Know the game

Operators and CHOG traits

Seven operators with one ability each, and the six superpowers a verified Chog's traits can carry.

#The roster

Seven free operators in five departments. Every operator and every free player starts at 150 health; departments differ by armour, speed, sight, weapon and ability. Hostile bots and your AI teammates use the same operators.

Operators
OperatorDepartmentWeaponArmourSpeedAbilityCooldown
BenjaAssaultAuto rifle15100%Ping14 s
ToadTankDrum LMG5592%Slip8 s
RaySniperMarksman rifle1595%Snare16 s
TabsuFlankerSMG0110%Shell16 s
TonashiroBruiserPump shotgun4095%Patch18 s
YotAssaultBurst carbine25100%Slab16 s
BillFlankerSawn-off10108%Rush18 s

#Benja

Assault · Auto rifle

Health
150
Armour
15
Speed
100% (4.2 m/s)
Sight
70° cone, 9 m

Ability: Ping

Reveals hostiles within 14 m for 2.5 s. They hear it.

Cooldown
14 s
Reveal radius
14 m
Reveal time
2.5 s
Ping heard within
12 m

When to use it

Before you push a room or when a fight goes quiet: Ping shows who is close.

Playstyle

The all-rounder. Take mid-range fights and use Ping to choose them.

Strengths

Full speed, a balanced rifle, and the only operator that can reveal hostiles through walls.

Weaknesses and limits

Only 15 armour, and hostiles hear the ping.

#Toad

Tank · Drum LMG

Health
150
Armour
55
Speed
92% (3.9 m/s)
Sight
72° cone, 8 m

Ability: Slip

Quick quiet dash.

Cooldown
8 s
Dash
0.18 s at 13 m/s (about 2.3 m)

When to use it

Slip out of a losing angle, or close the gap to a corner you want to hold.

Playstyle

The tank. Hold a lane with the 60-round drum and soak hits with the highest armour.

Strengths

55 armour, the biggest magazine.

Weaknesses and limits

The slowest operator (92% speed), the longest reload (2.6 s) and a loose gun at range.

#Ray

Sniper · Marksman rifle

Health
150
Armour
15
Speed
95% (4 m/s)
Sight
52° cone, 12 m

Ability: Snare

Slows hostiles within 4 m you can see, 2 s.

Cooldown
16 s
Radius
4 m
Slow lasts
2 s

When to use it

When someone rushes you inside 4 m: Snare slows them so you can step back into your range.

Playstyle

The sniper. Watch long lanes with the narrowest, longest light and the heaviest gun.

Strengths

The longest sight (12 m) and the most damage per bullet (55).

Weaknesses and limits

Slow to fire, a narrow cone, and 9 degrees of extra spread when running.

#Tabsu

Flanker · SMG

Health
150
Armour
0
Speed
110% (4.6 m/s)
Sight
85° cone, 8 m

Ability: Shell

Untouchable for 1 s. Cannot shoot.

Cooldown
16 s
Untouchable for
1 s (cannot shoot)

When to use it

At the moment you would take a burst: Shell makes you untouchable for 1 s (you cannot shoot).

Playstyle

The flanker. Fast with a wide view; fight close and on the move.

Strengths

The fastest operator (110% speed), an 85 degree cone, an SMG that is strong close.

Weaknesses and limits

No armour at all, and the SMG falls apart at range.

#Tonashiro

Bruiser · Pump shotgun

Health
150
Armour
40
Speed
95% (4 m/s)
Sight
80° cone, 7.5 m

Ability: Patch

+35 health.

Cooldown
18 s
Heals
+35 health

When to use it

Between fights, or behind cover mid-fight: Patch is +35 health.

Playstyle

The bruiser. Take corners and doors where the shotgun wins.

Strengths

40 armour, a shotgun that wins inside about 4.5 m, self-healing.

Weaknesses and limits

The shortest sight (7.5 m, shared with Bill), weak past 8 m, a five-shell magazine.

#Yot

Assault · Burst carbine

Health
150
Armour
25
Speed
100% (4.2 m/s)
Sight
64° cone, 9 m

Ability: Slab

Waist-high cover for 12 s. Stops bullets, not sight.

Cooldown
16 s
Slab
1.8 x 0.45 m, placed ahead of you
Lasts
12 s

When to use it

When you are caught in the open: Slab drops waist-high cover in front of you for 12 s.

Playstyle

The assault with reach. Burst carbine fights at range from cover you bring.

Strengths

Accurate bursts with more reach than the rifle, portable cover.

Weaknesses and limits

A missed burst costs the whole cycle; loses close fights to shotguns.

#Bill

Flanker · Sawn-off

Health
150
Armour
10
Speed
108% (4.5 m/s)
Sight
90° cone, 7.5 m

Ability: Rush

+20% damage for 3 s.

Cooldown
18 s
Damage
+20%
Lasts
3 s

When to use it

As you turn a corner into someone: Rush adds 20% damage for 3 s.

Playstyle

The close-range flanker. Get inside 4 m and fire both shells.

