Valorant Wiki
Valorant Wiki

Abilities are tools that are available to be used by agents in addition to the weapons that they carry. Each ability in VALORANT is unique, though some share similarities. All agents have three types of abilities to give them more tactical opportunities and assist their gunplay; basic, signature, and ultimate.

Summary[]

Slow Orb Equip

Sage with Slow Orb equipped.

Suppressed 1P

Fade suppressed by KAY/O's ZERO/point.

Abilities are deployed by agents in various ways. Many abilities must also be equipped before deployment, causing the agent to go through an equip animation for a short amount of time before they can cast the ability, though some can be cast instantly. Abilities are only audible to enemies after they are cast; nearby enemies cannot hear when you are equipping abilities. After casting an ability, an agent will reequip the last weapon they were using at its normal, fast, or instant equip time, depending on which one each ability utilizes. The player can change which weapon is initially reequipped if they input a selection prior.

Players are prevented from using abilities if they are suppressed. Some abilities can affect both enemies and allies. Such abilities that damage allies deal 1/3 damage, while abilities that has debuff effects affect allies fully.

Ability usage differs per game mode.

Several abilities cannot be cast during Buy Phase in Plant/Defuse modes as they do not achieve anything if they were to be cast at this time, however others can be as they specifically help agents to set up utility or positioning before the Round Phase begins. During Buy Phase, used abilities cannot be repurchased if the uses has reached the maximum allowed for the round and used abilities on cooldown will not begin till Round Phase starts. All abilities in Team Deathmatch cannot be cast in spawn.

The following abilities usable for Plant/Defuse modes during Buy Phase are:

Types[]

There are four types of abilities in VALORANT:

Passive[]

Main article: Passive Effects

Agent passives are additional effects that some specific agents have. Whilst most of these interact with agents' standard abilities, these effects are often utilized by multiple of an agent's abilities instead of being a passive effect that is only part of an individual ability. Many passives do not require any active interaction from the player to be activated or applied, but there are some passive effects that do require the player to activate them with a specific hotkey.

Passives can be effects that are:

  1. Constantly available to be used without any cost:
  2. Activated or applied as an additional effect on top of the primary function of an action (abilities or kills):

Basic[]

Basic abilities are abilities that most agents have to purchase using credits to be able to use. All agents have two basic abilities, with the exception of Reyna having only one and Astra having three basic abilities.

List of Basic Abilities
Agent Ability Cost ();
per use
Max.
charges
Functions
Astra Gravity Well Free
(used from Stars)
1 Cripple
Displacement
Nova Pulse 1 Concuss
Nebula/Dissipate 2 Smoke
Breach Aftershock 200 1 Deterrent
Flashpoint 250 2 Flash
Brimstone Stim Beacon 200 1 Empowerment
Incendiary 250 1 Molotov
Chamber Trademark 200 1 Autonomous Deployable
Slow
Headhunter 100 8 Weapon Equip
Clove Pick-me-up 200 1 Empowerment
Heal
Meddle 250 1 Cripple
Cypher Trapwire 200 2 Autonomous Deployable
Concuss
Tether
Cyber Cage 100 2 Vision Blocker
Deadlock Barrier Mesh 400 1 Barrier
Sonic Sensor 200 2 Autonomous Deployable
Concuss
Fade Prowler 250 2 Autonomous Deployable
Nearsight
Seize 200 1 Cripple
Tether
Gekko Mosh Pit 250 1 Deterrent
Wingman 300 1 Autonomous Deployable
Concuss
Harbor Cascade 150 2 Slow
Wall
Cove 350 1 Smoke
Iso Contingency 200 1 Wall
Undercut 300 1 Cripple
Limiter
Jett Cloudburst 200 2 Smoke
Updraft 150 1 Dash
KAY/O FRAG/ment 200 1 Deterrent
FLASH/drive 250 2 Flash
Killjoy Nanoswarm 200 2 Molotov
Alarmbot 200 1 Autonomous Deployable
Cripple
Neon Fast Lane 300 1 Wall
Relay Bolt 200 1 Concuss
Omen Shrouded Step 100 2 Teleport
Paranoia 250 1 Nearsight
Phoenix Blaze 150 1 Wall
Hot Hands 200 1 Molotov
Raze Boom Bot 300 1 Autonomous Deployable
Blast Pack 200 2 Dash
Displacement
Reyna Leer 250 2 Nearsight
Sage Barrier Orb 400 1 Barrier
Wall
Slow Orb 200 2 Slow
Skye Regrowth 150 1 Heal
Trailblazer 300 1 Concuss
Controlled Deployable
Sova Owl Drone 400 1 Controlled Deployable
Shock Bolt 150 2 Deterrent
Tejo Stealth Drone 400 1 Controlled Deployable
Limiter
Special Delivery 200 1 Concuss
Viper Snake Bite 300 1 Cripple
Molotov
Poison Cloud 200 1 Cripple
Smoke
Vyse Razorvine 150 2 Slow
Shear 200 1 Autonomous Deployable
Barrier
Wall
Waylay Saturate 300 1 Hinder
Lightspeed 300 1 Dash
Yoru Fakeout 200 1 Decoy
Flash
Blindside 250 2 Flash

Signature[]

Signature abilities are abilities that agents are guaranteed to be able to use every round. All agents have one signature ability (with the exception of Reyna having two abilities, albeit having shared charges between them) that will give them one free charge for them to use.

