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attacker · SPETSNAZ · since Y0S0
Fuze
Area DenialDisableFlank
Fuze is a slow, durable attacker whose Cluster Charge floods a room with explosive submunitions through a reinforced wall, hatch or barricade. It punishes defenders who hold tight angles, plant, or stack utility behind a surface. Pick him when you've read where defenders are anchoring, or when you need to clear a plant area or force defenders out of a room. He's rated C-tier because the gadget is loud, slow, and easy to react to.
Gadget — how to use it
- ▸ Cluster Charge attaches to a surface (reinforced walls, hatches, barricades and similar) and, after a short delay, scatters several submunitions into the room beyond. They detonate after a few seconds, so it works best against defenders who can't easily leave.
- ▸ Use it to flush out or damage defenders and their gadgets, rather than for a clean kill. Pair it with a push, because a forced rotation is the real payoff.
- ▸ The charge is audible and visible on the placement surface, so a defender who hears it can leave, move, or shoot it. Place it when the defender is committed, or while a teammate is making noise elsewhere.
- ▸ Think about where the submunitions land before placing. Hatches over a plant, or walls facing a known anchor spot, give the best coverage. Check the in-game gadget screen for exact submunition counts and timers, as they get tuned between seasons.
Recommended loadout
- ▸ Primary: choose between his assault rifle (AK-12 style) and LMG options. For ranked, take the assault rifle for a flexible, easier-to-control weapon, with a basic sight you're comfortable with and a muzzle attachment for recoil control. Verify exact attachments in your loadout screen.
- ▸ Secondary: pick whichever sidearm you shoot best. It's a backup, since Fuze should rarely be in long gunfights.
- ▸ Secondary gadget: take the breach or utility option that fits your plan (breach charge for an extra opening, or smoke if available). Check the current list in your loadout screen.
How to play (step by step)
- 1. Drone early and pinpoint where defenders are holding, especially any plant-site anchor. Fuze is best when you know which wall or hatch to charge.
- 2. Don't waste the charge on the first wall you see. Wait until your team has a clear plan, then place it while teammates apply pressure from another angle.
- 3. Place the charge from a safe position where you can't be shot through the surface. Stay off lines of sight and use cover while it's deploying.
- 4. After the submunitions go off, push immediately. Defenders who leave the room or take damage are at their weakest.
- 5. If your team doesn't need the charge, use Fuze's durability to hold flank or plant, and keep a second angle available so a loud setup doesn't leave you exposed.
Pro tips
- ▸ Time the charge with a teammate's breach or entry so defenders have to choose between two threats.
- ▸ Place it on a surface that isn't the obvious one. Defenders often listen only for the plant room and ignore secondary rooms.
- ▸ Use the charge to damage gadgets and force rotations, then take a different route. Treat it as a tool for creating space.
Counters & how to play around them
- ▸ Defenders who stay mobile and leave the room when they hear the charge. Don't rely on slow kills, and place the charge when they can't easily move.
- ▸ Operators who shoot or destroy gadgets quickly, or who can see the placement. Place it out of line of sight and drone first to remove the threat.
- ▸ Defenders who play away from reinforced walls and hatches. Adapt by scouting for a different opening, or switch to another operator for the round.
Pairs well with
- ▸ A hard-breaching operator (like Thermite or Hibana) because opening walls while Fuze pressures one room splits defender attention.
- ▸ An intel operator (like Twitch, Jackal or Dokkaebi) to confirm where defenders are before committing the charge.
- ▸ A flash or support operator (like Ash or Zofia) to push into the room right after the submunitions detonate.
Best maps
- ▸ Maps with tight plant rooms and reinforced walls or hatches that you can attack from a safe side, such as Bank, Clubhouse and Consulate.
- ▸ Sites with long sightlines where defenders anchor in the same room each round, so you can predict the placement.
- ▸ Sites with stacked rooms where a hatch charge covers the plant area from above. Check the current map pool to see which sites fit.
Guide written with AI from the operator's official role data and our tier list — double-check loadouts in-game after balance patches.