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Minor Abilities

Minor abilities are selected alongside a major ability as part of an operator’s loadout. Each operator has one minor ability active per run. All minor abilities have a cooldown between charges. Minor abilities tend to focus on traversal, utility, or supplemental combat, complementing the more combat-heavy major ability slot.

For map traversal context, see the Traversal guide.

Grappling Hook

Grappling Hook

Default

Grapple to surfaces to escape danger and reach new heights.

Kinetic Jump

Kinetic Jump

Default

Jump to extreme heights. Hold the button longer to jump higher. Landing stuns nearby enemies.

Flicker

Flicker

Default

Tap to quickly teleport a short distance in the facing direction. Press and hold to pre-aim. Passes through enemies.

Portal Grenade

Portal Grenade

Campaign: Complete Fracture or Endgame: Complete 10 HVT Assignments

A grenade that spawns creatures to fight for the operator. The creatures last a short duration.

Supply Link

Supply Link

Campaign: Complete Escalation or Endgame: Complete 10 Zone III/IV activities

Instantly supplies the operator and squad with ammo, armor, equipment, and a portion of the major ability charge.

Black Hat

Black Hat

Campaign: Complete Disruption or Endgame: Get 500 critical kills

Hack enemies, equipment, and vehicles. Hacked targets are disabled, destroyed, or converted to fight for the operator.

Blood Burner

Blood Burner

Endgame: Eliminate 500 Nightmare Zone enemies

Spawn a mystical motorcycle suitable for traversal and combat. Running over enemies charges a special area-of-effect attack.

Aether Blade

Aether Blade

Complete 6 Week 1 challenges

An aether-infused throwing knife that hunts down targets. Hitting 5 enemies with one throw recovers a portion of the charge.


Data sourced from community research and in-game documentation. Information may change with game updates.