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Teleportation and the decoy solve different problems in Cronos: Lazarus: teleportation rapidly moves the Pathfinder to a selected spot within the current area, while the decoy leaves a ghostly copy behind, draws enemy attention and makes the Pathfinder invisible for a few seconds. Use teleportation when distance or a new angle matters immediately; use the decoy when enemies are focused on your current position and you need a short, hidden reposition. Those functions come from Bloober Team’s pre-release descriptions, not a retail-build test, so exact controls, cooldowns, range, detection rules and invulnerability behavior remain unconfirmed.
Lazarus is scheduled for December 3, 2026, on PC, PlayStation 5 and Xbox Series X|S, with a $9.99 announced price. The Steam listing says it requires Cronos: The New Dawn; a Switch 2 version is planned for Q1 2027. Treat the tactics below as a developer-sourced preview and adapt them when the released build supplies final controls and timings.
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What do teleportation and the decoy actually do?
Teleportation is the direct relocation tool. Bloober Team says the Pathfinder can select a spot within the location perimeter and quickly spawn there. That makes it suitable for breaking away from a cluster, reaching a safer side of an encounter or approaching enemies from another angle. It is not described as unrestricted travel across the entire map.
The decoy is a ghostly copy that remains where the Pathfinder was standing. Enemies attend to that copy while the real Pathfinder becomes invisible for a few seconds. The effect is therefore a distraction plus a brief concealment window, not permanent stealth and not proof that every enemy loses the ability to detect you.
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These roles are complementary:
- Teleportation: immediate movement to a chosen position inside the permitted area.
- Decoy: attention diversion at your old position and short-lived invisibility while you move.
- Teleportation for exploration: traversal across distorted spaces to reach places that may contain hidden resources.
Bloober Team’s developer diary describes teleportation as letting players “pick up a certain spot within the location perimeter and quickly spawn there.” The wording supports choosing a destination inside a bounded space, but it does not establish a precise radius, a numerical cooldown or a guaranteed destination behind every enemy.
Bloober Team’s July 2026 developer diary and its later October 2026 launch announcement are the relevant public descriptions.
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What must you own before using these abilities?
Lazarus is an expansion, not a standalone game. Steam’s DLC listing states that it requires Cronos: The New Dawn. On PC, PlayStation 5 and Xbox Series X|S, the announced launch date is December 3, 2026, and Bloober Team announced a $9.99 price. Nintendo Switch 2 is planned for Q1 2027 rather than the December launch.
Compatibility note: The Steam requirement applies specifically to the Steam version. Console owners should check the DLC page for their platform and confirm that the base game and expansion use the same account region and edition. Release timing, price and platform availability can change, so verify the store listing when purchasing.
The abilities discussed here belong to the Pathfinder in the Lazarus campaign. They should not be assumed to exist in the original game, and mechanics from The New Dawn should not be silently transferred to the expansion until the final build confirms them.
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How should you use teleportation in a fight?
Use teleportation to change the geometry of an encounter, not simply to move a few steps. Pick a destination that removes you from the immediate cluster, opens a line of approach or places solid cover between you and the threat. Because the destination is bounded by the current area, first identify a reachable spot rather than planning around an escape beyond the level’s perimeter.
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- Choose the outcome you need. For an escape, favor a position outside the group’s immediate concentration. For a flank, choose a side or rear angle that gives you room to aim and retreat. For a corridor, prioritize a point that prevents enemies from compressing you against a wall.
- Stay inside the documented area boundary. Teleportation is described as selecting a spot within the location perimeter. Do not expect it to cross arbitrary map gaps, skip a locked section or place you anywhere on the world map.
- Confirm your new angle before attacking. Relocation can improve sightlines, but it does not guarantee a damage bonus or an automatic flank advantage. Reacquire targets, check what followed you and decide whether to shoot, hide or move again.
- Keep a second route in mind. If the first destination is only temporarily safe, know where cover or another exit lies before committing to an attack. The public material does not state the cooldown, so do not assume teleportation will be ready immediately afterward.
The developer specifically frames teleportation as a way to evade groups or move behind enemies. That supports using it as an emergency break or a deliberate angle change. It does not establish that every enemy will lose aggro, that the move grants invulnerability or that the Tracker cannot follow.
When is the decoy better than teleportation?
Choose the decoy when enemies are already committed to your current position and you need a brief window to leave it unseen. The copy remains where you started, so the quality of the distraction depends on what enemies can perceive there and where you move next.
- Place the starting point deliberately. If a group is focused on you, activate the decoy from a location that is visible and plausible for enemies to investigate. Do not waste the distraction from an isolated corner where nothing is looking.
- Move during the short invisibility window. The official description says the Pathfinder becomes invisible for a few seconds. Use that time to reach cover, break a line of sight, change your firing angle or create distance. The phrase “a few seconds” is not a published timer, so avoid planning a precise sequence around an assumed duration.
- Do not treat invisibility as a license to cross every threat. No consulted source establishes whether attacks, environmental hazards, the Tracker or particular enemy types can reveal the Pathfinder. The safe interpretation is concealment for repositioning, not guaranteed immunity.
- Reassess when the effect ends. Enemies may still be near the decoy or may have resumed searching. Be ready to remain in cover, continue moving or use another available option rather than firing automatically.
The decoy’s strongest use is creating separation without demanding a long teleport. It can also preserve a better destination for later: instead of spending teleportation while enemies are merely approaching, let the copy pull attention and move to a defensible angle first. That is a tactical recommendation based on the documented functions, not a confirmed cooldown interaction.
Should you teleport first or deploy the decoy first?
There is no official sequence that guarantees success. Decide by asking whether your immediate problem is distance or attention.
