Valorant has emerged as a major esport and taken the world by storm. It has the right combination of gunplay and abilities, and the maps are unique and challenging. No matter which character you choose or how great your gun skills are, the game also comes down to teamwork and coordination.
Choosing the Right Character
There are currently 16 agents in Valorant, each with different skills and uses. You have to choose the right one to match your playing style and to complement the rest of the team. Some characters thrive on pushing opponents while others are more defensive. We’ve made a Valorant character list with all the agents and abilities, so you can decide which is best for you.
Like in a sports team, every player in Valorant has a different position to play in the team. These are called classes. The four classes in the game are Duelist, Initiator, Controller, and Sentinel.
Duelists are the attacking players and the first ones to run into battle. They often have offensive abilities that deal high damage or blind enemies.
Initiators set the groundwork for the Duelists to attack. Their abilities are often ranged and can destabilize or disorientate the enemies before the Duelists make their move.
Sentinels support the other players by blocking off areas or using their abilities to gather intelligence. A good Sentinel can often use their tools to lock down a site single-handedly.
Controllers are experts at blocking off areas to control the enemies’ movements. Their effectiveness relies on misdirection, and they often have ranged abilities that can work from across the map.
Every agent in Valorant has two abilities they can purchase at the start of every round. There’s also a signature ability that charges up as they play. Lastly, each agent has an ultimate ability that gets charged by racking up kills and interacting with orbs.
Abilities: Stim Beacon, Incendiary
Signature: Sky Smoke
Ultimate: Orbital Strike
Stim Beacon creates a small zone that lasts for 12 seconds. Everyone in the zone gets a 15% increase in their fire rate, reload speed, and recoil recovery. The effects last for a few seconds after leaving the zone.
Brimstone fires a single incendiary grenade that creates a pool of fire on the ground. The grenade can bounce off walls or fire over them. It’s excellent for blocking off areas or damaging enemies behind cover.
This ability drops a cloud of smoke onto a particular area to block visibility for 19 seconds. You can have up to three at a time, and they are handy for stopping enemy pushes or slowing them down when defending. Since they are launched remotely they have a long range.
This ability brings down a targeted laser beam over a particular area for a duration of four seconds. The effects are devastating, and it can take down multiple enemies if they are in the area. It’s another remote-controlled ability that can be used from range.
Abilities: Shock Bolt, Owl Drone
Signature: Recon Bolt
Ultimate: Hunter’s Fury
The shock bolt is a detonating arrow that can damage players in the area where it lands. You can adjust the range and set it to bounce up to two times before hitting your target.
Owl Drone sends a remote-controlled recon drone to scout a location. The drone can also fire a tracking dart at an enemy to allow you to keep tabs on their location.
The Recon Bolt is similar to the Shock Bolt, but it emits a radar-like signal that detects any enemies in its line of sight. It also has a long range and bounces off walls.
Hunters Fury fires three energy blasts from your bow. The blasts are deadly can fire through walls from across the map. The energy blast also reveals nearby enemies so you can adjust your aim for the next shot.
Abilities: Trapwire, Cyber Cage
Ultimate: Neural Theft
Trapwire places an invisible beam across an area. Any enemies who trigger it get dazed if they don’t destroy it in time, and it also shows their location.
Cyber Cage sets up a wall that blocks vision for seven seconds. It can be placed on any area of the map and activated remotely.
The Skycam places a camera that Cypher can activate from anywhere on the map. It can be redeployed, but it can also get destroyed by enemy fire.
Cypher throws down his hat when an opponent dies, and after a brief delay, it shows the location of the enemy team.
Abilities: Boom Bot, Blast Pack
Signature: Paint Shells
The Boom Bot is a small wheeled robot that travels in a line and bounces off walls. When it detects an enemy, it targets them and explodes, causing heavy damage.
The Blast Pack is s sticky bomb that can attach to surfaces. It detonates after a couple of seconds, damaging everything in the nearby area.
