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

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.
Agent | Ability |
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Emission[]

A pulse emitted by NULL/cmd
Emissions are areas of effect that emanate from the caster outwards in all directions.
Agent | Ability |
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Aura[]

An aura emitted by Regrowth
Auras are are a subclass of emissions that maintain their effect over time.
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Grounded[]
Grounded abilities remain fixed to horizontal terrain, as either an area of effect or a mobile object.
Grounded AoE[]

Fault Line's AoE
Abilities deployed as grounded areas of effect affect an area of the map in the target direction.
Agent | Ability |
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Grounded Object[]

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.
Agent | Ability | Control type |
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Guided |
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Directed |
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Directed |
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Directed |
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Directed |
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Targeted |
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Directed |
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Directed |
Hitscan[]

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.
Agent | Ability | Target |
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Enemy agents Enemy abilities Map objects |
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Enemy agents Enemy abilities Map objects | |
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Enemy agents Enemy abilities Map objects |
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Enemy agents Enemy abilities Map objects |
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Enemy agents |
Placement[]

Trapwire's placement targeting

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.
Agent | Ability | Viable terrain surfaces | Targeting type |
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Horizontal | Map (Astral Form) |
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Horizontal | Map (Astral Form) | |
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All | Terrain |
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All | Terrain | |
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Horizontal | Map |
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Horizontal | Map | |
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Horizontal | Terrain |
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Horizontal | Terrain | |
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Horizontal | Map |
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All | Terrain |
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Vertical | Terrain | |
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Vertical | Terrain |
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Horizontal | Terrain |
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Horizontal | Terrain |
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Horizontal | Terrain | |
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Horizontal | Terrain | |
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Horizontal | Terrain |
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Horizontal | Map | |
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Horizontal | Terrain |
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Horizontal | Map |
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Horizontal | Map | |
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Horizontal | Terrain |
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Horizontal | Terrain |
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All | Terrain | |
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Horizontal | Terrain |
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Horizontal | Terrain |
Possession[]

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.
Agent | Ability |
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Projectile[]

A deployed Incendiary projectile (Class 4)

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.
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.
Class 0.7 | Class 1 | Class 1.3 | Class 2 |
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Speed: 630 Gravity: 0.3 |
Speed: 1650 Gravity: 0.7 |
Speed: 2000 Gravity: 0.7 |
Speed: 1800 Gravity: 0.3 |
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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 |
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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[]

A deployed Paranoia missile

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.
Agent | Ability | Control type |
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Directed |
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Guided |
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Directed |
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Guided |
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Directed |
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Directed |
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Fixed | |
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Guided |
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Fixed | |
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Directed |
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Fixed |
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Guided |
Self-targeted[]

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.
Agent | Ability |
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Targeted[]

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.
Agent | Ability | Target |
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Enemy agent corpse |
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Planted enemy Spike |
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Allied agents |
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Allied agent corpse |
Types | Passive (list) • Basic • Signature • Ultimate | |||
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Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted |