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Anthem guide: Interceptor javelin

The Interceptor is Anthem’s fastest class, but also its most difficult to master

The Interceptor javelin Bioware/EA
Austen Goslin (he/him) is an entertainment editor. He writes about the latest TV shows and movies, and particularly loves all things horror.

Anthem has a variety of different javelins for players to choose from. While the choice of which one to pick first can be difficult to make, learning to master your favorite javelin is one of the game’s most rewarding journeys.

For players that moved on from the starting Ranger and decided to skip the tanky Colossus or the elemental power of the Storm, here’s everything you need to master your new Interceptor javelin.

The Interceptor is all about dodging in and out of combat. It’s also Anthem’s fastest and least forgiving class thanks to it’s extremely low health and armor. Because most of the Interceptor’s abilities focus on close range, you’ll always have to be pretty close to the enemy to deal damage. Thankfully, the Interceptor also has all the mobility tools it needs to get you into danger and back out in a snap.

For anyone who wants to get a little more out of their Interceptor, here are a few tips on how to master the quick, small, knife-wielding javelin.

Pick guns that you can reload quickly

Because the Interceptor is all about getting up close and personal with enemies, you’ll need guns that can do that as well, but be careful, reload speed is actually what matters most. The reason reload speed is so important for the Interceptor is because of its high mobility. In order to dodge the damage enemies are trying to do to you, you’ll need to stay moving all the time, and that includes jumping and dodging, two things that can interrupt you when you’re trying to reload your guns.

Your best bet for weapons are going to be things like SMGs and machine pistols or even a fast firing, fast reloading assault rifle, in the primary slot. For your secondary gun things are a little more flexible. If you want to pack an extra punch your best choice is going to be a good shotgun. While a shotgun may take a while to reload, you can use up all its ammo each encounter, then switch to your automatic weapon to finish everything off. Once the fighting’s done, you’ll have plenty of time to reload your shotgun before the next battle.

Interceptor Art
The Interceptor javelin
Bioware/EA

Sometimes switching directions is better than flying

The Interceptor can stop and start its flight on a dime. This means that you can stop flying, turn your character then start flying again to change directions, instead of turning slowly like another javelin might. Anytime you start flying with any of the javelins there’s a certain portion of your fuel that’s burned immediately. But, for the Interceptor, the amount of fuel burned is minimal.

While this may not sound like a significant difference, in reality it makes the Interceptor quite a bit faster than any other javelin, and makes it incredible at changing directions in a tight spot. While every other javelin has to stick to their slow and steady turn speeds, the Interceptor can whip itself around in the air, changing directions in an instant. It’s a difficult skill to master, but an important one if you want to unlock the full speed that the Interceptor is capable of.

Your ultimate is a great “get out of jail free” card

The Interceptor’s ultimate lets it use dual knives to slice through enemies. While this ability is useful for doing damage, both to groups and single enemies, it also additional utility. For instance, since everything the Interceptor does is up close and personal, the javelin’s ultimate can be a perfect way to get out of trouble quickly. After all, it makes you completely invulnerable while it’s active. Anytime you get yourself in too deep, activate your ultimate, kill as many enemies as you can, then leap out to safety as soon as it ends.

Dodging and jumping can be just as good as flying

While most javelins in Anthem have to rely on their rockets to reach out-of-the-way areas, the Interceptor makes those leaps trivial thanks to its triple jump. Because of this, and its extra long dodge, the Interceptor is sometimes better off jumping than flying. For instance, in combat when you need to re-position behind an enemy with a shield so you can hit their weak point, a Storm or Ranger might fly over the enemies head, while an Interceptor simply dashes around it, reaching its destination twice as fast. Take advantage of the extra height and distance on your movement and save flying for when you really need it.

Interceptor venom bomb
The Interceptor using the Venom Bomb
Bioware/EA

Pick abilities that do things your guns can’t

Because the weapons that work best for the Interceptor are all about close range and quick reloads, it can pay to fill out the rest of your kit with abilities that cover your weaknesses. It’s a good idea to bring along one single-target focused, long range ability on the Interceptor, just so you can deal with threats from far away in case of emergencies. Abilities like the Plasma Star and Searching Glaive allow you to deal plenty of damage at range, without sacrificing much in the way of short range power.

List of Interceptor abilities

Here’s a breakdown of every Interceptor ability we know of so far.

Assault Systems

  • Searching Glaive: A glaive that will seek out it’s target
  • Venom Bomb: Coats enemies in a large area with acid
  • Cryo Glaive: Freezes up to two targets when it hits them
  • Cluster Mine: Throws a few mines into an area that can be set off when enemies get close
  • Spark Dash: Dashes forward damaging enemies and leaving a trail of electricity

Strike Systems

  • Detonating Strike: Melee an enemy to charge them, if they’re charged when they die, they’ll explode damaging other enemies in the area
  • Plasma Star: A long range shuriken that hits a single target
  • Wraith Strike: Creates a copy of the Interceptor that attacks enemies
  • Tempest Strike: Hit the target with extra damage and force
  • Venom Spray: Creates a cloud of acid that damage enemies

Support Systems

  • Target Beacon: Marks an enemy and causes them to take additional damage
  • Rally Cry: Cleanses allies of harmful effects

Melee ability: Double-Bladed Daggers

Uses double daggers to slash at enemies continuing indefinitely, with no cooldown.

Ultimate Ability: Assassin’s Blades

Charges the Interceptor’s daggers allowing them to attack faster and without taking damage.

Playing the Interceptor is like a constant balancing act. You’ve got to be close enough to deal damage without allowing your enemies free shots at your weak shields and health. But, equipped with the game’s best agility options, from it’s difficult to master but rewarding flight system, to its triple jump to it’s extended dodges, the Interceptor gives players plenty of room to keep their balance and deal plenty of damage.