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We always have info cause Yoru and Chamber are the kind of players who only leave a spot if the spike is planted on the other side (we call it an anchor, I don't know if you use that term), Chamber sets his trap in mid and Astra keeps strafing there too, and Fade always changes the site he goes to. So, yes, basically, we can play and always have info.
Chamber
Astra
Yoru
Sova
Kay/o (probably)
was g2's comp at the beginning of season (well it was breach but breach is gone now), and they were frying on it. This does, however, rely on a good chamber player (which leaf is) and some very good sova lineups (i fortunately have memorized my sova lineups), because of the open ceiling on each site.
Going more in depth from a strategical standpoint, abyss is renowned for having THE longest rotation time out of any map for the defenders and attackers. As a result, u want controllers with good global range. Omen's smokes can't reach, brim/clove can't reach, etc. The only real option is to pick astra, which is why pretty much everyone universally picks astra in pro play. However, astra is a very hard agent to learn (her util takes forever to place, etc.), so in lower ranks omen is more popular, since u can have slightly less range but much easier to play with.
Now, for duelist, u want to be able to meet the site hit, and this requires fast rotations again. This makes yoru very popular, since he can send his tp, guard one site, and tp to other site if he doesn't see anyone, and keep doing that. Neon could also be good, though she would suffer in some of the tight chokepoints. Jett is also good, since she can easily break enemy crosshairs and it is a map that needs flying. All in all, yoru is recommended.
In terms of initiator, an open ceiling makes it prime for sova/fade as scan. That being said, sometimes the ceiling can be low in the mains or in mid, so it is helpful to have something that can bounce around, hence sova. However, sova has no flashes, and u can't just rely on yoru, so kay/o or breach are both popular, though I would recommend kay/o, as his knife supression can hold off enemies (and his molly) for crucial seconds while ur team rotates. And his flashes/knifes have fun lineups on open ceilings again.
To finish, for sentinel, there's LOTS of open sightlines, which promotes the use of a chamber. There's not a lot of routes to be flanked from, hence 1 trip should be enough to cover mid, while the rest of the team focuses on sites. Chamber can also put a trip on site to slow down enemies and watch mid, allowing for a fast retake. Now, if there is no good chamber player, vyse is good for slowing down enemies and bringing in the team, plus an extra flash can be very helpful. Due to this, it's also possible to play yoru/astra/sova/chamber/vyse (vyse replaces kay/o), since they serve largely the same role with flashes + slow down mollies + a slight bit of info (kayo with knife, vyse with wall) that slows down enemies too
hope that helped :)
yeah i agree with everything except for the kayo part because i cant wrap my head around it being that necessary, i feel like id you want stopping power deadlock would be better or you could go for a double controller maybe even initiator, like the 3 you listed (minus chamber) are irreplaceable in my opinion but you can have a little bit of a change depending on play style or preference etc