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TDM redirects here. For other TDM-style game modes, see Escalation or Snowball Fight.


Team Deathmatch is a TDM-style game mode in VALORANT where two teams fight on a small map to get the most kills using a variety of weapons and their agents' abilities.

Summary[]

Team Deathmatch is a 5v5 game mode where players select their agent before going into game. Team Deathmatch has a 20-second pre-game phase and four main stages. Teams begin the match in their side's spawn room. Whilst inside the spawn room, both during pre-game and during the match, players can access their weapon loadout and modify which weapons they'll receive at each stage. Stage 1 is a sidearm-only stage, but for subsequent stages players will carry both their primary weapon of choice for that stage as well as their sidearm of choice for Stage 1.

Team Deathmatches are split into four stages; the first three stages are 75 seconds (1m 15s) each, and Stage 4 is 345 seconds (5m 45s). Each Stage changes the selection of guns players are allowed to take, as well as the weapons that spawn from weapon spawners. When a new stage begins, players will be prompted to switch to their next weapon, and will be forced to equip it after a short duration. Upon being killed, players will respawn 1.5 seconds later in their team's spawn room. Whilst remaining in the spawn room, they will be kept invulnerable for 15 seconds but after this they will start to take damage from staying in the room.

Players have immediate access to their basic and signature abilities and spent charges will recharge over time, with recharge rates varying depending on the ability. Players gain access to their ultimate by charging it up with points gained from kills (3 points) or collecting Ultimate Orbs (10 points). Some agents need more points than others to charge their ultimate, however the differences in agents' ult costs for Team Deathmatch are not relative to the differences agents have with their ult costs in standard play.

Once a team reaches 100 kills, they will win the match. If the match reaches the end of Stage 4 without either team reaching 100 kills, the team with the most kills will be declared the winner. If both teams are tied on kills instead, the match is declared a draw.

Loadout[]

Each player carries a melee, a sidearm based on their Stage 1 choice, and, after Stage 1, a primary weapon based on the current stage and the player's weapon of choice for that stage. The amount of armor or shield a player has each stage depends on the gun they have chosen for that stage. All weapons from standard loadout have standard ammo and infinite magazines.

Stage 1

Classic
Regen Shield

Frenzy
No Armor

Ghost
No Armor
Stage 2

Sheriff
Light Armor

Stinger
Heavy Armor

Ares
Light Armor
Stage 3

Spectre
Heavy Armor

Ares
Heavy Armor

Bulldog
Heavy Armor

Guardian
Light Armor
Stage 4

Phantom
Heavy Armor

Vandal
Heavy Armor

Weapon spawners[]

InGame Team Deathmatch Weapon Spawner

A weapon spawner, spawning Marshal, in Piazza

Guns can also be picked up from weapon spawners located around the map. The guns available at these spawners change depending on the current stage. In the event of stage change upon using a weapon from the spawner, the player can choose to change to the stage change's gun or stick to the current gun picked up from the spawner. Players can return to their chosen loadout by dropping the gun (which in this case can no longer be picked back up) or by depleting all bullets from the gun they picked up. Unlike the standard loadout, most of these guns have standard ammo (with the exception of Odin), but lesser reserves than usual compared to standard gameplay.

Stage 1

Shorty
2 ammo, 6 reserve

Sheriff
6 ammo, 12 reserve

Stinger
20 ammo, 60 reserve
Stage 2

Bucky
5 ammo, 5 reserve

Spectre
30 ammo, 60 reserve

Bulldog
24 ammo, 24 reserve

Marshal
5 ammo, 5 reserve
Stage 3

Judge
7 ammo, 7 reserve

Phantom
30 ammo, 20 reserve

Vandal
25 ammo, 25 reserve

Outlaw
2 ammo, 6 reserve
Stage 4

Judge
7 ammo, 7 reserve

Operator
5 ammo, 3 reserve

Odin
100 ammo, 0 reserve

Abilities[]

Most agents start the match with one full charge of their signature ability (plus 50% progress on the next charge if their signature has more than one charge available) and 50% progress towards the first charge of their basic abilities. Astra gains two full charges of her Stars instead.

After casting abilities, they will recharge over time, with recharge rates varying depending on the type of ability. Abilities that can be recalled in combat go on cooldown for 5 seconds when recalled. Astra's Stars will go on a 20-second cooldown if Dissipated. Gekko's Globule abilities will go on a 3-second cooldown if successfully reclaimed.

Players gain access to their ultimate by charging it up with points gained from kills (3 points) or collecting Ultimate Orbs (10 points). Some agents need more points than others to charge their ultimate, however the differences in agents' ult costs for Team Deathmatch are not relative to the differences agents have with their ult costs in standard play.