Some agents may be able to increase the amount of charges they have of their signature ability by buying more with credits, but any regenerated charges from cooldowns will not be kept for the next round and they will restart with their one free charge. Charges that do not get used and did not get regenerated will be carried over to the next round, however a new charge will not be added. Signature abilities that don't offer the option to buy more charges have other ways to allow the player to use that ability more than once in a round, such as cooldowns or enemy kill targets.

List of Signature Abilities
Agent Ability Cost ();
per use
Max.
charges
Rechargeable with
cooldown/kills
Functions
Astra Stars 150 5 [n 1] Setup
Breach Fault Line Free 1 Concuss
Brimstone Sky Smoke 100 3 Smoke
Chamber Rendezvous Free 1 Teleport
Clove Ruse 150 2 Smoke
Cypher Spycam Free 1 Controlled Deployable
Deadlock GravNet Free 1 Slow
Fade Haunt Free 1 Intel
Gekko Dizzy Free 1 [n 2] Autonomous Deployable
Blind
Harbor High Tide Free 1 Slow
Wall
Iso Double Tap Free 1 [n 3] Empowerment
Invulnerability
Jett Tailwind Free 1 Dash
KAY/O ZERO/point Free 1 Intel
Limiter
Killjoy Turret Free 1 Autonomous Deployable
Neon High Gear 150 1 Dash
Omen Dark Cover 150 2 Smoke
Phoenix Curveball 250 2 Flash
Raze Paint Shells Free 1 Deterrent
Reyna Devour 200 2
(shared charges)
Heal
Dismiss Intangibility
Sage Healing Orb Free 1 Heal
Skye Guiding Light 250 2 Controlled Deployable
Flash
Sova Recon Bolt Free 1 Intel
Tejo Guided Salvo 150 2 Deterrent
Viper Toxic Screen Free 1 [n 4] Cripple
Wall
Vyse Arc Rose Free 1 Controlled Deployable
Flash
Waylay Refract Free 1 Invulnerability
Mobility
Yoru Gatecrash 150 2 Decoy
Teleport
Notes:
  1. Stars cooldown only when Dissipate is used.
  2. Dizzy only rechargeable via Globules passive.
  3. Double Tap duration refreshes upon every energy orb hit of a fallen enemy.
  4. Toxic Screen's emitters remain indefinitely during the round. Its cooldown depends on Fuel and Toxin passives.

Ultimate[]

Ultimate abilities are the strongest in the game. To use an ultimate, players must acquire ultimate points. These are earned by killing enemies, dying, capturing ultimate orbs, and completing a spike plant or defuse.

Once a player has earned enough points, they can use them up to cast their ultimate. Upon doing so, all players will hear a global voice line alerting them to that specific agent using their ultimate. Gekko is the only agent with three additional voice lines due to his ability to recast his ultimate in the same round.

