>_ 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.

playstyle

Arun Nadesan

`traceroute`BREACHstreet > LORE
integ 470bw 290atk 62plate 2ice 14code
Burst

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.

HOW TO PLAYHARD
openingE Next HopW TTLQ Probe

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.

Hop Count
Bonus damage % per hopMax stacks

Moving to a new zone grants +20% bonus damage per zone moved, stacking up to 3 times. Stacks decay after 2 cycles without moving.

none
rank 1/4
rank 1/4
rank 1/4
rank 0/3locked · level 6

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.

tier 10 · unlocks at level 3
left+15 Attack Damage

+15 Attack — sharpens Probe hits and Hop Count right-clicks

right+200 INTEG

+200 INTEG to survive the dive between hops

tier 15 · unlocks at level 6
left+35% Probe Damage

Probe (Q) deals 35% more — bigger pick-off on isolated targets

right-3s TTL CD

TTL (W) trap cooldown reduced — lock down targets more often

tier 20 · unlocks at level 9
left-3s Next Hop CD

Next Hop (E) cooldown reduced — reposition and chase more often

right-40% Probe BW Cost

Probe (Q) refunds 40% BW — spam the trace without running dry

tier 25 · unlocks at level 12
left-12s Full Trace CD

Full Trace (R) ultimate cooldown reduced — reveal + amp more often

right+18 Iceance

+18 Iceance — survive enemy nukes on the dive

levelchanging level resets the console
bw 290 / 290cycle 0
dmg dealt 00 casts

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.

training dummy1000 / 1000 hp

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.

>_ Traceroute at level 1 — click an ability or press Q/W/E/R to cast.

Got the hang of Traceroute? Take a kit into a real match.