Paint Shells is a grenade that explodes into smaller grenades that deal massive damage to anyone in the surrounding area.
Showstopper is a rocket launcher with a single shot after the fuse is lit. It has a very high blast radius and devastating damage.
Nationality: United Kingdom
Abilities: Blaze, Curveball
Signature: Hot Hands
Ultimate: Run it Back
Blaze puts up a flame wall that blocks the enemy’s sight and damages anyone who walks through it. You can bend the wall by using the fire button, and standing in the flames can heal Phoenix.
This ability acts as a flash to blind enemies. It can only curve to the left or right and is perfect for throwing around corners.
Hot Hands is a fireball you can throw to make a pool of flames on the ground. It lasts for four seconds and damages anyone who walks through it. Phoenix’s health gets some regeneration if he walks through it.
Run It Back
This Ultimate places a marker on Phoenix’s location, and he gets ten seconds to move around before being transported to his starting point. This ability is useful because he can run into enemy territory, and if he dies, he goes back to his starting point.
Abilities: Barrier Orb, Slow Orb
Signature: Healing orb
Barrier Orb creates a wall of ice that can be used to block off areas. The opposing team can break through it with enough effort, but they’ll give their position away.
Slow Orb places a pool of ice on the ground to slow down anyone who walks through it. It only lasts for seven seconds, and it can slow down members of both teams.
Healing Orb can be used to regenerate the health of Sage or her teammates during a round. It has a 45-second cooldown time and can only be used on teammates within line of sight.
This ability allows Sage to resurrect a dead teammate. It’s one of the most powerful ultimates in the game, but it takes a few seconds to work and can only be used on nearby teammates.
Abilities: Alarmbot, Nanoswarm
Alarmbot is a tiny robot that attacks enemies in range and explodes. It can be redeployed but only works if Killjoy is within 40 meters of it.
This ability is a grenade that lands then goes into covert mode. Killjoy can activate it remotely to release nanobots that attack enemy players.
This ability deploys a turret that fires at enemies in its line of sight. It can also be redeployed but only works when Killjoy is within 40 meters of it.
Lockdown has a large circular area and slows enemies down while stoping them from using their abilities or shooting for eight seconds. It has a long windup time, so enemies have a chance to get away from it.
Nationality: South Korea
Abilities: Cloudburst, Updraft
Ultimate: Blade Storm
Cloudburst throws a projectile that turns into a cloud upon impact to block enemy vision.
Updraft causes a gust of wind that lifts Jett into the air to fly over walls or reach locations inaccessible to other agents.
Tailwind gives Jett a boost to propel her fast in whatever direction she’s moving.
This ability equips five throwing knives that can be thrown individually or all together. They cause massive damage and kill with a headshot. Killing an enemy replenishes your knives.
Abilities: Shrouded Step, Paranoia
Signature: Dark Cover
Ultimate: From the Shadows
Shrouded step allows you to mark a location in your line of sight and teleport to it.
This ability sends out a shadow that blocks the sight of anyone who comes into contact with it.
Dark cover sends out a large shadow sphere that blocks the enemies’ view. It can be targeted near or far using the alternate fire button.
From the Shadows
This ability equips a map, and Omen can teleport to any marked location. It takes a couple of seconds to active, and Omen is vulnerable during this time.]
Abilities: Leer, Devour
Leer launches a projectile called the ethereal eye that blinds any enemy who looks at it. It lasts for two seconds or until it gets shot down.
Many of Reyna’s abilities are tied to the kills she makes. Every kill harvests a Soul Orb that lasts for three seconds and can boost her abilities. Devour consumes a Soul Orb and gives her rapid health regeneration. She can be overhealed up to 150 health, but her firing ability gets disabled for a second.
This ability also consumes a Soul Orb and makes Reyna intangible for two seconds. She also gains extra speed for the first second.
Empress puts Reyna in a frenzy for 30 seconds, and her reloading, firing, and equip speeds are all increased by 15%. Killing an enemy increases the duration, and she can also use Dismiss during this time.
