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Armor and Shield are defense items that mitigate incoming damage for Agents.

Summary[]

These defense items increase the agent's effective health while also absorbing incoming damage. Agents can only equip one defense item at a time per round. The defense items will not absorb fall damage and AFK damage in spawn in Team Deathmatch. It will also not be replenished by healing abilities (excluding Recovery Orbs in Team Deathmatch depending on the player's current loadout).

Prior to the introduction of Regen Shield in patch v9.10, Light Armor and Heavy Armor were named Light Shields and Heavy Shields respectively.

List of defense items
Image Item Credits () Damage
absorption
Absorb
amount
Regeneration
pool
Affected
by Decay?
Description
Light Armor 400 66% 25 Absorbs 66% of total damage taken. Breaks after it has absorbed 25 damage.
Regen Shield 650 100% 25 50 Absorbs 100% of total damage taken. Regenerates after it has absorbed damage. Has a total regeneration pool of 50.
Heavy Armor 1,000 66% 50 Absorbs 66% of total damage taken. Breaks after it has absorbed 50 damage.

Usage[]

Usage of defense items vary per game mode.

Game Mode Usage information
Unrated
Competitive
Swiftplay
Premier
During buy phase, Agents are able to purchase a defense item:
  • Light Armor costs 400 credits.
  • Regen Shield costs 650 credits.
  • Heavy Armor costs 1,000 credits.

Agents carry over any remaining defense item they have from prior rounds. The player can still purchase a defense item with higher values, but this will only replace and replenish the current defense item and will not add on to the carried over defense item. If an agent purchases a defense item in this case but then decides to sell them, their value will return to their previous status that they started the buy phase with.

If there are any missing players on the team, all players of that team will automatically be granted with Light Armor on the first round of the second half upon switching sides.

Spike Rush Automatically grants Light Armor to all players at the second round of the half, and Heavy Armor at the third round and Endgame.
Deathmatch
Escalation
All players will spawn and respawn with Heavy Armor. Health kits dropped by fallen enemies can grant full Health and Heavy Armor.
Team Deathmatch
Main article: Team Deathmatch → Loadout

Defense items vary depending on the player's loadout. Recovery Orb spawned in their maps can also restore the Agent's armor or Regen Shield (excluding the regeneration pool) alongside their health.

Replication Has the same usage method as most of the other Plant/Defuse game modes, with the exception of it being that Light Armor and Heavy Armor have to be purchased every round even if the agent did not take any damage.

Update History[]

v10.02
  • Bugfix Nerf Fixed an issue where certain types of damage could leave players with Regen Shields at 1 HP when the damage should have been lethal.

v10.00

  • Bugfix Fixed an issue where players taking damage with Regen Shields would play hit-confirm sounds regardless of player visibility

v9.10

  • Added New armor type: Regen Shield
  • Adjustment Name change for Light Shields and Heavy Shields to Light Armor and Heavy Armor respectively

v0.50

  • Buff Armor carried over from prior rounds is no longer destroyed when new armor is purchased, allowing you to sell newly purchased armor and return to your previous armor status (instead of having no armor).


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