Contingency
EQUIP to assemble prismatic energy. FIRE to push an indestructible wall of energy forward that blocks bullets. ALT FIRE to push out a slower version of the wall.
Bought with credits at the start of a round, and lost when you die.

Chinese fixer for hire Iso falls into a flow state to dismantle the opposition. Reconfiguring ambient energy into bulletproof protection, he advances with focus towards his next duel to the death.
EQUIP to assemble prismatic energy. FIRE to push an indestructible wall of energy forward that blocks bullets. ALT FIRE to push out a slower version of the wall.
Bought with credits at the start of a round, and lost when you die.
EQUIP a molecular bolt. FIRE to throw it forward, briefly applying Vulnerable & Suppress to all players it touches. The bolt can pass through solid objects, including walls.
Bought with credits at the start of a round, and lost when you die.
INSTANTLY start channeling your focus. Once focused: gain a shield which absorbs one instance of damage from any source, reload more quickly, and enter a flow state during which downed enemies you kill or damage spawn an energy orb. Shooting this orb refreshes your flow state and your existing shield, or grants another.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
EQUIP an interdimensional arena. FIRE to hurl a column of energy through the battlefield, pulling and healing both you and the first enemy hit into the arena to duel to the death.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
Duelists are the entry fraggers. Their kits are built to take space and win opening duels, and they carry self-sufficient escape or engage tools so they can enter a site first.
Duelists are self-sufficient fraggers who their team expects, through abilities and skills, to get high frags and seek out engagements first.
Two of Iso’s abilities are bought with credits each round and lost on death. Double Tap is the signature ability, so it’s free every round. Kill Contract is the ultimate and can’t be bought at all — it charges through play.
Iso is a Duelist. Duelists are the entry fraggers. Their kits are built to take space and win opening duels, and they carry self-sufficient escape or engage tools so they can enter a site first.
Iso's ultimate is Kill Contract, bound to X. EQUIP an interdimensional arena. FIRE to hurl a column of energy through the battlefield, pulling and healing both you and the first enemy hit into the arena to duel to the death. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.
Double Tap, bound to E. INSTANTLY start channeling your focus. Once focused: gain a shield which absorbs one instance of damage from any source, reload more quickly, and enter a flow state during which downed enemies you kill or damage spawn an energy orb. Shooting this orb refreshes your flow state and your existing shield, or grants another.
Iso has 4 abilities in total: Contingency, Undercut, Double Tap, Kill Contract.
Riot builds each agent under an internal codename before the character exists — Iso was developed as “Sequoia”. The codenames survive in the game files long after release.
Iso has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Iso can do — not just what gun you hold.
The habit that separates good duelists from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.
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