Abilities: Regrowth, Trailblazer
Signature: Guiding Light
This ability can heal Skye’s allies in and out of her line of sight. She can use it until her healing runs out, but she can’t heal herself.
Skye equips a Tasmanian tiger that she can control. She can use it to attack enemies and damage them with a concussive blast.
Guiding Light equips a hawk trinket that she can guide in the direction of her crosshair. She uses it like a flash to blind the enemy team.
This ability sends out three seekers that home in on the nearest three enemies and blinds them.
Nationality: United States
Abilities: Snake Bite, Poison Cloud
Signature: Toxic Screen
Ultimate: Viper’s Pit
Snakebite creates a pool of acid that damages enemies and leaves them vulnerable to damage. It lasts for eight seconds, and enemies are vulnerable for two seconds after leaving.
Some of Viper’s abilities are tied to how much fuel she has. Poison Cloud deploys an emitter that creates a toxic cloud that drains enemy health and blocks their view. The emitter can be redeployed and reused during a round.
Toxic Screen deploys emitters that create a poisonous wall that blocks the line of sight and damages enemies who walk through it. The wall can be deployed remotely or reused but only works until the fuel runs out.
This ability creates a massive toxic cloud that reduces the health and vision of any enemies within it. This ability lasts as long as Viper is inside it or if she keeps refueling it.
Abilities: Aftershock, Flashpoint
Signature: Fault Line
Ultimate: Rolling Thunder
This ability sends a fusion charge through a wall damaging anyone hiding behind it.
Flashpoint sends a charge through a wall blinding any enemies who look at it.
Faultline sends a seismic blast in a straight line. Anyone caught in its effects gets disorientated, leaving them vulnerable.
This ability sends out a cone-shaped seismic blast, dazing enemies and knocking them off balance.
Abilities: Nova Pulse, Gravity Well
Signature: Astral Form
Ultimate: Cosmic Divide
Astra can use a pre-placed star to detonate a Nova Pulse. The Nova Pulse ability charges briefly then strikes, concussing all players in its area.
Nebula / Dissipate
Astra can use a pre-placed star to form a Smoke/ Nebula for 14 seconds. She can also Dissipate the star to form a temporary smoke and take the star to place it somewhere else on the map.
Astra can use a pre-placed star to form a Gravity Well. This ability pulls enemies to its center before exploding and making them vulnerable.
Astral Form / Cosmic Divide
Astra always has one part of her ultimate which is Astral Form. That is the signature ability in her kit and it allows her to go into an Astral form. The Astral form allows Astra to place her wherever she wants on the map.
The ultimate ability- Cosmic Divide allows her to create an infinite wall in the map which heavily dampens the audio and no bullets can pass through the wall.
Abilities: Blindside, Fakeout
Ultimate: Dimensional Drift
This ability allows the agent to place fake footsteps and activate them instantly or after a brief period.
Yoru can use this ability to throw an unstable ball of energy which activates after hitting a hard surface. After activating, the ball flashes enemies in its vision.
This ability can be used to create a Rift Tether which has a 40 seconds cooldown. The Rift Tether can be used to teleport quickly in the map.
Dimensional Drift makes Yoru invulnerable and he has move freely to scout areas and flank the enemies. The cooldown for the ultimate is 9 seconds.
Abilities: FRAG/MENT, FLASH/DRIVE
KAY/O uses this ability to throw an explosive molly on the ground which explodes four times dealing more damage in the center.
This ability can be used in two ways to flash enemies. First, it could be thrown in front of the enemies directly and second using the alternate way of pop flashing the enemy which is quicker than the first one.
KAY/O throws a knife with a huge radius which suppresses any enemies and cuts their access to abilities for eight seconds. Enemies can destroy the knife during its wind-up animation.
KAY/O has enhanced shooting speed and suppresses any enemies within his radius. When killed while his ultimate is active, his gets downed and he could be revived by his teammates within 15 seconds.
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