- 1 Mouse Control
- 2 Movement and Positioning
- 3 Warm-Up
- 4 Gamesense
- 5 Agent Picks
- 6 Economy
- 7 Navigation
Mouse control is the intuitive ability to accurately, efficiently and quickly control one's mouse to shift their cursor, (crosshair in Valorant and any other FPS game). Establishing good mouse control is the basis of playing well in Valorant and is the most crucial skill to develop for beginners to Valorant and the FPS genre.External aim trainers such as Kovaak's and Aimlabs are great tools to establish good mouse control for beginners, but the in game range is also an invaluable tool. The utility of aim training diminishes though once a player has a significant amount of playtime as other aiming techniques ease the need for raw aim ability nd reaction time while also being faster and more efficient.
Quick mouse movements that attempt to place the crosshair on the target at the end of the crosshair movement. This technique is useful when there is a small window in which a target must be hit or the target appears far away from the center of one's screen. This technique is best utilised when using weapons with low firing rates.
Continually moving one's mouse in order to place the crosshair on the target for an extended period of time. This technique is best utilised when using fast firing, low damage per shot weapons.
Click timing is the ability to click to fire at the moment a target is under one's crosshair
Movement and Positioning
Good movement and positioning is predicated on an intuitive sense of knowing how far and fast a player's character model moves when providing various inputs, while also knowing how a player's spatial position relative to objects and obstacles affects the parts of the map visible to them and the parts of the map with line of sight to them. This intuition is built up only through playing more Valorant and paying attention to how different movement and positioning affects the outcome of specific engagements. Recording one's own gameplay and reviewing it later is one of the most effective methods of improving one's movement and positioning.
Valorant has been designed such that a player model has momentum. A consequence of this mechanic is that when a player is moving in one direction and then attempts to move in the opposing direction, the player model will deccelerate to a complete stop momentatrily before accelerating in the new direction of movement. This combined with the movement innaccuracy mechanics result in a window of time, when a player is switching their direction of movement, where they are able to fire with maximum accuracy as though they were firing from a complete standstill. This mechanic is important to master in order to remain mobile and accurate during engagements.
Due to geometry, a portion of a player's player model that is closer to a corner is able to be seen by a player further from the corner while their player model is unseen by the player closer to the corner.
Warming up is extremely beneficial to one's performance match-to-match as it allows for one to activate their muscle memory prior to a match. Though external aim trainers are useful to warm-up one's fundamental mouse control, Deathmatch games are far more effective as movement, crosshair placement, recoil control and positioning can be warmed-up as well.
Gamesense is the intuitive ability to predict the positions and actions of opponents given the current gamestate.
Crosshair placement is the act of constantly placing one's crosshair at the most likely position an opponent would appear from to minimise the time taken to correct the postion of their crosshair to his the target allowing for a shorter time-to-kill.
Holding wide and close
Combining prediction and click timing, one can place their crosshair at the optimal distance from the corner while holding an angle to minimise the correction required to place the crosshair on the target once they have appeared on screen and the player has registered them after their reaction time. Holding wide can help to hit wide swinging targets faster while holding close can catch out jiggle peeking targets.
On defense rotation should be utilised, with information gained by one's team, to bolster weak points in their defense to prevent opponents from gaining map control.
On attack rotation should be utilised in conjunction with defaulting to stack the defending team's weak points or to hit an undefended site after a fake.
Utilising one's gamesense, one can make an aggressive play by wrapping around the opponent via an alternate route to catch of guard. It is essential that the rest of your team is engaging with the opponents to distract them and that you or your teamates have not attempted to flank too many times before as this would lead to the opponents expecting your flank play.
Utilising one's gamesense, one can attempt to counter flanking plays by taking a position further behind their teammates or in another route of the map where a flanker would potentially route through.
Though no agents are useless or objectively necessary for an effective team composition, due to the relative importance of gunplay compared to abilities, certain agents' abilities have greater or lesser value on certain maps, while some agents' abilities simply have greater or lesser value regardless of the situation.
Raze is particularly strong on maps with tight spaces and corridors where her AOE abilities are guaranteed to affect enemies such as Split & Bind, while she is weaker on maps with wide open spaces such as Ascent & Haven.
Viper is particularly strong on maps with lots of verticality and numerous sightlines that 2 or 3 smokes cannot block such as Icebox & Split. She is generally weaker on other maps due to the inflexibility of her abilities and the team co-ordination they demand.
Sova is particularly strong on Ascent where his Recon Bolt allows for easier wallbanging which the thin map geometry allows, while he is weaker on Split due to lack of effective line-ups for his Recon Bolt.
Breach is particularly strong on Split due to the presence of numerous walls and vertical structures which facilitates his abilities, all of which act through and require vertical structures to be used. He is weaker on Bind which has lots of cover where his Flashpoint is unable to blind enemies.
Killjoy is generally strong on on most maps due to her ability to punish rushing attackers and attackers who do not use utility to effectively clear her abilities from the site she is defending. She is also able to utilise her abilities to create an extremely strong post-plant setup on attack.
|Content||Agents (Controllers • Duelists • Initiators • Sentinels) • Abilities • Contracts • Cosmetics • Maps • Store • Weapons|
|Gameplay||Creds • Game Modes (Competitive • Deathmatch • Escalation • Replication • Snowball Fight • Spike Rush • Shooting Test • Unrated) • Missions • Orbs • Shields • Spike • Strategies • Terminology|
|Lore||Cinematics • Earth (Mirror Earth) • First Light • Organizations (Kingdom Co. • VALORANT Protocol) • Radianite • Radiants|
|Episodes||01: IGNITION (Act 1 • Act 2 • Act 3) • 02: FORMATION (Act 1 • Act 2 • Act 3) • 03: REFLECTION (Act 1 • Act 2 • Act 3) • 04: DISRUPTION (Act 1)|
|Versions||Closed Beta (April 15, 2020 • 0.47+ • 0.49 • 0.50) • Patches (1.0 • 1.01 • 1.02 • 1.03 • 1.04 • 1.05 • 1.06 • 1.07 • 1.08 • 1.09 • 1.10 • 1.11 • 1.12 • 1.14 | 2.0 • 2.01 • 2.02 • 2.03 • 2.04 • 2.05 • 2.06 • 2.07 • 2.08 • 2.09 • 2.11 | 3.0 • 3.01 • 3.02 • 3.03 • 3.04 • 3.05 • 3.06 • 3.07 • 3.08 • 3.09 • 3.10 • 3.12 | 4.0)|
|Quotes||Astra • Breach • Brimstone • Chamber • Cypher • Jett • KAY/O • Killjoy • Neon • Omen • Phoenix • Raze • Reyna • Sage • Skye • Sova • Viper • Yoru|
|Scrapped||Crusader • Joules • Shatter|
|Sidearms||Classic • Shorty • Frenzy • Ghost • Sheriff • Golden Gun • Snowball Launcher|
|SMGs||Stinger • Spectre|
|Shotguns||Bucky • Judge|
|Rifles||Bulldog • Guardian • Phantom • Vandal|
|Sniper Rifles||Marshal • Operator|
|Machine Guns||Ares • Odin|