List of Ultimate Abilities
Agent Ability Cost
(points)
Functions
Astra Cosmic Divide 7 Wall
Breach Rolling Thunder 9 Concuss
Displacement
Brimstone Orbital Strike 8 Deterrent
Chamber Tour De Force 8 Slow
Weapon Equip
Clove Not Dead Yet 8 Intangibility
Revive
Cypher Neural Theft 7 Intel
Deadlock Annihilation 7 Detain
Displacement
Fade Nightfall 8 Cripple
Intel
Gekko Thrash 8 Controlled Deployable
Detain
Harbor Reckoning 7 Concuss
Intel
Iso Kill Contract 7 Banish
Limiter
Jett Blade Storm 8 Weapon Equip
KAY/O NULL/cmd 8 Empowerment
Limiter
Revive
Killjoy Lockdown 9 Detain
Neon Overdrive 8 Weapon Equip
Omen From the Shadows 7 Teleport
Phoenix Run it Back 6 Revive
Raze Showstopper 8 Weapon Equip
Reyna Empress 6 Empowerment
Sage Resurrection 7 Revive
Skye Seekers 8 Autonomous Deployable
Nearsight
Slow
Sova Hunter's Fury 8 Weapon Equip
Tejo Armageddon 9 Deterrent
Viper Viper's Pit 9 Cripple
Vision Blocker
Vyse Steel Garden 8 Limiter
Waylay Convergent Paths 8 Empowerment
Hinder
Yoru Dimensional Drift 8 Intangibility
Ultimate voice lines
Agent As an
ally
As an
enemy
Astra    "World divided!"    "You are divided!"
Breach    "Let's go!"    "Off your feet!"
Brimstone    "Open up the sky!"    "Prepare for hellfire!"
Chamber    "They are so dead!"    "You want to play? Let's play."
Clove    "Back like I never left!"    "You had your fun, my turn!"
Cypher    "Where is everyone hiding?"    "I know exactly where you are!"
Deadlock    "Pull them to their grave!"    "My territory, my rules!"
Fade    "Nightmare, take them!"    "Face your fear!"
Gekko Initial cast:
   "It's all you, lil' homie!"    "Oye! Monster on the loose!"
Recast:
   "Thrash is going again!"    "Thrash isn't done with you!"
   "We're going again!"    "She's still gunning for ya!"
   "She's going again!"    "You want more? Here's more!"
Harbor    "Let's turn the tide!"    "I suggest you move!"
Iso    "No distractions!"    "It's you and me!"
Jett    "Watch this!"    "Get out of my way!"
KAY/O    "No one walks away!"    "You... are... powerless!"
Killjoy    "Initiated!"    "You should run."
Neon    "Here we go!"    "Hoy! I'm pissed!"
Omen    "Watch them run."    "Scatter!"
Phoenix    "Come on, let's go!"    "Joke's over, you're dead!"
Raze    "Here comes the party!"    "Fire in the hole!"
Reyna    "They will cower!"    "The hunt begins!"
Sage    "Your duty is not over!"    "You will not kill my allies!"
Skye    "Seek them out!"    "I've got your trail."
Sova    "I, am the hunter!"    "Nowhere to run!"
Tejo    "This is how it ends!"    "Go ahead, stand your ground!"
Viper    "Don't get in my way!"    "Welcome to my world!"
Vyse    "Bring me the arsenal!"    "Adapt or die!"
Waylay    "Line 'em up! I'm going in!"    "One by one!"
Yoru    "I'll handle this!"    "Who's next?"

Functions[]


"Functions" are organized by the VALORANT Wiki and its editors as a way to classify and group abilities with similar functions. It is not an official VALORANT classification. These functions only identify the core, shared use of abilities within a group and may not take any additional effects into account.


While each ability in VALORANT is unique, some share similar functions. These allow them to be sorted into the following classes and sub-classes:

  • Barrier: Barriers prevents agents from being able to move through them.
  • Blind: Blinds are used to limit an agent's vision.
    • Flash: Flashes completely remove all vision.
    • Nearsight: Nearsights afflict enemies with a short, maximum vision radius as well as deafening them.
  • Cripple: Cripples apply temporary debuffs to an agent's health, bringing them closer to death or increasing incoming damage taken by them.
  • Crowd Control: Crowd Control tools affect an enemy's capability to move on the map.
    • Banish: Banish abilities remove the affected agents from the map.
    • Concuss: Concuss abilities reduce movement speed and fire rate, decrease bullet accuracy, prevent use of scopes or ADS, and affect a player's vision.
    • Detain: Detains severely reduce movement speed, massively decreases jump height and force the enemy to unequip all their weapons and abilities.
    • Displacement: Displacements physically move enemies out of position by force and against their will.
    • Hinder: Hinder reduce an enemy's movement and weapon speed.
    • Slow: Slows reduce an enemy's movement speed.
    • Tether: Tethers prevent an enemy from moving beyond a specific location.
  • Decoy: Decoys are used to distract an enemy and draw their attention away from where the real threat is.
  • Deterrent: Deterrents are used to flush enemies out of certain positions by threatening to kill them if they attempt to stay in that location.
    • Molotov: Molotovs deal damage over time in a small area-of-effect on the ground of the location they detonate in.
  • Empowerment: These increase an agent's power by buffing them in some way.
    • Weapon Equip: Grants the agent a new weapon for them to use.
  • Intel: Intel tools give information on the whereabouts of enemies.
    • Autonomous deployable: Autonomous deployables operate on their own without any further input from the player.
    • Controlled deployable: Controlled deployables must be controlled by the player to operate.
  • Limiter: Limiters apply debuffs that disable specific parts of an agent's loadout.
    • Jam: Jam abilities disable primary weapons.
    • Suppress: Suppress abilities disable abilities.
  • Mobility: Mobility tools abilities give agents a way to traverse the map beyond just running and walking.
    • Dash: Dashes allow the user to move in a certain direction at greatly increased speed.
    • Intangibility: These allow the user to be immune to damage. They can also grant invisibility in some circumstances, hiding them from enemy sight.
    • Teleport: Teleports allow the user to blink to a location without having to walk or run between their start and end position.
  • Resource Bar: Abilities that use resource bars require enough of their resource to be available in order to be cast.
  • Setup: These abilities provide setup that the agent will use for casting some of their other abilities.
  • Sustain: Sustain tools allow agents to withstand and counteract damage being dealt to them while remaining active on the battlefield.
    • Heal: Heals restore health to the target.
    • Invulnerability: These make the affected agent immune to all sources of damage.
    • Revive: Revives allow an agent to continue fighting even after taking lethal damage.
  • Vision Blocker: Vision blockers block line of sight, allowing allies to carry out actions behind or inside the blocking object without giving visual info to the enemy.
    • Smoke: Smokes are spherical vision blockers.
    • Wall: Walls are linear/rectangular vision blockers.

