Launcher launches an opponent's body when you knock them out. Its ability card identifies it as passive, so the follow-up is locating and collecting the body, not pressing an active ability button.
The usual miss is looking at the spot where the fight ended after the body has moved. Call the new position so the carrier and escort know where collection starts.
An October 3, 2026 balance note says to read the current card for purchase cost, rarity, and effect wording before you buy. This guide only covers the passive displacement behavior. Do not plan on a fixed launch distance or direction.
What changes after the knockout
The body may land outside the area your teammates were covering. Keep watching so you can find it.
| Stage | Watch |
|---|---|
| Before the fight | Nearby support and possible collection routes |
| Opponent knocked down | Whether the body moves |
| After the launch | The actual landing spot and who is around it |
| Pickup available | Who collects and who covers the new route |
| Delivery completed | The cage and any escape pressure |
Displacement is not a deposit. Continue the capture chain until the opponent reaches the cage.
Before you commit, ask whether your team can reach a displaced body without crossing unsupported ground. A knockout beside several opponents can produce a pickup you cannot safely contest. Stay close enough to an ally to call the new position. If the body lands beyond your support, regroup and check the route before you run in.
Confirm it is the ability you equipped
Open Inventory and find Launcher under Abilities. Read the passive label and the current effect card, then check the selected loadout before the next fight. A wheel or crate reward does not prove you changed the ability you are using. If the behavior does not match what you wanted, verify the selection before you keep pressing an active ability control.
Call the body location right after the launch. Let the available teammate collect it while the other covers the new route. At the jail, confirm the capture and watch the bars. Launching another body while existing prisoners escape repeats unfinished work.
Thunder is the active comparison: it cares about readiness and charge timing, not about where a body lands.
