7th August 2020 – 5:30pm
Killjoy is a sentinel who excels at deploying traps and gadgets to control access to different areas of the map. When Killjoy decided that no one is allowed in, her opponents must redouble their efforts to prove her wrong. Here's our guide on how to play Agent Killjoy and master her abilities.
Before anything else, we advise you to familiarise yourself with Killjoy's abilities.
Each of Killjoy's abilities involves the use of a gadget. They're all very powerful, but it implies several common weaknesses. The first is the deployment time. Killjoy can't use her abilities in a middle of a fight, or in reaction to an enemy attack. It's essential to prepare the ground and plan ahead where the different gadgets will be handy.
The other weakness is that a gadget... breaks! Any of Killjoy's abilities can be destroyed before they've even had time to trigger. Not only are they sensitive to bullets, but they can also be destroyed by other abilities. As such, Raze is probably Killjoy's worst enemy.
TheNanoswarm is a very powerful ability. Place the device on the ground and trigger it remotely to create a large area of damage on command. Once on the ground, the device is invisible unless an opponent is in its area of effect. Grenade damage cannot be stacked, so it's best to put the grenades in two different places, unless you're using one as a decoy, before triggering the second.
The Alarmbot works much the same way, but it automatically triggers when an opponent passes by. Although initially invisible, it's much less discreet once it has spotted a target. If an enemy is hit by the Alarmbot, they take damage and a very large handicap. It's then an ideal moment for one of your Duelists to start chasing them.
These first two abilities require originality from Killjoy. If you place them in the same places each round, your opponents will quickly understand and will not be fooled. Be flexible and inventive, especially in defense, and don't hesitate to alternate BP to regularly surprise your opponents.
The Turret is a very special case. It's able to see its enemies at any distance, as long as no obstacle stands in its way. Its field of vision is nevertheless limited to a 180-degree cone. The turret should therefore never be placed in the centre of an area, but rather against a wall to protect its blind spot.
It's very easy to counter the Turret. It's sensitive to flashes and smokes. Because it can't move, it's easy to spot if before a smoke bomb is placed and then destroy it through the smoke. It's also possible to Sliver Peek the turret (shoot without going completely past a wall) and destroy it without it being able to react.
It's very robust and has 125 HP. Whatever happens, even if it doesn't get a chance to shoot, it should grab the attention of its opponents long enough for you to spot them. With its high HP, it's also likely to attract opposing abilities, which is a good thing! One ability used on a turret is one less ability that can kill your allies.
Lockdown is Killjoy's ultimate ability. It's sort of an alternate Spike. Once planted, it explodes 13 seconds later in a very, very large area. The blast cripples all opponents, making them almost immobile. When Killjoy places Lockdown, all players are warned and can see the time remaining before it triggers.
There are two viable strategies for your opponents when Lockdown is planted: run away to avoid the debuff, or force an assault before it triggers. In the event of an escape, it's to Killjoy's benefit. Her team gainst about 13 seconds of impunity, which is all the more useful in Defense. In the case of a rush, it will be a forced assault, therefore less well prepared than an ordinary assault.
Note, however, that Lockdown is easily countered with other Ultimate abilities. Brimstone and Sova in particular can easily destroy the device remotely.
As you can see, Killjoy is particularly successful in defense. Take advantage of the buy phases to prepare your traps and position them in accordance with your team's strategy. As we said above, we strongly recommend that you alternate very regularly the site you're going to defend, as well as the placement of your devices.
It's better to let your tools fight for you. Upon death, you will no longer be able to use Nanoswam and replace your items.
If you manage to kill the opponent carrying the Spike, don't hesitate to place a Nanoswarm on top of it. If the opponents put down the Spike, you can use Lockdown to regain control on the area around the Spike.
Killjoy is of course a more useful Agent in Defense, but that doesn't mean she's useless in Attack. She's the ideal Agent to avoid being attacked in the back. By placing Turret and Alarmbot wisely, it's almost impossible for you to be surprised.
Lockdown is a formidable ally for Attackers. Whether used to take control of a site and plant the Spike, or to protect the Spike once it's planted, it's possibly the most powerful ability in the game.