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This article lists the various Deployment Types agents use when casting their abilities.

Beam[]

Hunter's Fury Activation

A beam fired from Hunter's Fury

Beams are non-grounded areas of effect sent straight forward from the caster in the direction they are aiming up to a maximum length. They are not affected by gravity and may interact with terrain.

Abilities
Agent Ability
Deadlock Annihilation
Sova Hunter's Fury

Emission[]

NULL-cmd Pulse

A pulse emitted by NULL/cmd

Emissions are areas of effect that emanate from the caster outwards in all directions.

Abilities
Agent Ability
KAY/O NULL/cmd (Pulses)
Vyse Steel Garden

Aura[]

Regrowth Cast

An aura emitted by Regrowth

Auras are are a subclass of emissions that maintain their effect over time.

Abilities
Agent Ability
Skye Regrowth

Grounded[]

Grounded abilities remain fixed to horizontal terrain, as either an area of effect or a mobile object.

Grounded AoE[]

Fault Line Activation

Fault Line's AoE

Abilities deployed as grounded areas of effect affect an area of the map in the target direction.

Abilities
Agent Ability
Breach Fault Line
Rolling Thunder
Fade Nightfall
Harbor Reckoning
Iso Kill Contract
Waylay Convergent Paths

Grounded Object[]

Boom Bot Activation

A deployed Boom Bot

Abilities deployed as grounded objects send a visible object that will move forward in the target direction. By default, they are directed straight towards where the caster is aiming once deployed. Some grounded objects may be guided instead, allowing the caster to have control over the path taken by the object, or targeted, meaning the object will deploy with a pre-determined target that it will instantly seek a path towards.

Abilities
Agent Ability Control type
Fade Prowler Guided
Gekko Wingman Directed
Harbor Cascade Directed
Iso Contingency Directed
Raze Boom Bot Directed
Skye Seekers Targeted
Yoru Fakeout (Instant echo) Directed
Gatecrash (Mobile tether) Directed

Hitscan[]

Blade Storm Primary Fire

Jett fires a hitscan Blade Storm kunai

Hitscan abilities are instantly fired forward to immediately affect their targets, fully depending on the casting agent to aim precisely with their crosshair directly at applicable targets.

Abilities
Agent Ability Target
Chamber Headhunter Enemy agents
Enemy abilities
Map objects
Tour De Force Enemy agents
Enemy abilities
Map objects
Jett Blade Storm Enemy agents
Enemy abilities
Map objects
Neon Overdrive Enemy agents
Enemy abilities
Map objects
Sova Owl Drone (Drone dart) Enemy agents

Placement[]

Trapwire Equip

Trapwire's placement targeting

Sky Smoke Equip

Sky Smoke's placement targeting

Placed abilities must be deployed directly onto terrain at a fixed location. Many of these have their placement limited to either horizontal or vertical surfaces only, though some are allowed to be cast on either. Placed abilities may still have additional conditions specific to the ability that further restrict viable placements. Most abilities must be targeted by their casting agent directly at the terrain where they want to place it, though some other abilties are placed by targeting a location on a display of the map that will appear when equipped.

Abilities
Agent Ability Viable terrain surfaces Targeting type
Astra Cosmic Divide Horizontal Map (Astral Form)
Stars Horizontal Map (Astral Form)
Breach Aftershock All Terrain
Flashpoint All Terrain
Brimstone Sky Smoke Horizontal Map
Orbital Strike Horizontal Map
Chamber Trademark Horizontal Terrain
Rendezvous Horizontal Terrain
Clove Ruse Horizontal Map
Cypher Trapwire All Terrain
Spycam (Camera setup) Vertical Terrain
Deadlock Sonic Sensor Vertical Terrain
Gekko Wingman (Spike plant) Horizontal Terrain
Killjoy Alarmbot Horizontal Terrain
Turret Horizontal Terrain
Lockdown Horizontal Terrain
Omen Shrouded Step Horizontal Terrain
From the Shadows Horizontal Map
Sage Barrier Orb Horizontal Terrain
Tejo Guided Salvo Horizontal Map
Armageddon Horizontal Map
Viper Viper's Pit Horizontal Terrain
Vyse Shear Horizontal Terrain
Arc Rose All Terrain
Yoru Fakeout (Inactive echo) Horizontal Terrain
Gatecrash (Stationary tether) Horizontal Terrain

Possession[]

Owl Drone POV

Sova during possession of an Owl Drone

Abilities deployed by possession cause the casting agent to switch to the perspective of an external object and control it. The casting agent's body will remain stationary for the duration of the possession and any damage inflicted onto them will end the possession.

