Last Updated 02-23-2025.
Class: Assault/Scout
Based off: Hitman - Agent 47
Passives:
He can hear the chat of those within 30 meters (crypto drone radius)
And their coms, and remarks, thank yous, your welcomes, pings, etc
When he damages or grazes someone (like how Bangalore's passive works) Their stats and chat are muted and do not change. If their ally is in close proximity (where characters don't use radio) then they can chat and stats are updated. If they see their ally (in sniper scope or threat detector distance) then stats update as well by witnessing. Muted are also frozen on their ally's maps unless witnessed as to proper location.
Witnesses share their knowledge with those over radio, or those in close proximity when radio is muted
Executing someone or special interacting with their deathbox allows you to disguise yourself as them, does not fool witnesses.
Disguising as one of them allows you to see and hear them from anywhere. You can only have one disguise at a time.
Witnesses still see you as enemy instead of one of them, but your location is revealed to them as if by Seer's microdrones, and you see them likewise.
If they attack your disguised self without alerting their ally to your impersonation, they can get sussed by their unnowing ally. They can make their case but if their ally doesn't believe them, they could end up dead by their ally's hand. Mics are an easy way to allow belief though, as Hitman's Player cannot speak to them over mics. This does not stop Hitman from radioing to them in their ally's character's voice and mannerisms. Some things he must learn about by watching, such as particular comments between certain Legends, like Mirage and Crypto, NewCastle and Bangalore, ETC. If he does not watch those interactions he will only do their general comments, and that legend may get suspicious that this character didn't comment to them like how they normally do. Also, if a player has a habit of commenting then Hitman disguises as them and the Hitman misses many comments, they can get suspicious as to why they stopped commenting. This also occurs to normal people as well.
Some actions become suspicious, but they can even get sussed at their own ally.
If another ally doesn't vouch, sus can lead to teamfire on. Still appear as allies but the red outline means they can hurt their own ally (or the hitman if they got sussed out)
Example: A watches B get downed, B and C are muted, C revives B, A sees B walking around and gets suspicious because they last saw them downed, C vouches admitting they revived B a bit ago, A is no longer suspicious. Rewind and C doesn't vouch for B, A's suspicion becomes teamdamage on, A can kill B because they think B's an imposter, if C also fails to witness the earlier parts and comes in as A is attacking B, C can get suspicious of A thinking they're the imposter.
Tactical: Sense
Hold to use
Detect everyone within 30 meters (bonus: slow time in server by 10%-50%)
Detect as in highlight, also alert allies to their positions while you channel
White are clueless, yellow can see you or might see you but aren't witnesses, orange are witnesses, red are champions and kill leaders, green are squadmates, blue are teammatesÂ
Ultimate: Summon a Hitman weapon.
Store one weapon in the ultimate, extras must be carried either in weapon bar if they can or in inventory if they can.
Though 95% of objects probably won't get used, they are options just in case someone wants to do so
Weapons are sorted like this:
Light Object (Can go in inventory)
Blunt: Light damage, mostly for stunning or disabling opponent
Sharp: Meant to kill
Light Firearm (Can go in Weapon Bar, drops on ground if Weapon Bar Full and already have something in Ultimate slot)
Pistol: Classified as Purple Item, similar to a Red Item. Only Hitman can use these weapons.
Heavy Object/Firearm (Can only be stored in the ultimate, extra summons will summon on ground if they can't go in inventory or weapon bar, be it because they can't or because IF or WBF, Inventory Full or Weapon Bar Full)
Choices
Light
Other than Firearm, most Light Items can be stored like ordinance, some stacking but most not.
Blunt
Basic Effects
Choices
Wrench
Can manipulate some things
Crowbar
Deals damage to doors
Hammer
Faster throw
Brick
Stacks up to 2
Breaks after 3 uses
Bust
Stacks up to 4
Breaks after use
Baseball
thrown only, or used with Baseball Bat
stacks to 3
Sharp
Basic Effect
Choices
Screwdriver
Can manipulate some things, different things than wrench
Kitchen Knife
Distraction
Base effects
Ping themselves on enemies radar if they are heard
Coin
Stacks up to 5
If heard, 5m radius, the victim will be AI controlled to the coin as will look around for a moment, then pick up the coin dropping a random item if inventory full, then releases the character. If at any time they see an enemy within 100 meters, they will automatically be released from the coin's spell. If they witness the Hitman toss it, they are immune to the spell.
