This is the same as my ULTIMATE weapon tips thread, only with abilities. Scout Mark Target *VERY effective if used with Null Ray, as it weakens armor. Cloak *A lot of the usefulness is already obvious when it is described, but you can use it to sneak up behind enemies, throw in a few shots and melee. Always an insta-kill if you throw in enough shots. Decoy Trap *You can camp near it in a hidden spot near a high-traffic area and attack anyone who touches it. Dash *Very effective when dashing towards an enemy to melee or to get to a hard-to-reach sniping place, or to avoid a Soldier's Whirlwind. *VERY useful for escorting bombs and the Code of Power. Scientist Disguise *Although often an opponent will easily recognize you as an enemy, this ability disables Thermo Rocket Launcher and Jet Rocket lock on, and enemy turrets won't shoot at you. Plus, if you spawn a sentry while disguised, the sentry will also be disguised. *New players will not recognize you as an enemy. They may even think that the crosshairs turning red when hovering over you is a glitch! Shockwave *If used near a ledge, it can easily knock enemies into death pits in maps such as Gorge or Complex. *Useful for knocking enemies off of nodes, or away from bases or other things you want them away from. Spawn Sentry *Can be used to alert you to incoming enemies if you are on a node, because it will make a noise and point in the enemy's direction. *Can be used to guard nodes. *Can be used as an alarm of sorts, if it is destroyed, and you remember where it was, you can fly down and stop an enemy from getting to where it's headed (A node, Code of Power, bomb, etc.). Signs of destruction include a brief explosion if you are close enough, the ability starting to charge again, or if you're lucky, the destroyer getting a "_____'s soldier is now level __" message from the +125 XP from the sentry's destruction. Drain *Very useful for targeting multiple enemies. *If paired with the Sentry, it will be devastating. *If any enemies are left standing after its effects, shockwave can usually finish them off, unless they picked up an Energon cube. Leader Warcry *If used just before entering battle, your damage is doubled and you temporarily have more health than an Overshield. It is very powerful and useful for taking out groups of enemies, unless of course one has an opposing Warcry'd leader. *One melee while under the effects of Warcry can kill a Scientist. Moleculon Bomb *If being chased with low health, you can transform, turn around, deploy it to slow the enemy down (It disables vehicle boost), and then drive away. Optional: You can detonate it when the enemy is close enough. *Can slow down enemies trying to escape. *Can slow down bomb/code of power carriers to kill them easier. Barrier *Very annoying. Can be used for a quick getaway without taking damage. Disruption *If an enemy is chasing you, similar to the moleculon bomb, you can transform, turn around, disrupt them to robot form, and run away. *This can make enemies drop the Code of Power, Bomb, or physical killstreak (i.e. P.O.K.E.) Soldier Whirlwind *If there's a... brawl on a node, Whirlwind can be used to take out many enemies and win/defend the node. Ammo Beacon *If place on/near a node, it can be useful to take out any enemy trying to take the node. However, melee attacks can destroy the Ammo Beacon as I recall. *The Path Blaster perk makes it spawn an Ion Displacer if you're in the Ammo Beacon's range when the gauge fills up. This is useful for obvious reasons. Energon Sling *VERY useful if used on a Scientist going drain-crazy. Hover *If you get in a hidden position, you can scare the crap out of enemies trying to take a node and kill them.