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.
| Operator | Department | Weapon | Armour | Speed | Ability | Cooldown |
|---|---|---|---|---|---|---|
| Benja | Assault | Auto rifle | 15 | 100% | Ping | 14 s |
| Toad | Tank | Drum LMG | 55 | 92% | Slip | 8 s |
| Ray | Sniper | Marksman rifle | 15 | 95% | Snare | 16 s |
| Tabsu | Flanker | SMG | 0 | 110% | Shell | 16 s |
| Tonashiro | Bruiser | Pump shotgun | 40 | 95% | Patch | 18 s |
| Yot | Assault | Burst carbine | 25 | 100% | Slab | 16 s |
| Bill | Flanker | Sawn-off | 10 | 108% | Rush | 18 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.
| Rank | Cooldown | Charge | Beam | Length | Damage/s |
|---|---|---|---|---|---|
| Common | 15 s | 0.35 s | 0.8 s | 9 m | 55 |
| Uncommon | 14 s | 0.35 s | 0.9 s | 10 m | 55 |
| Rare | 13 s | 0.35 s | 1 s | 11 m | 55 |
| Epic | 12 s | 0.35 s | 1.1 s | 12 m | 55 |
| Legendary | 11 s | 0.35 s | 1.2 s | 13 m | 55 |
#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.
| Rank | Cooldown | Charge | Beam | Length | Damage/s |
|---|---|---|---|---|---|
| Common | 16 s | 0.7 s | 0.6 s | 9 m | 50 |
| Uncommon | 15 s | 0.7 s | 0.65 s | 10 m | 50 |
| Rare | 14 s | 0.7 s | 0.7 s | 11 m | 50 |
| Epic | 13 s | 0.7 s | 0.75 s | 12 m | 50 |
| Legendary | 12 s | 0.7 s | 0.8 s | 13 m | 50 |
#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.
| Rank | Cooldown | Radius |
|---|---|---|
| Common | always on | 16 m |
| Uncommon | always on | 19 m |
| Rare | always on | 22 m |
| Epic | always on | 25 m |
| Legendary | always on | 28 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.
| Rank | Cooldown | Caged | Flies |
|---|---|---|---|
| Common | 16 s | 2 s | 9 m |
| Uncommon | 15 s | 2.6 s | 10 m |
| Rare | 14 s | 3.2 s | 11 m |
| Epic | 13 s | 3.8 s | 12 m |
| Legendary | 12 s | 4.5 s | 13 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.
| Rank | Cooldown | Glued | Flies | Drag to wall |
|---|---|---|---|---|
| Common | 15 s | 1.4 s | 8 m | 2.5 m |
| Uncommon | 14 s | 1.7 s | 9 m | 3 m |
| Rare | 13 s | 2 s | 10 m | 3.5 m |
| Epic | 12 s | 2.3 s | 11 m | 4 m |
| Legendary | 11 s | 2.7 s | 12 m | 4.5 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.
| Rank | Cooldown | Untouchable |
|---|---|---|
| Common | 53 s | 8 s |
| Uncommon | 55 s | 10 s |
| Rare | 60 s | 15 s |
| Epic | 65 s | 20 s |
| Legendary | 75 s | 30 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.