Exceptions:
other side of wall with no open doors or windows to hear it from
Apricot/Fruit
Stacks up to 10
Ordinance
Remote Mine
Frag with remote detonation
You know where it's at even when it's invisible under rugs or in dirt or foliage
Breaching Charge
Busts doors and traps
Sets off some traps, but destroys most without setting them off
Chandelier: busts the winch causing the chandelier to fall
Turns invisible after 5 seconds, but you still know where you put it
Tripmine
Also known as Proxy Mine
Frag that detonates in proximity to enemies
Invisible under rugs, in dirt, or in foliage, but you still know where it's at and can retrieve it
Trap Tripper
Proxy that trips traps they are linked to without damaging or destroying the trap
Invisible, you know where it's at and can retrieve it
Remote Trap Initiator
Again, invisible and you know where it's at and can retrieve it
Remotely trip traps without destroying them
Firearm
Silent Pistol
Deals enough damage to 3 shot someone in starter gear
34 in hardcore, 50 in normal
Deals less damage over range
half damage every 150 meters
150m: 17 HC, 25 Norm
300m: 8.5 (9) HC, 12.5 (13) Norm
etc
Headshot multiplier is x3-x5, or one-shot a person in starter gear
less damage over range may require 2 headshots to kill, or 3 at sniping ranges
close: 100HC, 150 Norm
150m: 50HC, 75 Norm
300m: 25HC, 37.5 (38) Norm
etc
Can be equipped in Weapon Bar
Is silent, can't be heard
7 magazine
35 spare
caps at 82-87 spare
summoning it while holding it grants additional spare ammo for it
Ammo
Cannonball
for the cannon, stacks of 1 like grenades
Heavy
Blunt
Baseball Bat
also allows for extended baseball range
Firepoker
blends in by fireplace
Propane Cylinder
smaller version or Gas Tank that deals less blast, more like a frag, and can be carried around and used to hit people
Fire Extinguisher
Can also use to extinguish thermite, along with Hitman's usage of it
Sharp
Fire Axe
Cutlass
Battleaxe
less thrown more melee
Spear
less melee more thrown range and damage
Firearm
Silent Sniper
Mag 6
Hitman AR
Mag 30
Silent SMG
Mag 25
Hitman Shotgun
Mag 5
Oneshots within 5 meters
minimal damage beyond 25 meters
Trap or Placement
Must be places immediately, cannot be carried
Trap
Cannon
Is also a turret
Aim to position it as you want it, then fire when ready or set it as a trap using remote or proxy trap tripper, not breaching charge because that may end up destroying it instead
Comes automatically loaded with a cannonball
Deals heavy damage to those it hits
Chandelier
Place on the ceiling, place winch, now it's ready to use
Deals massive damage to anyone it lands on, including you and your team
Gas Tank
Wrench or shoot to start gas leak, spark gas leak to cause it to detonate
Energy weapons don't damage the tank, but can spark the gas leak
giant explosion like 3+ frags in a larger radius
Fuel Tank
Puncture with Screwdriver to start fuel leak, or shoot to start fuel leak (energy doesn't damage the tank)
Spark the fuel to cause a thermite puddle
If thermite, ordinance, or swift shots hit tank before all the fuel drains out, it explodes like a frag and releases many small puddles of thermite all over the place
Stove
Blends in with kitchens
Small pipe at the bottom that functions like Gas Tank
Trap Trippers don't initiate fuel leaks or gas leaks, but can spark leaks in progress causing them to explode or thermite
Breaching Charge or remote mine can be set on it and a trap tripper set on that to make it like a tripmine with a different explosion point setting off the object even if it's not yet leaking
Placing a Proxy close enough to the object will allow for setting off the object when the proxy goes off
Placement
Hiding Spot: used to hide in or hide bodies/deathboxes; They blend in with certain surroundings.
Notes
Crypto's drone, Bloodhound's Tactical, and other revealing effects reveal the presence of hiding spots but not the contents
Hiding spots cannot hide more that 2 people and deathboxes at a time, each person and deathbox uses one of the two slots
Bloodhound's Ultimate and other digithreats can see the red of living opponents through the opening line of the hiding spot, which is either vertical in the middle or horizontal along the top
Other than from Crypto's ultimate, those within suffer half damage from whatever hits them in the hiding spot
Like Ziplines, Hiding Spots cannot be destroyed
Kitchen
Fridge
Freezer
Cargo
Crate
Loot Box/Bin
Cargo/Shipping Container
Bedroom
Wardrobe
-Note- He can hide beneath beds, but they aren't actually hiding spots
Outdoors
Garbage Bin
Trashcan
Dumpster
Other
Locker