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| Situation | First option to consider | Reason | What remains unverified |
|---|---|---|---|
| A group is closing around you | Teleportation | Relocate outside the immediate cluster or to a safer angle. | Exact range, cooldown and whether every enemy loses track. |
| Enemies are fixed on your current position | Decoy | Leave a copy at the focus point and use brief invisibility to move. | Detection rules and exact invisibility duration. |
| You need a line for a piercing shot | Teleportation, then reassess | A new angle may help you line up an attack with the Gladius. | Damage, penetration and multi-target results. |
| You need to slip past a search area | Decoy | Draw attention away while moving toward cover or a different route. | Whether the Tracker or another enemy can detect the move. |
| A distorted area contains a hard-to-reach resource | Teleportation | Use the bounded relocation to reach an accessible position across the terrain. | Which locations are reachable and whether every resource can be obtained this way. |
A plausible, but unverified, chain is: if a group is closing in, teleport toward a safer angle; when attention returns, leave a decoy and use the brief invisibility to reposition again. The sources confirm each ability separately, not their order, cooldown relationship or success against a named enemy. Do not assume teleportation resets the decoy, that the decoy refreshes teleportation or that firing preserves invisibility.
How can teleportation help exploration?
Teleportation is not only a combat escape. Bloober Team also presents it as traversal through distorted areas, allowing the Pathfinder to reach hidden resources. Scan the space for platforms, ledges or openings that appear reachable within the current location rather than searching for a universal “teleport anywhere” command.
- Map the visible geometry. Look for a destination that is separated from your current route but still plausibly inside the area perimeter.
- Check the reward before committing. A hidden resource may be worth using the ability, but the source material does not identify every item or guarantee that a particular object is accessible by teleport.
- Preserve an exit. Distorted terrain can change the practical shape of an encounter. Avoid arriving at a dead end unless the resource justifies the risk.
- Return to ordinary navigation when possible. Teleportation should expand your route options, not replace checking doors, cover and visible paths. Final level layouts and resource placement were not documented in the pre-release material.
Because the expansion has not launched at the research date, no responsible guide can name a specific room, coordinate or hidden cache that teleportation reaches. Those details require the retail build.
How should these abilities fit the new combat style?
Bloober Team describes Lazarus as having faster, more tactical encounters and introduces the Gladius, a weapon with piercing shots. Repositioning can therefore help you line up a shot or avoid being pinned, but that is an inference from the announced mechanics. No official figure establishes damage, penetration depth, enemy count per shot or a guaranteed one-hit result.
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The Tracker is identified as a pursuing enemy. The consulted announcements do not document a specific teleportation-and-decoy combination that defeats it, interrupts its pursuit or prevents detection. Against the Tracker, treat both abilities as repositioning tools: create space, break sight where possible and observe its behavior instead of relying on a promised counter that has not been published.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What should you avoid assuming?
Several attractive tactics are not supported by the available evidence:
- No unrestricted teleport: the destination is within a location perimeter, not anywhere you can imagine.
- No permanent invisibility: the decoy grants concealment for only “a few seconds” according to the developer description.
- No guaranteed invulnerability: the sources do not say that teleporting or becoming invisible blocks damage, hazards or detection.
- No published numerical timing: exact cooldowns, teleport distance and invisibility duration are not available.
- No enemy-specific guarantee: the Tracker’s detection behavior and a reliable counter are not established.
- No automatic damage bonus: changing position may improve an angle, but no flank multiplier or teleport damage effect has been announced.
- No imported base-game rules: mechanics such as merging and burning from The New Dawn should not be treated as confirmed Lazarus rules without release-build evidence.
Keeping these limits in mind prevents a preview tactic from turning into a false promise. The safest plan is to use each ability for its documented purpose and adapt once the final interface and enemy behavior are known.
What is a practical pre-fight checklist?
Before entering a dangerous room or crossing distorted terrain, run through this short checklist:
- Where is the nearest destination inside the area perimeter?
- Am I trying to gain distance, change angle or hide my route?
- If I use the decoy, will enemies actually be able to see or investigate the copy?
- Where will I move during the few seconds of invisibility?
- What cover or fallback route exists after the effect ends?
- Could the Tracker still detect or pursue me?
- Am I relying on a cooldown, range or damage value that Bloober Team has not published?
- For exploration, is the possible resource worth spending a movement option in an uncertain space?
This checklist deliberately avoids a fixed button rotation. The final control scheme may differ by platform, and no official source consulted for this preview supplied keybinds or controller inputs.
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When will Cronos: Lazarus release, and is this advice final?
The announced date is December 3, 2026, for PC, PlayStation 5 and Xbox Series X|S, with Nintendo Switch 2 planned for Q1 2027. The abilities and tactics here reflect Bloober Team’s public pre-release descriptions available by October 30, 2026. Once the expansion is released, verify the actual control prompts, cooldowns, range, invisibility timer, enemy detection and Tracker interactions before treating any sequence as a guaranteed guide.
Frequently Asked Questions
Does Cronos: Lazarus work if I only own the expansion?
No. The Steam listing identifies Cronos: The New Dawn as a requirement, so the DLC is not a standalone game on Steam. Console storefronts should be checked separately for their own base-game and edition requirements.
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Not in the official material used for this preview. Bloober Team describes selecting a spot within the location perimeter, but it does not provide a numerical range or cooldown.
Can the decoy hide me from the Tracker every time?
That has not been established. The decoy draws attention to a copy and makes the Pathfinder invisible for a few seconds, but the Tracker’s detection rules and a guaranteed counter are not documented.
Will the Switch 2 version launch on December 3, 2026?
No. The announced December date covers PC, PlayStation 5 and Xbox Series X|S. Bloober Team has described the Switch 2 release as planned for Q1 2027.
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