Regrowth
EQUIP a healing trinket. HOLD FIRE to channel, Healing allies in range and line of sight. Can be reused until her healing pool is depleted. Skye cannot heal herself.
Bought with credits at the start of a round, and lost when you die.

Hailing from Australia, Skye and her band of beasts trailblaze the way through hostile territory. With her creations hampering the enemy, and her power to heal others, the team is strongest and safest by Skye's side.
EQUIP a healing trinket. HOLD FIRE to channel, Healing allies in range and line of sight. Can be reused until her healing pool is depleted. Skye cannot heal herself.
Bought with credits at the start of a round, and lost when you die.
EQUIP a Tasmanian tiger trinket. FIRE to send out and take control of the predator. While in control, FIRE to leap forward, exploding in a Concussive blast on impact and damaging directly hit enemies.
Bought with credits at the start of a round, and lost when you die.
EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash. The flash reaches max potency after a short duration during the hawk's flight.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
EQUIP a Seeker trinket. FIRE to send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it Nearsights and slows them. Enemies can destroy the Seekers.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.
Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
Two of Skye’s abilities are bought with credits each round and lost on death. Guiding Light is the signature ability, so it’s free every round. Seekers is the ultimate and can’t be bought at all — it charges through play.
Skye is a Initiator. Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.
Skye's ultimate is Seekers, bound to X. EQUIP a Seeker trinket. FIRE to send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it Nearsights and slows them. Enemies can destroy the Seekers. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.
Guiding Light, bound to E. EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash. The flash reaches max potency after a short duration during the hawk's flight.
Skye has 4 abilities in total: Regrowth, Trailblazer, Guiding Light, Seekers.
Riot builds each agent under an internal codename before the character exists — Skye was developed as “Guide”. The codenames survive in the game files long after release.
Skye has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Skye can do — not just what gun you hold.
The habit that separates good initiators 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.
Set up a crosshair before you queue →