
Worthy Comradery
Squad receives +75% Weak Point Critical Chance

Cyte-09
Max Range Seek
Seek-first Cyte-09 — overextended antennas paint Weak Points through walls while Evade and Neutralizer (or guns) finish the room.
Alternative builds
Build dossier · Antenna Sweep
Aura + Exilus on top, then eight general slots in two rows of four.

Worthy Comradery
Squad receives +75% Weak Point Critical Chance

Cunning Drift
+12% Slide · -30% Friction · +15% Ability Range
Recommended pair first, then flexible swaps.
Neutralizer replaces primary while exalted is up — keep a flex gun for when it’s down.
Shade / energy pets cover panic invis and orb economy.
Overextend Seek antennas so whole tiles light up — punch-through Weak Point guns under Evade. Neutralizer or Incarnons both work once marks are painted.
Weak Point kills stack Weak Point critical chance for the rest of the mission. Evade extends on Weak Point kills and heals — plan every cast around headshots and Seek marks.
Primary investment — Seek scan, punch-through, and Neutralizer ricochet distance.
Strength for Resupply / Neutralizer; Duration for Evade / Seek uptime.
Keep Seek. Flex Neutralize for Nourish if you want guns over exalted.
Max-range Seek paints whole tiles for Weak Point guns under Evade.
One antenna covers the objective footprint; punch-through cleans walls.
Wall-hacks speed rooms once antennas are down.
See through walls, stay invisible, shoot quietly.
Scan camps; open travel still leans on Evade.
Seek punch-through and Weak Point amp help hunts — Neutralizer optional.