Spectre Divide has finally arrived. The game has officially announced its presence in the first-person shooter world, and everyone is curious about Mountaintop Studios’ fresh take on a tactical first-person shooter. The most notable feature is the ability system, which is central to the game’s unique sponsor system. Here, we break down every single ability in each sponsor’s class to help you decide which class to choose as you start your journey in Spectre.
Pinnacle International – Spectre Divide
Splinter Grenade
Pinnacle’s first ability is the Splinter Grenade. This ability allows you to throw a grenade that explodes into eight splinters, each dealing 40 damage. The ability recharges in 75 seconds. The Splinter Grenade’s standard throw enables you to throw it far in Spectre Divide, clearing angles where enemies may peek or hide. The right-click throw underhands the grenade, allowing it to go over cover and has the same effect.
Adrenal Link
The next ability is Adrenal Link. This ability equips a spectre link stim that heals you for 80 health over 10 seconds. During this time, your Spectre gains enhanced vision and ignores weapon movement speed penalties. The stim is useful in movement-punishing zones or enemy area-of-effect abilities, allowing you to move without penalties. It also grants a vision similar to Apex Legends’ Bloodhound, where enemies appear in bright red.
Flash Grenade
The final ability in Pinnacle International is the Flash Grenade. This grenade explodes after 1.6 seconds, blinding all players in its line of sight. The right-click throw underhands the grenade, reducing detonation time to 1 second. The flash effect blinds players long enough to gain an advantage, and the best counter is to look away from the grenade.
Morgan United – Spectre Divide
Smoke Shift
Morgan United’s first ability in Spectre Divide is Smoke Shift. This ability allows you to throw a grenade that creates a smoke cloud lasting 14 seconds. The alternate throw delivers both you and your Puck to the smoke’s location. Enemies cannot see your Puck’s recall line, making it an excellent mobility tool.
Meltdown
The next ability is Meltdown, which throws a grenade creating an area of caustic fluid, dealing 168 damage over 7 seconds. This ability is more of a zoning tool, stalling enemies and buying time rather than dealing significant damage.
Hidden Grasp
The final ability is Hidden Grasp. This deploys a cloaked trap that explodes when an enemy gets too close, creating a slow zone for 10 seconds. It’s great for controlling a site and ensuring enemies can’t follow you. The trap is unavoidable and provides crucial information when triggered.
Bloom Technologies – Spectre Divide
Hex Barrier
The first ability in Bloom Technologies is Hex Barrier. This deploys a barrier blocking bullets, made up of four sections with 150 health each, and recharges in 30 seconds. The barrier provides cover and distorts vision if players get too close.
Twin Mend
The next ability is Twin Mend, which heals a damaged ally and their Spectre for 80 health over 10 seconds. Alternatively, you can heal yourself and your Spectre for 40 health over 10 seconds. It’s versatile for healing both you and your teammates.
Swarm Grenade
The final ability is Swarm Grenade. This throws a grenade releasing a swarm of bees, blocking vision and dealing 100 damage over 10 seconds. It’s similar to Morgan’s smoke but adds damage, making it useful for zoning and damaging hidden enemies.