INITIATOR

GEKKO

Gekko, the Initiator of the squad, is an Angeleno who leads a rowdy pack of chaotic critters. His buddies dash forward to scatter enemies, and Gekko hunts them down so the group can regroup and push again.

Few agents make the economy round feel as deliberate as Gekko, whose creatures turn cheap rounds into reusable utility. Wingman can plant or defuse the spike on its own, which frees Gekko to hold angles through the vulnerable seconds after a plant. Dizzy shoots a blinding projectile from range and can flash around corners without Gekko ever leaving cover. Mosh Pit leaves a delayed explosion that denies space, and it suits post-plant positions well. The key point: Dizzy and Wingman can be picked back up and redeployed, so Gekko can keep utility flowing through an entire round. Thrash, his ultimate, is a reclaimable device that detains enemies. Mastering creature timing and retrieval under pressure is where the learning curve lies. He performs best on attack-side maps, where Wingman's plant gives the biggest edge.
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TACTICAL KIT

ABILITIES AND SKILLS

Mosh Pit
[C]

MOSH PIT

EQUIP Mosh. FIRE hurls Mosh as a grenade; ALT FIRE lobs it instead. On impact, Mosh splits into copies that cover a wide area, dealing light damage over time, then detonate after a brief pause. INTERACT retrieves the globule and restores one Mosh charge after a short cooldown.

Wingman
[Q]

WINGMAN

EQUIP Wingman. FIRE sends Wingman ahead to hunt enemies; he fires a concussive blast at the first foe he spots. ALT FIRE while aiming at a Spike site or a planted Spike makes Wingman defuse or plant the Spike. Gekko needs the Spike in his inventory to plant. When Wingman times out, he turns into a dormant globule. INTERACT reclaims the globule and restores another Wingman charge after a short cooldown.

Dizzy
[E]

DIZZY

EQUIP Dizzy. FIRE launches Dizzy airborne toward the front. She charges up, then releases plasma bursts at enemies within line of sight. Anyone struck by her plasma is Blinded. Once Dizzy expires, she becomes a dormant globule. INTERACT reclaims the globule and restores another Dizzy charge after a short cooldown.

Thrash
[X]

THRASH

EQUIP Thrash. FIRE links to Thrash’s mind so you can steer her through enemy ground. ACTIVATE makes her lunge ahead and detonate, Detaining any players in a small radius. When Thrash runs out, she reverts to a dormant globule. INTERACT reclaims the globule and restores another Thrash charge after a short cooldown. Thrash can only be reclaimed once.