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.
All Minor Abilities
Section titled “All Minor Abilities”
Grappling Hook
DefaultGrapple to surfaces to escape danger and reach new heights.

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

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

Portal Grenade
Campaign: Complete Fracture or Endgame: Complete 10 HVT AssignmentsA grenade that spawns creatures to fight for the operator. The creatures last a short duration.

Supply Link
Campaign: Complete Escalation or Endgame: Complete 10 Zone III/IV activitiesInstantly supplies the operator and squad with ammo, armor, equipment, and a portion of the major ability charge.

Black Hat
Campaign: Complete Disruption or Endgame: Get 500 critical killsHack enemies, equipment, and vehicles. Hacked targets are disabled, destroyed, or converted to fight for the operator.

Blood Burner
Endgame: Eliminate 500 Nightmare Zone enemiesSpawn a mystical motorcycle suitable for traversal and combat. Running over enemies charges a special area-of-effect attack.

Aether Blade
Complete 6 Week 1 challengesAn aether-infused throwing knife that hunts down targets. Hitting 5 enemies with one throw recovers a portion of the charge.
Related pages
Section titled “Related pages”Data sourced from community research and in-game documentation. Information may change with game updates.