Three uses for the Barrier Orb (Q)
- Reshape terrain: seal a site entrance and change the tempo; the enemy must break it or reroute
- Boost: wall plus jump to an off-angle for a surprise hold
- Protect the plant: after planting, wall between you and the enemy to force them to break it
Slow Orb (C)
Drop it inside the entrance, not outside: the enemy slows as they enter and you shoot first inside the zone. Placed outside, it just gets shot away.
Healing Orb (E)
Heal the teammate currently taking a fight first; the low-HP player saving a gun comes second. You get one per round — do not spend it on a full-HP teammate.
Resurrection: the most expensive bet
Three questions before you press it:
- Is the body safe? (not in an enemy lane)
- Do they have a gun? (not picked up)
- Can you protect the body during the cast?
Press it only when all three are yes. Otherwise you are gifting two points.
Sage's ceiling is not ability mastery but resource allocation per round. One wall saved is worth more than one extra kill.