Kinetic Cycle
Absorbing projectiles with Kinetic Grasp reduces Accretion cooldown.
Choose this when
Choose this against teams with plenty of projectiles for Kinetic Grasp to absorb. Absorbing them reduces Accretion cooldown.
Damage from Hyperspheres restores Experimental Barrier health at 30% of the damage dealt.
Hold jump while in the air to float upward briefly.
See when an alternative fits better.
Absorbing projectiles with Kinetic Grasp reduces Accretion cooldown.
Choose this against teams with plenty of projectiles for Kinetic Grasp to absorb. Absorbing them reduces Accretion cooldown.
Hyperspheres restore Experimental Barrier health equal to 30% of the damage they deal.
Damage from Hyperspheres restores Experimental Barrier health at 30% of the damage dealt. Landing your usual shots refills the barrier, reducing the time you spend waiting with it recalled.
After every 5 Hypersphere hits, the next Quick Melee that connects lifts the enemy into the air and knocks them farther away.
Choose this when you consistently land Hyperspheres and want to use melee to push away enemies who get close.
Hold jump while airborne to briefly float higher.
Hold jump while in the air to float upward briefly. You can reach higher ground or create an angle to fire Hyperspheres over cover.
We checked perk effects, values and conditions against game data, then reviewed the reasons and alternatives. These recommendations interpret when the effects are useful; they are not claims of playtesting every hero. Game data reviewed: 2026-10-12.
English text reviewed: 2026-10-12