| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||||||||||||
| 1 | ||||||||||||||||||||
| 1 | 2 | 3 |
The Ghost's game, top to bottom. One per game, warrant officers only. It shoots a plasma rifle whose every shot splashes, and it fades from sight on its own a few seconds after the last shot. It has no Soldier Skills to raise its 205 energy, and that energy pays for the special rounds and the recon tools.
first
A point in Ghost Skills before anything
The cloak is gated on one level of
Ghost Skills: with none you never fade. The same point opens
Motion Sensor Ghost and
Binoculars Ghost. The community's page starts here too, for the sensor.
then
Combat Enhancements to 3
Each level is a round on the class panel: F1
Disruptor Rounds, F2
Cryo Rounds, F3
Incendiary Rounds. F4 is the plain plasma round again, and the end of the energy drain. The wiki's order has all three by level 4.
always
Count the energy
205 energy, 1.6 a second by the unit data, and no Soldier Skills to raise it. A special round costs 1 energy a shot and the rifle fires every 0.3 s.
ISM 19C and
Energetic add 0.8 and 0.5 a second; the
Kinetic Integrator does nothing for a Ghost.
The cloak
How it works
- Nothing but an attack breaks it. Every attack you start puts a decloak timer on you, the tooltip's 7 to 3 s by Ghost Skills level, and the cloak's requirement fails while it runs. Abilities, items and the reload do not start it: the trigger listens for attacks only. So the page's tip stands: stop attacking and you stay hidden while you cast.
- It costs nothing. The cloak is a permanent behaviour with no energy cost and no time limit.
- Detectors still see you. Cloak is invisibility, not undetectability. With
ISM 19C on, the map adds 4 s of Undetectable each time the timer ends and the cloak comes back, so the first 4 s of every fade are safe from detection too. - F5 Disable Cloaking on the class panel holds you visible until you press it again: the map pins a permanent decloak on you and prints "Cloak disabled.", then lifts it and prints "Cloak enabled.".
Guess who is behind you
Guess who is behind you is the Ghost's own SI, an achievement: win Nightmare or Apocalypse as a Ghost (the script checks game modes 5 and 12, which are those two). The same win also unlocks a camo, the one the wiki's unlockables page lists as Nano.- It sets the decloak timer to 3/2.5/2/1.5/1 s by Ghost Skills level, and raises Combat Fitness to 1 life a second and +0.2 move speed.
- Ambush. With the SI, an attack adds a buff: +50% ranged damage and +50% attack speed, for 3 s by the behaviour's duration (the SI's text says 2). The script checks that the Cloaking behaviour is on you and that you own the SI, not that you are hidden at that moment; the behaviour sits on the unit from the start.
- The page's first pairing is this SI with
Energetic for the casting or
Veteran for the damage.
The rounds
| Round | Key | Level | The shot | The mark it leaves |
|---|---|---|---|---|
| F1 | Combat Enhancements 1 | 40 base, +50% against Armored, splash raised to 40% within 1 and 30% within 2.2 | Armor -8, damage -35%, attack speed x0.35 by the behaviour data (the tooltip says -35%). It lasts 1 s past the last hit: it holds only while you keep firing. | |
| F2 | Combat Enhancements 2 | 43 base, the same wider splash | Move speed -25%, for 1.5 s past the last hit. | |
| F3 | Combat Enhancements 3 | 37 to 42 to everything within 1.2 of the impact, the full amount, no falloff | A 3 s burn on the same units: 8 per 0.1 s tick, 80 a second by the effect data (the tooltip says 90). A new hit refreshes it; it does not stack. | |
| Plasma Rounds | F4 | 43 base, splash 25% within 1 and 15% within 2.2 | None, and no energy spent. |
Read from the weapon, effect and behaviour data. All three special rounds cost 1 energy a shot; the base rifle rolls 43 to 50 and does half damage to Heroic targets. Turning one round on turns the others off, each toggle has a 2 s cooldown, and the F keys answer only while the class panel is shown. Level 4 is Combat Fitness: +40 life, +0.2 life a second and +0.1 move speed by the behaviour data.
The community's page runs disruptor as the default, cryo now and then, and one incendiary shot every 2 to 3 s to keep the burn up, switching by the keys rather than the command card. Disruptor first against the early armored:
Charger,
Glutton,
Cursed. Cryo when a teammate is kiting, and on
Hunters.
