Just like Octane's Swift Mend Swift Mend, this ability will take a very long time to fully recharge your shields, so it should only be counted on when you only have a few shields to heal.

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Interception Pylon Ultimate Z/LB+RB/L1+R1/LB+RB
Interception Pylon
Description Place an electrified pylon that destroys incoming ordnance and repairs damaged shields. Standing near Pylons boosts Wattson's tactical recharge rate. (Max: 1)
Charge time 3 minutes

  • The Pylon has 150 health and no set duration.
  • Deploying a new Pylon while already having one deployed will automatically destroy the existing Pylon.
  • The Pylon is neutral and therefore can recharge enemy shields and shoot down your squad's ordnance if they enter its 25 meter radius
  • The Pylon can recharge up to 250 shields, shared between all legends.
    • Recharges 1 shield every 0.2 seconds.
    • Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
    • Remaining shields can be seen as a countdown around the base or by hovering over the placed Pylon's ping.
  • Ordnance is zapped when the Pylon detects that it would hit any surface within the 25 meter radius and line of sight of the Pylon.
    • The Pylon cannot destroy ordnance that has already landed.
  • Perimeter Security charges have 3-second cooldowns instead of 15 when near an Interception Pylon, made by either you or another Wattson.

  • Hide the Pylon into a place where it cannot be shot, like building corners.
  • While fighting behind cover and needing to heal, you can place a Pylon nearby and while using a consumable, you'll be regenerating shield health at the same time. This can also be done if you need to recover some shield health while reviving a teammate at the same time.
  • Try saving a Pylon for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • Try to always have at least one available, so the second you hear an airstrike, you can place it on your position and it will intercept every explosive, and you can stay right where you are.
  • Don't be afraid to use this ability. Anytime you and your squad are holding down any type of cover, any ordnance an enemy squad throws to force you out of cover will ineffective. Be careful, however, as any ordnance you or your squad throws will be intercepted if thrown into the area of effect of the pylon.

  • The Pylon has 150 health and no set duration.
  • Deploying a new Pylon while already having one deployed will automatically destroy the existing Pylon.
  • The Pylon is neutral and therefore can recharge enemy shields and shoot down your squad's ordnance if they enter its 25 meter radius
  • The Pylon can recharge up to 250 shields, shared between all legends.
    • Recharges 1 shield every 0.2 seconds.
    • Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
    • Remaining shields can be seen as a countdown around the base or by hovering over the placed Pylon's ping.
  • Ordnance is zapped when the Pylon detects that it would hit any surface within the 25 meter radius and line of sight of the Pylon.
    • The Pylon cannot destroy ordnance that has already landed.
  • Perimeter Security charges have 3-second cooldowns instead of 15 when near an Interception Pylon, made by either you or another Wattson.

  • Hide the Pylon into a place where it cannot be shot, like building corners.
  • While fighting behind cover and needing to heal, you can place a Pylon nearby and while using a consumable, you'll be regenerating shield health at the same time. This can also be done if you need to recover some shield health while reviving a teammate at the same time.
  • Try saving a Pylon for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • Try to always have at least one available, so the second you hear an airstrike, you can place it on your position and it will intercept every explosive, and you can stay right where you are.
  • Don't be afraid to use this ability. Anytime you and your squad are holding down any type of cover, any ordnance an enemy squad throws to force you out of cover will ineffective. Be careful, however, as any ordnance you or your squad throws will be intercepted if thrown into the area of effect of the pylon.

  • The Pylon has 150 health and no set duration.
  • Deploying a new Pylon while already having one deployed will automatically destroy the existing Pylon.
  • The Pylon is neutral and therefore can recharge enemy shields and shoot down your squad's ordnance if they enter its 25 meter radius
  • The Pylon can recharge up to 250 shields, shared between all legends.
    • Recharges 1 shield every 0.2 seconds.
    • Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
    • Remaining shields can be seen as a countdown around the base or by hovering over the placed Pylon's ping.
  • Ordnance is zapped when the Pylon detects that it would hit any surface within the 25 meter radius and line of sight of the Pylon.
    • The Pylon cannot destroy ordnance that has already landed.
  • Perimeter Security charges have 3-second cooldowns instead of 15 when near an Interception Pylon, made by either you or another Wattson.

  • Hide the Pylon into a place where it cannot be shot, like building corners.
  • While fighting behind cover and needing to heal, you can place a Pylon nearby and while using a consumable, you'll be regenerating shield health at the same time. This can also be done if you need to recover some shield health while reviving a teammate at the same time.
  • Try saving a Pylon for the last few rounds (especially on Rounds 5 or higher) as her abilities increase in utility as the play area shrinks.
  • Try to always have at least one available, so the second you hear an airstrike, you can place it on your position and it will intercept every explosive, and you can stay right where you are.
  • Don't be afraid to use this ability. Anytime you and your squad are holding down any type of cover, any ordnance an enemy squad throws to force you out of cover will ineffective. Be careful, however, as any ordnance you or your squad throws will be intercepted if thrown into the area of effect of the pylon.

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Main article: Legend Upgrades