Early game
Mark whatever walks into the lane rather than saving shots, because the mark is a team-wide damage increase and it costs him nothing to apply.
His marks last three seconds longer, which widens the window in which a follow-up hit is worth landing.
Both halves of R-T take reduced damage while he is split, covering the form in which he is most fragile.
Charges his Super instantly. It does not charge his Hypercharge, and cannot be used while he is split.
Detonates every mark currently on an enemy at once, without waiting for the second hit that normally triggers them.
Radars orbit his head and his legs while he is split, dealing heavy damage to anything that comes near either.
Modes with two points worth watching, where his halves can cover both at once.
Against dive comps that punish a split body by killing whichever half is alone.
Gem Grab, where the split covers the mine and the lane into it at the same time.
All modes · Every trophy range · 8–20 Jul
A range is the trophy count R-T was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
A ten-tile damage dealer who marks whatever he shoots and can split into two halves that cover separate parts of the map.
Mark whatever walks into the lane rather than saving shots, because the mark is a team-wide damage increase and it costs him nothing to apply.
Unsplit at ten tiles until the map is settled, then split only when both halves have cover; a lone half is a small health pool with no support.
The split is a map-control decision: use it to watch two lanes or to catch an enemy between the halves, not as a burst on someone standing in the open.