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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.

Many abilities have to be equipped to be used, 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.

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 (Credits icon);
per use
Max.
charges
Functions
Astra icon Astra Gravity Well Gravity Well Free
(used from Stars Stars)
1 Cripple
Displacement
Nova Pulse Nova Pulse 1 Concuss
Nebula - Dissipate Nebula/Dissipate 2 Smoke
Breach icon Breach Aftershock Aftershock 200 1 Deterrent
Flashpoint Flashpoint 250 2 Flash
Brimstone icon Brimstone Stim Beacon Stim Beacon 200 1 Empowerment
Incendiary Incendiary 250 1 Molotov
Chamber icon Chamber Trademark Trademark 200 1 Autonomous Deployable
Slow
Headhunter Headhunter 100 8 Weapon Equip
Clove icon Clove Pick-me-up Pick-me-up 200 1 Empowerment
Heal
Meddle Meddle 250 1 Cripple
Cypher icon Cypher Trapwire Trapwire 200 2 Autonomous Deployable
Concuss
Tether
Cyber Cage Cyber Cage 100 2 Vision Blocker
Deadlock icon Deadlock GravNet GravNet 200 1 Slow
Sonic Sensor Sonic Sensor 200 2 Autonomous Deployable
Concuss
Fade icon Fade Prowler Prowler 250 2 Autonomous Deployable
Nearsight
Seize Seize 200 1 Cripple
Tether
Gekko icon Gekko Mosh Pit Mosh Pit 250 1 Deterrent
Wingman Wingman 300 1 Autonomous Deployable
Concuss
Harbor icon Harbor Cascade Cascade 150 2 Slow
Wall
Cove Cove 350 1 Smoke
Iso icon Iso Contingency Contingency 200 1 Wall
Undercut Undercut 200 2 Cripple
Jett icon Jett Cloudburst Cloudburst 200 2 Smoke
Updraft Updraft 150 1 Dash
KAYO icon KAY/O FRAG-ment FRAG/ment 200 1 Deterrent
FLASH-drive FLASH/drive 250 2 Flash
Killjoy icon Killjoy Nanoswarm Nanoswarm 200 2 Molotov
Alarmbot Alarmbot 200 1 Autonomous Deployable
Cripple
Neon icon Neon Fast Lane Fast Lane 300 1 Wall
Relay Bolt Relay Bolt 200 1 Concuss
Omen icon Omen Shrouded Step Shrouded Step 100 2 Teleport
Paranoia Paranoia 250 1 Nearsight
Phoenix icon Phoenix Blaze Blaze 150 1 Wall
Hot Hands Hot Hands 200 1 Molotov
Raze icon Raze Boom Bot Boom Bot 300 1 Autonomous Deployable
Blast Pack Blast Pack 200 2 Dash
Displacement
Reyna icon Reyna Leer Leer 250 2 Nearsight
Sage icon Sage Barrier Orb Barrier Orb 400 1 Barrier
Wall
Slow Orb Slow Orb 200 2 Slow
Skye icon Skye Regrowth Regrowth 150 1 Heal
Trailblazer Trailblazer 300 1 Concuss
Controlled Deployable
Sova icon Sova Owl Drone Owl Drone 400 1 Controlled Deployable
Shock Bolt Shock Bolt 150 2 Deterrent
Viper icon Viper Snake Bite Snake Bite 300 1 Cripple
Molotov
Poison Cloud Poison Cloud 200 1 Cripple
Smoke
Vyse icon Vyse Razorvine Razorvine 150 2 Slow
Shear Shear 200 1 Autonomous Deployable
Barrier
Wall
Yoru icon Yoru Fakeout Fakeout 100 1 Decoy
Flash
Blindside 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 that will give them one free charge for them to use, with the exception of Reyna having two abilities, albeit having shared charges between them.

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 (except for Deadlock icon Deadlock's Barrier Mesh Barrier Mesh), such as cooldowns or enemy kill targets.