Strengths

Two shells that win any fight inside about 4 m; fast (108% speed); the widest cone (90 degrees).

Weaknesses and limits

Nothing past 6.5 m, a two-shell magazine, 10 armour.

#CHOG traits and superpowers

  • A verified Chog whose real traits carry a power plays that superpower in the operator's single ability slot. It replaces the ability; it is never a second one.
  • Its tier sets the power's rank (Common to Epic for collection Chogs). Tier never adds health, armour or damage.
  • A verified Chog with no mapped power plays at 200 health instead (no other edge). Grenade capacity rises by tier: 3 free, 5 / 7 / 9 / 11 / 13 from Common up.
  • The ten 1:1 Chogs keep their own named signatures instead of a superpower.
  • Every other trait is cosmetic: it does not change how you play.

#Laser Eyes

offensive · trait: Laser Eyes (Purple, fire, Green, cyan) or the Blue Laser head

Charge, then a burning beam from your eyes. Walls and cover stop it. While the beam fires you turn at 45°/s and move at 55% speed; 50% of beam damage ignores armour.

What others see and hear
A thin red line along your aim while it charges, then the beam itself, with a rising whine.
How to beat it
Step off the line during the charge, or put cover between you. It turns slowly, so strafe across it.
Laser Eyes by rank
RankCooldownChargeBeamLengthDamage/s
Common15 s0.35 s0.8 s9 m55
Uncommon14 s0.35 s0.9 s10 m55
Rare13 s0.35 s1 s11 m55
Epic12 s0.35 s1.1 s12 m55
Legendary11 s0.35 s1.2 s13 m55

#X-Ray Eyes

offensive · trait: no collection trait yet (DEMO and Training only)

A long charge, then a short beam that goes through walls. Shows you nothing behind them. While the beam fires you turn at 45°/s and move at 55% speed; 50% of beam damage ignores armour.

What others see and hear
A violet line through the walls along your aim while it charges: anyone it points at sees it.
How to beat it
When a violet line crosses you, move off it: the charge is long and the beam is short.
X-Ray Eyes by rank
RankCooldownChargeBeamLengthDamage/s
Common16 s0.7 s0.6 s9 m50
Uncommon15 s0.7 s0.65 s10 m50
Rare14 s0.7 s0.7 s11 m50
Epic13 s0.7 s0.75 s12 m50
Legendary12 s0.7 s0.8 s13 m50

#Visor

utility · trait: Visor Eyes (Gradient, Sunset, Plasma)

Always on: hostiles within its radius are dots on your tracker, through walls. No damage.

What others see and hear
A tracked hostile sees TRACKED under its health while it is inside the radius.
How to beat it
It only knows where you are, not what you do: stay outside its radius, or make it come to you where it cannot see.
Visor by rank
RankCooldownRadius
Commonalways on16 m
Uncommonalways on19 m
Rarealways on22 m
Epicalways on25 m
Legendaryalways on28 m

#Bubble

utility · trait: Bubblegum mouth

Blow a slow bubble. The first hostile it touches is caged in place. Rarer gum holds longer. The bubble flies at 6 m/s.

What others see and hear
A big pink bubble drifting at walking pace, and a pop when it lands.
How to beat it
Dodge it: it is slow and glows. Caged, you can still shoot back, and the cage is short.
Bubble by rank
RankCooldownCagedFlies
Common16 s2 s9 m
Uncommon15 s2.6 s10 m
Rare14 s3.2 s11 m
Epic13 s3.8 s12 m
Legendary12 s4.5 s13 m

#Drool Web

utility · trait: Drooling mouth

Spit goo. The first hostile it hits is dragged to the nearest wall and glued there. The glob flies at 10 m/s.

What others see and hear
A green glob in flight with a wet hiss, then a goo strand from the wall to the target.
How to beat it
Strafe the glob. Glued, you still shoot: hold the angle the spitter has to cross.
Drool Web by rank
RankCooldownGluedFliesDrag to wall
Common15 s1.4 s8 m2.5 m
Uncommon14 s1.7 s9 m3 m
Rare13 s2 s10 m3.5 m
Epic12 s2.3 s11 m4 m
Legendary11 s2.7 s12 m4.5 m

#Aura

defensive · trait: any Aura

Untouchable for a while, but you cannot shoot or throw. Press again to drop it early.

What others see and hear
A bright aura around the body and a chime. Steps are never quiet while it holds.
How to beat it
Stop shooting it: take cover, reload, and hold the spot it has to leave from. The zone still hurts it.
Aura by rank
RankCooldownUntouchable
Common53 s8 s
Uncommon55 s10 s
Rare60 s15 s
Epic65 s20 s
Legendary75 s30 s

#CHOG Training

Training has one drill per superpower, for a verified Chog that carries it or a DEMO token: scripted dummies in a small room, the real rules and the power's real rank numbers. Only the cooldown is shortened so a drill gives enough tries, and the screen says so. Training earns nothing and records nothing. X-Ray Eyes and the Legendary rank exist only in DEMO and Training.