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The Ghost, played

Warrant Officer
Skill order
Skill1234567891011121314151617181920
Ghost Skills1234
Plasma Grenade
Marksmanship1
Combat Enhancements123
Ghost Skills ×4, Combat Enhancements ×3, Marksmanship ×1 · the mark is the rank the point brings the skill to

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

RoundKeyLevelThe shotThe mark it leaves
Disruptor RoundsF1Combat Enhancements 140 base, +50% against Armored, splash raised to 40% within 1 and 30% within 2.2Armor -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.
Cryo RoundsF2Combat Enhancements 243 base, the same wider splashMove speed -25%, for 1.5 s past the last hit.
Incendiary RoundsF3Combat Enhancements 337 to 42 to everything within 1.2 of the impact, the full amount, no falloffA 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 RoundsF443 base, splash 25% within 1 and 15% within 2.2None, 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

ToolLevelEnergyCooldownWhat it does
Motion Sensor Ghost140270 sAn invisible sensor at your feet, 80 life, 270 s. Radar 55: blips for what is inside, no identity, and nothing cloaked or buried.
Binoculars Ghost1917 sA 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.
Flare Gun Ghost24075 sA 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.
Field Camera Ghost255180 sAn invisible camera at your feet, 80 life, 15 sight with detection, 300 s.
Light Filter3Passive: detection 15 around you.
Laser Designator Ghost33545 sReveals one target at 19 range and takes 5 armor off it for 45 s.
ISR4Passive: pings enemy PMCs periodically. Active: reveals the terrain of the whole AO for every player, once per game.
Ion Cannon5150220 sRange 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

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.

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