Fade
Turkish bounty hunter Fade unleashes the power of raw nightmare to seize enemy secrets. Attuned with terror itself, she hunts down targets and reveals their deepest fears - before crushing them in the dark.
- Tier
- S
- Meta score
- 100
How to play Fade: abilities and what each one does, attack and defense, what to buy each round and the maps.
BalancedOffensiveDefensiveAbilities
CProwlerEQUIP a prowler. FIRE to send the prowler forward. HOLD FIRE to steer the prowler towards your crosshair. The prowler will chase down the first enemy or terror trail it sees, and Nearsight the enemy on impact.
QSeizeEQUIP a knot of raw fear. FIRE to throw. The knot drops down after a set time. RE-USE to drop the knot early. The knot ruptures on impact, holding nearby enemies in place. Held enemies are Deafened, and Decayed.
EHauntEQUIP a haunting watcher. FIRE to throw. The watcher drops down after a set time. RE-USE to drop the watcher early. The watcher lashes out on impact, Revealing enemies in its line of sight and creating terror trails to them. Enemies can destroy the watcher.
XNightfallUltimateEQUIP the power of nightmare itself. FIRE to unleash a wave of unstoppable nightmare energy. Enemies caught in the wave are Marked by terror trails, Deafened, and Decayed.
Fade builds
View all builds →From the guide «Fade guide»
The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Haunt (E) first: it is the ability that covers what an initiator needs most.
Buy every charge of your utility before your weapon: a cheaper gun with full utility wins more rounds for an initiator than a rifle with half of it. Full buy: 3,250 credits with heavy armor.
When the team cannot afford a full buy but has to play the round: Stinger with light armor (1,500 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
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