WISP
WISP
Operatives / Mobile flanker

WISP

Lea Kade · Mobile flanker

Ghost Union

Lea Kade carried messages through flooded service tunnels before losing both legs in a security purge. She built her own blade prosthetics and refuses to let the city define where she can go.

01

Before the blackout

Lea Kade carried messages through flooded service tunnels before losing both legs in a security purge. She built her own blade prosthetics and refuses to let the city define where she can go.

02

Passive ability

Soft Step reduces landing noise after a short drop. Sprinting and long falls remain audible.

03

Active ability

Slipcut performs a short lateral dash with a visible vapor trail. It cannot pass through walls or incoming bullets.

04

Signature ability

Afterimage chains two dashes, separated by a mandatory landing. Each landing briefly delays weapon use.

05

Strengths, limits & counters

Wisp punishes isolated targets and exits before the second angle opens. Her thin armor loses sustained trades; hold distance and aim at her landing.

06

Your place in the team

Solo: preserve the second dash for disengagement. Duo: pressure the flank only after your partner draws attention. Trio: finish an isolated target and return immediately. Squads: threaten a side entrance without landing beyond the medic’s reachable cover.

07

Recommended loadout

FLICKER is light enough for a fast post-dash draw. FILAMENT reaches around a close angle but delays switching until the cable returns. Save a dash for leaving if the cable strike misses.

08

Reading the specifications

Mobility, armor and utility use ratings from 0 to 100; a higher value means more capability in that category. Armor is not a health total or a percentage of damage blocked. Ratings compare operators only, not operators with vehicles.

Connected records

FLICKERWP—01
FILAMENTWP—02
MOTHOP—03
SHARDVC—04

Further reading

The city that forgot its name

Veyra was built to remember everything. Then someone learned how to edit it.

A squad is a shared signal

Useful callouts, recoverable mistakes and the difference between four players and a team.