Some abilities may be completely unique and therefore do not fit into any of these functions. Such abilities are classed as Niche, however all abilities in the game currently fit under at least one of the above classes instead.

Lore[]

The abilities used by agents in-game also make appearances within the lore of VALORANT. However, whilst gameplay must take balancing into account, the lore is not tied down by these restrictions and so more "realistic" depictions (in the context of the VALORANT universe) can be shown within the lore, meaning there can be some differences between how abilities operate in-game and in-universe. Gameplay does not have to be accurate to how abilities would realistically work within the lore, and lore does not have to be accurate to how abilities are required to work in-game.

For example, in the case of in-universe depictions not needing to accurately reflect gameplay functionality, Killjoy's Turret must remain in one place when it is deployed in-game with just basic 'detect and engage' programming. Away from the restrictions of gameplay balancing in the lore however, the turret can be seen running alongside Killjoy and understanding and reacting to directive hand gestures. Not being restricted to the exact functionality of abilities in-game allows the lore to show these depictions that make much more sense from a narrative perspective.

For the reverse case of gameplay not needing to adhere to how abilities would realistically work within the lore meanwhile, Brimstone's Sky Smokes and Orbital Strike are deployed from an orbital satellite, so from a narrative perspective targeting areas inside buildings would only cause his utility to be blocked by the roofs of these buildings instead (temporarily however in assumedly most cases for Orbital Strike until the laser cuts through, or if the roof material is weak enough for a Sky Smoke to break through on impact). In-game however, it is necessary for these abilities to immediately affect these target areas without any disruption by any terrain above, even if from a narrative perspective this would either be unrealistic or completely impossible. The needs of gameplay balancing will always come first over lore accuracy when designing in-game abilities, even if within the lore such functionality or decision making would make no sense at all.

Agents also aren't restricted to just having the abilities that they have in-game within the lore, such as with Neon who has been seen to also have the ability to release a large electrical pulse from her body when in Overdrive.

Appearances in lore[]

List of Ability appearances in lore
Agent Ability Preview
Astra Astral Form
Breach Aftershock
Rolling Thunder
Brimstone Incendiary
Sky Smoke
Orbital Strike
Chamber Rendezvous
Tour De Force
Clove Meddle
Ruse
Not Dead Yet
Cypher Trapwire
Spycam
Neural Theft
Deadlock GravNet
Sonic Sensor
Annihilation
Fade Prowler
Seize
Other
  • Ability to see nightmare-visions (Mentioned only[2])
Gekko Globules
Mosh Pit
Wingman
Dizzy
Thrash
Harbor Cascade
Cove
High Tide
Reckoning
Other
Jett Drift
Cloudburst
Updraft
Tailwind
Blade Storm
KAY/O FRAG/ment
ZERO/point
NULL/cmd
Killjoy Turret
Lockdown
Other
Neon High Gear
Overdrive
Other
Omen Shrouded Step
Paranoia
Dark Cover
From the Shadows
Other
Phoenix Heating Up
Blaze
Curveball
Hot Hands
Run it Back
Other
Raze Boom Bot
Blast Pack
Paint Shells
Showstopper
Reyna Leer
Devour
Dismiss
Sage Barrier Orb
Slow Orb
Healing Orb
Resurrection
Skye Regrowth
Trailblazer
Guiding Light
Seekers
Sova Owl Drone
Shock Bolt
Recon Bolt
Hunter's Fury
Tejo Stealth Drone
Special Delivery
Guided Salvo
Armageddon
Viper Snake Bite
Poison Cloud
Toxic Screen
Vyse Razorvine
Shear
Arc Rose
Steel Garden
Waylay Saturate
Light Speed
Refract
Convergent Paths
Yoru Gatecrash
Dimensional Drift

References[]