Borderlands 3: Zane the Operative’s Complete Skill List | Under Cover, Hitman & Double Agent

Borderlands 3 just showed off a ton of gameplay, and thanks to some online leaks, we now have access to the full list of Skills used by new Vault Hunter Zane. Zane the Operative is a debonair hero with three distinct skill trees — and each one caters to a slightly different playstyle. Under Cover, Hitman, and Double Agent encompass this spy’s bag of tricks, and we’ve got a list of all the skills you can unlock for each tree.

Let’s talk about those skills a little before getting into the details. Under Cover gives the Operative a Barrier that protects against incoming bullets while buffing attacks that go through it. The Hitman is a more aggressive class, allowing the Operative to summon a flying attack drone that blasts any enemies in Zane’s crosshairs. Finally, Zane gains a tricky Digi-Clone summon for his Double Agent skill tree — this projection isn’t just a distraction. You can swap places with the clone, and unlock skills that arm your clone with grenades and other dangerous tools.

If you’re looking forward to giving Zane the Operative a spin, keep scrolling for the official list of skills. For more character breakdowns, check out the complete list of Amara the Siren skills.


Under Cover | Skill Tree

Barrier: Drop a deployable barrier that blocks incoming projectiles. Zane and his allies can shoot through the barrier, dealing increased Gun Damage. Pressing [LB] or [RB] while barrier is active picks up and holds the barrier, but the size and bonuses are decreased.

Brainfreeze: Whenever Zane scores a critical hit on an enemy, there’s a chance they will be slowed.

All-Rounder: Zane’s Barrier becomes a dome, covering all sides.

Redistribution: Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.

Deterrence Field: Enemies that touch the Barrier take shock damage and are staggered.

Distributed Denial: Zane’s Barrier gains the effects of his currently equipped shield mod. Additionally, shield effects are applied to all allies near the Barrier. Bonuses to Zane are reduced. 

Calm, Cool, Collected: Whenever Zane freezes an enemy, his shield instantly begins recharging. If Zane’s shields are already full, he regenerates health for a few seconds. If Zane’s health is already full, his Action Skill Cooldowns and Durations are immediately reset.

Nerves of Steel: Zane gains increasing Accuracy and Handling. The longer his shield is full, the greater the bonus.

Futility Belt [Kill Skill]: Zane gains resistance to non-elemental damage. All elemental damage Zane takes is converted to non-elemental damage. 

Best Served Cold [Kill Skill]: Whenever Zane kills an enemy, they create a cryo nova, dealing damage to all nearby enemies. This skill has a short cooldown.

Really Expensive Jacket: Elemental damage over time effects applied to Zane have reduced duration.

Refreshment: Whenever Zane damages a frozen enemy with his weapons, he gains some of that damage back as health.

Confident Competence: While Zane’s shields are active, he gains increased Gun Damage and Accuracy. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.

Stiff Upper Lip: Whenever Zane is damaged, he gains Damage Resistance against that damage type. 

Rise to the Occasion: Zane gains Health Regeneration. The lower his shield is, the higher the bonus. While Zane’s shields arefull, he does not receive any health regeneration.

Ready for Action: Zane gains improved Shield Recharge Rate and Shield Recharge Delay.

Hearty Stock: Zane gains increased Maximum Shield Capacity.

Adrenaline: Zane gains increased Action Skill Cooldown rate. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.

Charged Relay: Whenever Zane or an ally touches the barrier, they gain increased Movement Speed and fire rate for a few seconds.

Nanites or Some Shite: Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his barrier. The lower their health, the more health is regenerated.


Hitman | Skill Tree

SNTNL: Send into battle an automated SNTNL drone that continually flies through the environment and attacks enemies with its machine guns. Pressing [LB] or [RB] while SNTNL is active causes it to attack the enemy under Zane’s crosshairs, if any.

Violent Speed [Kill Skill]: After killing an enemy, Zane gains increased Movement Speed for a few seconds.

Cold Bore: Zane gains increased Weapon Swap Speed. The next shot fired after swapping weapons deals bonus cryo damage.

Violent Momentum: Zane’s Gun Damage is increased while moving. The quicker he moves, the greater the Gun Damage Bonus.

