>_ DRY RUN
A safe dry-run of every kit. Pick an operator, cast its abilities, and watch the real outcomes resolve on the 4-second scheduler — learn the heroes before you queue.
Arun ran the Gantry — the unfinished elevated transit spine the city abandoned and the city's people finished themselves — on a bike with no brakes worth the name, carrying things that were not supposed to move between districts. A shunt, on the rail, is a movement made to get something out of the way of something else; he named himself after it as a joke about his entire career. He hits hardest immediately on arrival, because a courier who has slowed down is a courier who has been caught, and he hunts people who are alone for the same reason: crowds are where couriers die.
why the handle: Counts hops. His passive IS Hop Count; his root is TTL. He hits hardest on arrival.
HOW THE KIT READS
Hop Count is momentum — +20% per zone crossed to three stacks, decaying two ticks after he stops. Arrive fast or do not arrive. Probe's +35% against an isolated target is the courier's rule about crowds, inverted and weaponised. TTL is a delayed root: he sets it and it catches you a beat later, the way something left on a rail catches the next thing along. Next Hop marks his own way out BEFORE he commits, which is the only thing separating a courier from a corpse. Full Trace is the whole network lit up at once and two ticks of him moving through it faster than anyone can report him.
Arrive fresh: three zones of movement is +60% damage and it decays two cycles after you stop, so mark your escape with Next Hop, pin with TTL, then Probe.
Moving to a new zone grants +20% bonus damage per zone moved, stacking up to 3 times. Stacks decay after 2 cycles without moving.
Click a slot or press Q / W / E / R to cast — or C for the opening combo.
TALENTS
Each tier is one permanent choice. Pick a side with talent <tier> <left|right> and the other side is gone for the rest of the match — there is no respec.
+15 Attack — sharpens Probe hits and Hop Count right-clicks
+200 INTEG to survive the dive between hops
Probe (Q) deals 35% more — bigger pick-off on isolated targets
TTL (W) trap cooldown reduced — lock down targets more often
Next Hop (E) cooldown reduced — reposition and chase more often
Probe (Q) refunds 40% BW — spam the trace without running dry
Full Trace (R) ultimate cooldown reduced — reveal + amp more often
+18 Iceance — survive enemy nukes on the dive
Each cycle refills BW so the sandbox can't lock up. Heroes have no innate regen in a real match — your anchor, items and the regen cache are the only recovery. See Sustain.
Impact shows each ability's rank-1 base values — no armor, ice or amp, and no per-rank scaling. A feel for each kit, not a combat sim.
>_ Traceroute at level 1 — click an ability or press Q/W/E/R to cast.