List of Signature Abilities
Agent Ability Cost (Credits icon);
per use
Max.
charges
Rechargable with
cooldown/kills
Functions
Astra icon Astra Stars Stars 150 5 Check Mark[n 1] Setup
Breach icon Breach Fault Line Fault Line Free 1 Check Mark Concuss
Brimstone icon Brimstone Sky Smoke Sky Smoke 100 3 Cross Smoke
Chamber icon Chamber Rendezvous Rendezvous Free 1 Check Mark Teleport
Clove icon Clove Ruse Ruse 150 2 Check Mark Smoke
Cypher icon Cypher Spycam Spycam Free 1 Check Mark Controlled Deployable
Deadlock icon Deadlock Barrier Mesh Barrier Mesh Free 1 Cross Barrier
Fade icon Fade Haunt Haunt Free 1 Check Mark Intel
Gekko icon Gekko Dizzy Dizzy Free 1 Check Mark[n 2] Autonomous Deployable
Blind
Harbor icon Harbor High Tide High Tide Free 1 Check Mark Slow
Wall
Iso icon Iso Double Tap Double Tap Free 1 Cross[n 3] Empowerment
Invulnerability
Jett icon Jett Tailwind Tailwind Free 1 Check Mark Dash
KAYO icon KAY/O ZERO-point ZERO/point Free 1 Check Mark Intel
Limiter
Killjoy icon Killjoy Turret Turret Free 1 Check Mark Autonomous Deployable
Neon icon Neon High Gear High Gear 150 2 Check Mark Dash
Omen icon Omen Dark Cover Dark Cover 150 2 Check Mark Smoke
Phoenix icon Phoenix Curveball Curveball 250 2 Check Mark Flash
Raze icon Raze Paint Shells Paint Shells Free 1 Check Mark Deterrent
Reyna icon Reyna Devour Devour 200 2
(shared charges)
Cross Heal
Dismiss Dismiss Intangibility
Sage icon Sage Healing Orb Healing Orb Free 1 Check Mark Heal
Skye icon Skye Guiding Light Guiding Light 250 2 Cross Controlled Deployable
Flash
Sova icon Sova Recon Bolt Recon Bolt Free 1 Check Mark Intel
Viper icon Viper Toxic Screen Toxic Screen Free 1 Cross[n 4] Cripple
Wall
Vyse icon Vyse Arc Rose Arc Rose Free 1 Check Mark Controlled Deployable
Flash
Yoru icon Yoru Gatecrash Gatecrash 150 2 Check Mark 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 icon Astra Cosmic Divide Cosmic Divide 7 Wall
Breach icon Breach Rolling Thunder Rolling Thunder 9 Concuss
Displacement
Brimstone icon Brimstone Orbital Strike Orbital Strike 8 Deterrent
Chamber icon Chamber Tour De Force Tour De Force 8 Slow
Weapon Equip
Clove icon Clove Not Dead Yet Not Dead Yet 8 Intangibility
Revive
Cypher icon Cypher Neural Theft Neural Theft 7 Intel
Deadlock icon Deadlock Annihilation Annihilation 7 Detain
Displacement
Fade icon Fade Nightfall Nightfall 8 Cripple
Intel
Gekko icon Gekko Thrash Thrash 8 Controlled Deployable
Detain
Harbor icon Harbor Reckoning Reckoning 7 Concuss
Intel
Iso icon Iso Kill Contract Kill Contract 7 Banish
Limiter
Jett icon Jett Blade Storm Blade Storm 8 Weapon Equip
KAYO icon KAY/O NULL-cmd NULL/cmd 8 Empowerment
Limiter
Revive
Killjoy icon Killjoy Lockdown Lockdown 9 Detain
Neon icon Neon Overdrive Overdrive 7 Weapon Equip
Omen icon Omen From the Shadows From the Shadows 7 Teleport
Phoenix icon Phoenix Run it Back Run it Back 6 Revive
Raze icon Raze Showstopper Showstopper 8 Weapon Equip
Reyna icon Reyna Empress Empress 6 Empowerment
Sage icon Sage Resurrection Resurrection 7 Revive
Skye icon Skye Seekers Seekers 8 Autonomous Deployable
Nearsight
Slow
Sova icon Sova Hunter's Fury Hunter's Fury 8 Weapon Equip
Viper icon Viper Viper's Pit Viper's Pit 9 Cripple
Vision Blocker
Vyse icon Vyse Steel Garden Steel Garden 8 Limiter
Yoru icon Yoru Dimensional Drift Dimensional Drift 7 Intangibility
Ultimate voice lines
Agent As an
ally
As an
enemy
Astra icon Astra    "World divided!"    "You are divided!"
Breach icon Breach    "Let's go!"    "Off your feet!"
Brimstone icon Brimstone    "Open up the sky!"    "Prepare for hellfire!"
Chamber icon Chamber    "They are so dead!"    "You want to play? Let's play."
Clove icon Clove    "Back like I never left!"    "You had your fun, my turn!"
Cypher icon Cypher    "Where is everyone hiding?"    "I know exactly where you are!"
Deadlock icon Deadlock    "Pull them to their grave!"    "My territory, my rules!"
Fade icon Fade    "Nightmare, take them!"    "Face your fear!"
Gekko icon 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 icon Harbor    "Let's turn the tide!"    "I suggest you move!"
Iso icon Iso    "No distractions!"    "It's you and me!"
Jett icon Jett    "Watch this!"    "Get out of my way!"
KAYO icon KAY/O    "No one walks away!"    "You... are... powerless!"
Killjoy icon Killjoy    "Initiated!"    "You should run."
Neon icon Neon    "Here we go!"    "Hoy! I'm pissed!"
Omen icon Omen    "Watch them run."    "Scatter!"
Phoenix icon Phoenix    "Come on, let's go!"    "Joke's over, you're dead!"
Raze icon Raze    "Here comes the party!"    "Fire in the hole!"
Reyna icon Reyna    "They will cower!"    "The hunt begins!"
Sage icon Sage    "Your duty is not over!"    "You will not kill my allies!"
Skye icon Skye    "Seek them out!"    "I've got your trail."
Sova icon Sova    "I, am the hunter!"    "Nowhere to run!"
Viper icon Viper    "Don't get in my way!"    "Welcome to my world!"
Vyse icon Vyse    "Bring me the arsenal!"    "Adapt or die!"
Yoru icon Yoru    "I'll handle this!"    "Who's next?"

Functions[]

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

References[]

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