Abilities
Agent Ability
Cypher Spycam (Post-setup)
Gekko Thrash
Skye Trailblazer
Sova Owl Drone
Tejo Stealth Drone

Projectile[]

Incendiary Cast

A deployed Incendiary projectile (Class 4)

Poison Cloud Alt Fire Cast

A Poison Cloud thrown underhand (Class 0.7)

Projectiles are objects that are thrown into and travel through the air. The trajectory of a projectile is dependent on its speed and the scale at which it is affected by gravity.

Abilities
Agent Ability
Brimstone Stim Beacon
Incendiary
Clove Meddle
Cypher Cyber Cage
Deadlock GravNet
Barrier Mesh
Fade Seize
Haunt
Gekko Mosh Pit
Dizzy
Harbor Cove
Jett Cloudburst (Post-hold behavior)
KAY/O FRAG/ment
FLASH/drive
ZERO/point
Killjoy Nanoswarm
Neon Relay Bolt
Phoenix Hot Hands
Raze Blast Pack
Paint Shells
Sage Slow Orb
Sova Shock Bolt
Recon Bolt
Tejo Special Delivery
Viper Snake Bite
Poison Cloud
Toxic Screen
Vyse Razorvine
Waylay Saturate
Yoru Blindside

Projectile classification

Many projectiles share the same trajectory with one another, allowing them to be sorted into groups. There are currently eight detected groupings for projectile trajectories in VALORANT (excluding missiles). The VALORANT Wiki has classified these as "Class 1 projectile", "Class 2 projectile", etc., with higher classifications signifying a longer trajectory. The scaling of projectile classes is relative to their estimated landing distance when deployed perfectly straight ahead without looking up/down. Some abilities may also have an assigned offset value that will cause the position of its trajectory to differ slightly from other projectiles with the same class, though the exact motion taken by the affected projectile will still remain identical.


Projectile classes are not official VALORANT terminology and are based on the interpretation of data from the game files by VALORANT Wiki editors. While most of these values can be confirmed directly from the game files, with all of the following data also being further corroborated by additional in-game testing to ensure high accuracy, there still remains a small possibility for error as certain assumptions have been made.


Projectile classes
Class 0.7 Class 1 Class 1.3 Class 2
Speed: 630
Gravity: 0.3
Speed: 1650
Gravity: 0.7
Speed: 2000
Gravity: 0.7
Speed: 1800
Gravity: 0.3
Class 3 Class 4 Class 5 Class 6
Speed: 2900
Gravity: 0.45
Speed: 4125
Gravity: 0.3
Speed: 4125
Gravity: 0.15
Speed: 5000
Gravity: 0.3

Notes:
a +0.4 m offset
b Windup only, full trajectory disrupted by active duration
c +0.3 m offset
d When not under effects of held deployment

Missile[]

Paranoia Cast

A deployed Paranoia missile

Cloudburst Cast

Cloudburst being guided as a missile

Missiles are a subclass of projectiles that are unaffected by gravity. By default, they are directed straight towards where the caster is aiming once deployed. Some missiles may be guided instead, allowing the caster to have control over the path taken by the missile, or fixed, meaning the missile will either have a fixed deployment distance or path.

Abilities
Agent Ability Control type
Cypher Spycam (Camera dart) Directed
Harbor High Tide Guided
Iso Undercut Directed
Jett Cloudburst (Held behavior) Guided
Neon Fast Lane Directed
Omen Paranoia Directed
Dark Cover Fixed
Phoenix Blaze Guided
Curveball Fixed
Raze Showstopper Directed
Reyna Leer Fixed
Skye Guiding Light Guided


Self-targeted[]

Healing Orb Alt Fire Cast

Sage self-targets herself with Healing Orb

Self-targeted abilities or effects have no specific aimed or targeted deployment, only affecting or empowering the casting agent.

Abilities
Agent Ability
Clove Pick-me-up
Not Dead Yet
Iso Double Tap
Jett Drift
Updraft
Tailwind
KAY/O NULL/cmd (Buffs)
Neon High Gear
Phoenix Run it Back
Reyna Devour
Dismiss
Empress
Sage Healing Orb (Self-cast)
Waylay Refract
Lightspeed
Convergent Paths (Buff)
Yoru Dimensional Drift

Targeted[]

Resurrection Equip

Sage targets an ally corpse to cast Resurrection on

Targeted abilities must be directly cast onto a viable target in range of where the casting agent is aiming. The casting agent only needs to aim close enough to their intended target before the ability will detect and lock onto them as the target to be cast on. These abilities must have detected a viable target in order to be cast.

Abilities
Agent Ability Target
Astra Gravity Well Stars
Nova Pulse
Nebula/Dissipate
Cypher Neural Theft Enemy agent corpse
Gekko Wingman (Spike defuse) Planted enemy Spike
Sage Healing Orb Allied agents
Resurrection Allied agent corpse


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