Stealth Drone
EQUIP a stealth drone. FIRE to throw the drone forward, assuming direct control of its movement. FIRE again to trigger a pulse that Suppresses and Reveals enemies hit.
Bought with credits at the start of a round, and lost when you die.

A veteran intelligence consultant from Colombia, Tejo’s ballistic guidance system pressures the enemy to relinquish their ground - or their lives. His targeted strikes keep opponents off balance and under his heel.
EQUIP a stealth drone. FIRE to throw the drone forward, assuming direct control of its movement. FIRE again to trigger a pulse that Suppresses and Reveals enemies hit.
Bought with credits at the start of a round, and lost when you die.
EQUIP a sticky grenade. FIRE to launch. The grenade sticks to the first surface it hits and explodes, Concussing and dealing damage to any targets caught in the blast. ALT FIRE to launch the grenade with a single bounce instead.
Bought with credits at the start of a round, and lost when you die.
EQUIP an AR targeting system. FIRE to select up to two target locations on the map. ALT FIRE to launch missiles that autonomously navigate to target locations, detonating repeatedly for damage on arrival.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
EQUIP a tactical strike targeting map. FIRE to select the origin point of the strike. FIRE again to set the end point and launch the attack, unleashing a wave of lethal damaging explosions along the strike path. ALT FIRE during map targeting to cancel the origin point.
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 Tejo’s abilities are bought with credits each round and lost on death. Guided Salvo is the signature ability, so it’s free every round. Armageddon is the ultimate and can’t be bought at all — it charges through play.
Tejo 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.
Tejo's ultimate is Armageddon, bound to X. EQUIP a tactical strike targeting map. FIRE to select the origin point of the strike. FIRE again to set the end point and launch the attack, unleashing a wave of lethal damaging explosions along the strike path. ALT FIRE during map targeting to cancel the origin point. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.
Guided Salvo, bound to E. EQUIP an AR targeting system. FIRE to select up to two target locations on the map. ALT FIRE to launch missiles that autonomously navigate to target locations, detonating repeatedly for damage on arrival.
Tejo has 4 abilities in total: Stealth Drone, Special Delivery, Guided Salvo, Armageddon.
Riot builds each agent under an internal codename before the character exists — Tejo was developed as “Cashew”. The codenames survive in the game files long after release.
Tejo has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Tejo 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 →