Quick Overview
Role: Sentinel. Veto’s kit revolves around a device/theme often referred to as a “phage” that dismantles enemy utility, traps enemies in place, and gives him short‑range mobility plus an Ultimate that grants combat buffs and debuff immunity.
All Abilities
• **Crosscut (C)** – Place a vortex on the ground; while in range and looking at it, reactivate to teleport to that vortex. During the buy phase you can reclaim and redeploy the beacon. Great for surprise flanks or fast escapes.
• **Chokehold (Q)** – A trap for tight paths/chokes that restricts enemies caught in it and sets them up for punishment. Strong for stall and post‑plant denial without line‑ups.
• **Interceptor (E, Signature)** – Place a device and reactivate to arm it. When active, it destroys many enemy deployables/projectiles that would normally be shotable or bounce off players. Enemies can destroy the Interceptor, so placement matters.
• **Evolution (X, Ultimate)** – Veto mutates into a juggernaut: gains combat stimulation (stronger fighting tempo), regeneration, and **complete immunity to debuffs** for the duration. Excellent for taking space or breaking post‑plant utility walls.
How to Play Veto (Practical Tips)
1) **Stage Crosscut early**. Treat the teleport like a safety rope for flanks/retakes—placing it mid‑fight is risky because you must look at the vortex to trigger.
2) **Hide Interceptor lines**. Don’t place it like a turret in sight lines; tuck it where it still clips common utility paths but is hard to pre‑fire.
3) **Anchor chokes with Chokehold**. Pre‑plant in rush lanes; it’s great for delaying and isolating entries.
4) **Chain Evolution with team util**. Since you’re immune to stuns/slows/pulls, you can walk through your team’s disruptive utility to lead fights.
5) **Veto ≠ duelist**. You can front‑line during Evolution, but your default job is still info denial and site integrity.
Best Situations / Maps
• Small/tight maps and sites with predictable rush lanes-Veto’s traps and teleport shine where space is limited.
• Sites with many utility interactions (Binds/teleports, corridors, choke‑heavy maps) where Interceptor value is high.
Team Synergy
• **Breach / Astra / Fade** – you can ignore friendly CC during Evolution and push through it.
• **Controllers** – Interceptor clears enemy stall utility so your smokes take full effect.
• **Initiators** – Chokehold + scans isolates targets for easy trades.
Counterplay
• **Shoot Interceptor** as soon as you hear/see it-don’t funnel utility into it.
• **Force the teleport** by holding angles on the Crosscut beacon-punish the reactivate.
• **Bait Evolution** with time/rotations; don’t dry‑swing a buffed, regen‑enabled Sentinel in a narrow lane.
No. He becomes immune to debuffs and gains regen/combat buffs, but bullets still hurt-coordinate focus fire.
No. It destroys many ‘shootable’/contact utilities and certain projectiles; placement and timing are key.
Similar concept (set point, then teleport) but you must face the vortex and be within range to reactivate, so planning is more deliberate.