Cool Hand [Kill Skill]: Zane gains increased Reload Speed. After killing an enemy, Zane’s Reload Speed is increased for a few seconds.

Drone Delivery: SNTNL will occasionally drop a free grenade based on your current grenade mod while attacking enemies.

Salvation [Kill Skill]: After killing an enemy, Zane’s weapons gain Life Steal for a few seconds.

Seein’ Red: Activating an Action Skill automatically activates all of Zane’s kill skills.

Static Field: SNTNL emits a static field that sends a shock beam to nearby enemies, draining their shields and replenishing Zane’s.

Violent Violence [Kill Skill]: After killing an enemy, Zane gains increased Fire Rate for a few seconds.

Playing Dirty [Kill Skill]: After killing an enemy, Zane’s next five shots all have a chance to fire an additional projectile.

Good Misfortune [Kill Skill]: Killing an enemy increases Zane’s Action Skill Duration. This skill has diminishing returns.

Death Follows Close: All of Zane’s kill skills gain increased Effect and Duration.

Almighty Ordnance: Hold down [LB] or [RB] while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, Almighty Ordnance duration is reset. This can only be used once per Action Skill use.

Winter’s Drone: Converts SNTNL’s primary weapons to Cryo Damage.

Bad Dose: SNTNL occasionally shoots out a beam of radiation that weakens enemies and buffs Zane. For every weakened enemy, Zane’s Movement Speed and Fire Rate are increased. Weakened enemies have decreased Movement Speed and Attack Speed.

Boomsday: SNTNL adds a rocket pod to is primary weapons, allowing it to shoot rockets as well as machine guns. 


Double Agent | Skill Tree

Digi-Clone: Spawn a Digi-Clone of Zane. This clone stays in place, but distracts and fires at enemies. Pressing [LB] or [RB] while the Clone is active causes Zane and the clone to swap places.

Praemunitus: Zane and his Digi-Clone gain increased Magazine Size.

Synchronicity: Whenever one or more of Zane’s Action Skills are active, he gains increased Gun Damage for each active action skill.

Borrowed Time: Zane gains increased Action Skill Duration for every Action Skill.

Duct Tape Mod: The first shot fired from Zane’s gun has a chance to also fire a grenade. The more grenades in his capacity, the higher the chance.

Fractal Frogs: The Digi-Clone throws a copy of Zane’s Current Grenade Mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the clone a chance to throw a grenade.

Dannybroak: Whenever Zane kills an enemy, he and his digi-clone receive increased Gun Damage and gain Health Regeneration for a few seconds.

Quick Breather: Whenever Zane swaps places with his clone, his shield immediately begins recharging.

Old-U: Press [LB] or [RB] during Fight for Your Life if Digi-Clone is active to destroy the clone and immediately gain a Second Wind with full health.

Supersonic Man: Whenever one or more of Zane’s Action Skills are active, he gains increased movement speed for each active action skill.

Pocket Full of Grenades: After killing an enemy, Zane gains Grenade Regeneration for a few seconds.

Like a Ghost: Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an Action Skill. This effect stacks.

Boom. Enhance.: Whenever Zane summons his Digi-Clone, it consumes up to three grenades. For every grenade consumed, the Digi-Clone gains increased Gun Damage, Max Health, Fire Rate, and Reload Speed.

Trick of the Light: Zane deals Bonus Damage to enemies that aren’t targeting him.

Double Barrel: The Digi-Clone is equipped with a copy of Zane’s current weapon when activated. Swapping places with the clone causes Zane and his clone to gain increased gun damage. 

Which One’s Real?: Enemies are more likely to target the clone for a few seconds after it’s summoned and after swapping places. 

Digital Distribution: If Zane takes health damage while the clone is active, a portion of that damage is shared to his clone instead.

Doppelbanger: Hold down the [LB] or [RB] to end the Action Skill early. When Zane’s Action Skill is ended, the clone explodes, dealing Fire Damage to all nearby enemies. The more Action Skill Time remaining, the greater the damage.

Schadenfreude: Whenever the clone takes damage, Zane’s shield is restored by a portion of that damage.

Binary System: Whenever Zane swaps places with his clone, a Cryo-Nova is triggered around Zane and his clone.