Ability Cooldowns for Agents in TDM
Agent Ability Cooldown
(per use;
seconds)
Astra Gravity Well 36
Nova Pulse 29
Nebula 65
Stars 36
Breach Aftershock 58
Flashpoint 44
Fault Line 55
Brimstone Stim Beacon 44
Incendiary 54
Sky Smoke 74
Chamber Trademark 46
Headhunter 9
Rendezvous 51
Clove Pick-me-up 29
Meddle 44
Ruse 65
Cypher Trapwire 29
Cyber Cage 58
Spycam 22
Deadlock GravNet 51
Sonic Sensor 36
Barrier Mesh 116
Fade Prowler 36
Seize 48
Haunt 48
Gekko Mosh Pit 54
Wingman 48
Dizzy 44
Harbor Cascade 73
Cove 58
High Tide 131
Iso Undercut 62
Contingency 44
Double Tap 51
Jett Cloudburst 29
Updraft 44
Tailwind 44
KAY/O FRAG/ment 54
FLASH/drive 44
ZERO/point 58
Killjoy Nanoswarm 54
Alarmbot 44
Turret 36
Neon Fast Lane 44
Relay Bolt 55
High Gear 22
Omen Shrouded Step 33
Paranoia 73
Dark Cover 65
Phoenix Blaze 48
Curveball 44
Hot Hands 54
Raze Boom Bot 48
Blast Pack 26
Paint Shells 58
Reyna Leer 51
Devour 44
Dismiss 44
Sage Barrier Orb 94
Slow Orb 51
Healing Orb 22
Skye Regrowth 65
Trailblazer 51
Guiding Light 44
Sova Owl Drone 51
Shock Bolt 26
Recon Bolt 48
Tejo Stealth Drone 48
Special Delivery 57
Guided Salvo 60
Viper Snake Bite 54
Poison Cloud 44
Toxic Screen 80
Vyse Razorvine 54
Shear 58
Arc Rose 44
Waylay Saturate 54
Lightspeed 58
Refract 51
Yoru Fakeout 58
Blindside 44
Gatecrash 51
Ultimate Cost for Agents in TDM
Agent Ultimate Ability Ultimate Cost
(points)
Astra Cosmic Divide 90
Breach Rolling Thunder 80
Brimstone Orbital Strike 80
Chamber Tour De Force 70
Clove Not Dead Yet 70
Cypher Neural Theft 50
Deadlock Annihilation 60
Fade Nightfall 80
Gekko Thrash 70
Harbor Reckoning 90
Iso Kill Contract 60
Jett Blade Storm 60
KAY/O NULL/cmd 70
Killjoy Lockdown 90
Neon Overdrive 60
Omen From the Shadows 60
Phoenix Run it Back 70
Raze Showstopper 80
Reyna Empress 80
Sage Resurrection 50
Skye Seekers 70
Sova Hunter's Fury 70
Tejo Armageddon 80
Viper Viper's Pit 90
Vyse Steel Garden 80
Waylay Convergent Paths 60
Yoru Dimensional Drift 60

Orbs[]

Each map contains several orbs that players can run over to gain their effects for themselves and their team by generating a zone that allies can enter to also receive its effects. Team Deathmatch has two types of orbs:

  • Recovery Orbs: Grants a 6-second buff that restores Health and Armor or Shield (not including the regeneration pool from Regen Shield) depending on the player's loadout.
    • Each Recovery Orb respawns every 30 seconds
  • Ultimate Orbs: Grants 10 points towards the player's ultimate charge
    • All Ultimate Orbs spawn onto the map together periodically

Maps[]

Main article: Maps → Team Deathmatch

Team Deathmatch is played on maps created specifically for the mode. Max Bot himself is used as the game mode's announcer and has a visible presence in the maps' spawn rooms.

Update History[]

Undocumented
  • Killjoy
    • Lockdown
      • Nerf Cost increased 80 >>> 90
        • Game file data further indicates this could possibly be a bug

v9.11

  • Buff Stage 1 Classic: Light Armor >>> Regen Shield

v9.08

  • Added Glitch map added

v9.07

  • Piazza
    • Bugfix Buff Wall mounted Agent abilities can now be placed on the Crown Coffee building.

v8.01

  • Bugfix Buff Fixed a bug where, if the Outlaw was picked up from a weapon spawner, it had no reserve ammunition.

v8.0

v7.12

  • Added Drift map added

v7.10

v7.0

  • Added Added

v9.04
  • Bugfix Fixed an issue with Combat Reports flickering after respawning in Team Deathmatch.

v9.0

  • Bugfix Fixed an issue in Team Deathmatch where you would incorrectly see DRAW as a final result in EOG screens
  • Bugfix Added specific scoreboard screens (diagonal dash) that was reducing the dash length.

Gallery[]