Recon, by Ghost Skills level
| Tool | Level | Energy | Cooldown | What it does |
|---|---|---|---|---|
| 1 | 40 | 270 s | An invisible sensor at your feet, 80 life, 270 s. Radar 55: blips for what is inside, no identity, and nothing cloaked or buried. | |
| 1 | 9 | 17 s | A circle of 12 revealed with detection for 8 s, at up to 42 range. The same effect as the Platoon Leader's binoculars; the wiki says the vision is yours alone, and the Ghost has no Officer Equipment 2 to share it. | |
| 2 | 40 | 75 s | A flare at up to 24 range: 15 sight and 15 detection for 45 s, and a 20% slow within 6 of it, refreshed every second. | |
| 2 | 55 | 180 s | An invisible camera at your feet, 80 life, 15 sight with detection, 300 s. | |
| Light Filter | 3 | Passive: detection 15 around you. | ||
| 3 | 35 | 45 s | Reveals one target at 19 range and takes 5 armor off it for 45 s. | |
| 4 | Passive: pings enemy PMCs periodically. Active: reveals the terrain of the whole AO for every player, once per game. | |||
| 5 | 150 | 220 s | Range 45. The beam lands 4 s after the call and burns 5 s in ticks of 0.1 s, 70% of each tick within 5 of the centre and 30% out to 7. 12,000 by the tooltip, allies included. |
Costs, cooldowns and radii are the ability, effect, unit and behaviour data.
ISR
- Learning the Ghost Skills level that brings ISR makes the map play a sound and announce "ISR online" to every player, then arm the activation.
- Use the ISR button once and every player's map is explored, with "ISR recon activated."; the trigger disables itself after that, so it is one activation a game. The same trigger answers the
Alligator's ISR button (its Equipment 4), so a Ghost and an Alligator in the same game share that one activation. - The page's anti-PMC build takes Ghost Skills 4 first for the pings, and uses the binoculars to catch PMCs on the way in: their
ghosts are cloaked, and the binoculars detect.
Ion Cannon
- On the call the map prints "Ion Cannon detected." to everyone, marks the point, and orders AI-controlled biological units near it (other than the undead's) to run out of a circle of 5. The beam lands 4 s later.
- When the beam appears it is selected for you, and a "Select the Ion Cannon" button sits on screen for 5 s to grab it back. Move it like a unit; that is the tooltip's point.
The rifle and the gear
The plasma rifle
- 80 rounds a magazine, 100 with the
IPR - X3, 3.9 s to reload. It never jams: the Ghost is on the jam system's exclusion list, so the page's
Quick Thinking only trims the reload. - Range 18, 43 to 50 a shot, every shot splashing 25% within 1 and 15% within 2.2. Half damage to Heroic targets.
IPR · attack speed x1.35.
IPR - X3 · +40% damage, +0.05 move speed, a 100-round magazine. One or the other: the IPR will not sit with an X3.
Scope and
Improved Scope fit it.
AP Rounds and
DU Rounds do not: their text says regular bullets only, and the Ghost is off their list.
Armor and modules
Special Ops Kevlar · anyone can pick it up, only the Ghost and the
CavalryScout get its bonus; the numbers are on the Gear tab.
ISM 19C · the Ghost's own module: +0.8 energy a second and the 4 s of Undetectable at each fade. Drops from the item spawns.
Kinetic Integrator · not on the Ghost's list, and its own text says Ghosts cannot benefit. Do not carry it for the regen.- The page's other energy fix: back to F4 plain rounds when the bar is low, and let it refill.
The community's picks
Orders
- The page's level table is this guide's skill order: Ghost Skills 1, Combat Enhancements 1 to 3, Ghost Skills 2 to 4, Marksmanship 1, then as you like. Level 6 is blank on the page; Ghost Skills 3 is the only point that lets 7 be Ghost Skills 4.
- DPS: Combat Enhancements 3 and Ghost Skills 1, then Marksmanship 3, Ghost Skills 3, then Combat Enhancements 4 and Marksmanship 4.
- Anti-PMC: Marksmanship 1 and Ghost Skills 4, then Combat Enhancements 3, Marksmanship 4, Combat Enhancements 4.
- PMC -OB (the page's heading; OB is the wiki's short for the Outbreak modifier): mix Ghost Skills and Combat Enhancements, then Marksmanship 1, Combat Enhancements 4 last. Ghost Skills 1 first so the sensor shows the packs to the classes with area damage.
SIs
Guess who is behind you with
Energetic or
Veteran: the page's "true Ghost".
Energetic with
Light Armor or
Twinkle Toes: kiting. Light Armor is -15% life, 428 to 364, for +0.1 speed; Twinkle Toes is +0.06.
Veteran with
Quick Thinking,
Energetic or
Twinkle Toes: the standard DPS. Veteran is -55% life, +30% damage, +0.05 speed: 428 life becomes 193.- The page also lists Intellectual for a bigger energy pool. In this map its text is "Adds 5 to mechanical skills", nothing about energy, so it is left out.
Numbers are read from the map file: its unit, weapon, ability, effect and behaviour data and its trigger script. The orders and pairings are the community's page, checked against the same data.