Escort Set Suggestions¶
In escort, you're gonna need a lot of sets. With the ACB 2.0 patch, you luckily have access to 15 sets.
Defense¶
For defense, you can get away with one set, but it's also worth having multiple options to choose from. You're not dying during this round, so you can also just adjust sets between games.
Abilities¶
- Gun
- Firecrackers OR throwing knives OR sprint boost
Your second ability slot should be filled depending on what your teammate is running, what map it is, your opponent's playstyle etc. The three recommended abilities all fill their own niche:
- Firecrackers: useful against crowd-based stealth play, can also be helpful for blinding opponents in hopes they kill the wrong VIP.
- Throwing knives: great for spawn trapping and roofier maps (Forli and Rome), also helps counter aggressive use of defensive abilities.
- Sprint boost: useless on roofy maps, but can help with spawn trapping or covering ground on flat maps. Popular on Venice due to its wacky spawns and the lack of roofs.
Generally, at least one player per team should be running firecrackers to deter the opponents from playing full stealth.
Perks¶
- Chase expert
- Wall runner OR resistance OR overall cooldowns
Chase expert is extremely important, since you use its visual indicator to locate players. Adjust the second slot according to your playstyle and map. Wall runner is especially nice on roofy maps and basically useless on Siena. Surprisingly enough, Florence rooftops generally don't benefit much from wall runner, so it can be skipped here, too. Most of the walls on Castel are also a lot faster with wall runner, so the perk is pretty popular there. Overall cooldowns is the least popular of the three, but in a very stealthy meta with fewer stuns, it can be very helpful.
Streaks¶
- 5 kills +250
- Reset cooldowns
Offense¶
For offense, you'll usually have some main sets based around poison, then some cooldown sets, and finally a gun set for situations where you're struggling to kill the second VIP. Since there are so many possible combinations, this page will only cover a couple popular sets.
Offense aggressive main¶
This is the most popular main set. Pay attention to your cooldowns before picking it, since otherwise you might end up wasting multiple lives because of a lack of abilities.
Abilities¶
- Poison
- Mute
Perks¶
- Overall cooldowns
- Silent hunt
Streaks¶
- 3 silent kills +300
- Reset cooldowns
Offense stealthy main¶
This is another very popular starting set and is a fantastic set if you previously played poison and mute and died after wasting your mute.
Abilities¶
- Poison
- Disguise
Perks¶
- Wall runner
- Overall cooldowns
Streaks¶
- 3 silent kills +300
- Reset cooldowns
Offense rush¶
This is a crazy set for when you (roughly) know your opponents' positions and think you have a good rush opportunity on your hands. That's mostly gonna be the start of the round.
Abilities¶
- Poison
- Sprint boost
Perks¶
- Silent hunt
- Overall cooldowns
Streaks¶
- 3 silent kills +300
- Reset cooldowns
Offense cooldowns 1¶
Use this when your poison slot or both slots are on cooldown.
Abilities¶
- Rapid reload morph
- Disguise
Morph has a super low cooldown, so make sure it's the same slot as poison.
Perks¶
- Wall runner
- Overall cooldowns
Streaks¶
- 3 silent kills +300
- Reset cooldowns
Offense cooldowns 2¶
Another alternative, although you can mix and match any combination of the two cooldown sets here.
Abilities¶
- Decoy
- Firecrackers
Decoy should be the same slot as poison. You can get some pretty funny plays where you firecracker the opponents and then decoy, which will take lock priority. The firecrackers cooldown in ACB 2.0 is no longer super low, so this is a bit riskier now.
Perks¶
- Wall runner
- Overall cooldowns
Streaks¶
- 3 silent kills +300
- Reset cooldowns
Offense gun¶
Use this when there's one VIP left and the checkpoint's racking up too many points.
Abilities¶
- Smoke bomb
- Gun
Make sure to keep this set's gun on the opposite slot from poison in other sets. Remember that you can use smoke bomb during the gun kill animation, so you can easily catch out pursuers like this.
Perks¶
- Wall runner
- Overall cooldowns
Streaks¶
- 3 kills +100
- Reset cooldowns
Never stop innovating¶
Unlike the other modes, every ability is viable in escort. Some are better than others, but it can make sense to try out different things to catch your opponents off guard and develop your own playstyle. Here are some thoughts on every ability to help you come up with your own style:
Disguise¶
Disguise is useful for stealth and getting hiddens. It doesn't make sense on defense, but can be good on offense in a slow, stealth-focused meta. Its cooldown also adds to its versatility across different metas.
Sprint boost¶
While often considered a meme ability, sprint boost can be very useful in different situations. If you're expecting to do a lot of spawn trapping in a faster meta with less stealth, it can be great on defense. On offense, you can use it to rush kill during your first life (especially useful if you're on offense on the second round) or to escape from a bad spawn trap.
Smoke bomb¶
In other modes, smoke bomb is a staple, but in escort, it's one of the most niche abilities. Since it can't realy be used proactively, smoke bomb is mainly helpful for keeping yourself safe, meaning it's mostly useful when shooting VIPs on offense. On defense, it doesn't make much sense, since it's possible to kill players while in the gun animation.
Hidden gun¶
This is famously escort's main ability. Unless it gets nerfed into the ground, it's not worth removing. Due to its range, it's very useful on both defense and offense, where it's mostly used to clear a second VIP that's tough to kill.
Firecrackers¶
While a staple on defense due as an anti-stealth tool, firecrackers can also be used on offense due to their low cooldown and decent defensive effect. Firecrackers also reset guns due to the lock clearing, which can come in handy.
Morph¶
With the recent buffs to morph, it's a super useful tool on offense for stealth in its normal form, as well as for cooldowns in its rapid reload form. Morph can be used as a distraction, ability bait, or for a free kill if the other team isn't using any anti-stealth abilities.
Throwing knives¶
Another defense staple, knives are mostly useful in a faster meta, especially on maps with lots of time spent on roofs. They serve a similar purpose as gun, but on a lower cooldown. Since they don't guarantee a kill and reveal your rough position, they're fairly useless on offense.
Templar vision¶
Templar vision is a low range, high cooldown alternative to firecrackers, but without the defensive blind effect. It's fairly useless due to its range limitations and changing this has proven unpopular. There's no real reason to bring it on offense.
Charge¶
Another unpopular ability, charge is mostly useful as a defensive alternative to mute. Keep in mind that, in ACB 2.0, charge is slower, but allows for more control.
Mute¶
The best defensive ability in the game, mute can be used to get stuns or guarantee a kill at close proximity. This makes it extremely popular on offense, but its high cooldown makes it fairly useless on defense.
Poison¶
Poison is extremely powerful due to its lack of a kill animation and high score. This makes it the most popular ability on offense, used by everyone in every meta (so far). On defense, its high cooldown and long timer until the kill goes through renders it useless.