As Valorant’s agent pool gets bigger and bigger, the game gets more complex, especially for new players. This guide aims to help you familiarize yourself with all the agents as fast and as possible.

We’ll discuss each agent’s role, abilities, and common strategies so you can easily pick up an agent you want to learn. This includes strategies on what to do when you are up against certain agents as well.

Since these agents have their own weaknesses, you want to exploit them as often as possible to win more ranked games.

Unlocking Agents

To unlock agents, you must simply activate an agent’s contract you want to unlock in the ‘agents’ tab (in the main menu). Once you have chosen a contract, you’ll need to level it up to five before unlocking the agent.

Leveling it up requires you to play a lot of games, but if you complete your daily and weekly missions consistently, you’ll be able to unlock an agent every two weeks. If you grind a bit more past the missions, you can unlock it even earlier.

The best and most efficient way to unlock agents is to make sure you complete the weekly missions every week.


Astra is one of the best controllers in the game. She can smoke and support from anywhere on the map. 

She places astral stars anywhere on the map during her astral form. Once a star is placed, you can use that star in four different ways. 

You have to look at the star you have placed and press one of her three abilities on it. You can either pull, stun, or smoke. The fourth one is just recovering the astral star back, but it smokes it for a few seconds before dissipating. This can throw off enemies who think you actually used the star for a smoke. 

Her ultimate is a bit niche since it is only good at certain situations and maps. In fact, you can even help the enemies out if you make a mistake with her ultimate.

It is usually used for post-plant and retake situations. If you have your ultimate available, make sure you don’t play that aggressively so you can use it for these situations. 

Astra is great in big maps with narrow entry points like Fracture, Haven, Ascent, or Lotus. Her biggest strength is her ability to support teammates from far away. 

Since she can pull or stun enemies from anywhere, her stars can throw enemies off. The best example would be contesting Haven’s A Long as a defender. 

She can throw stars all over A Lobby so that the attackers play a bit slower. When they play slower, your teammate holding A Long can push more and take space. 

If the defenders take hold of A Lobby, the enemies will be out of space for the rest of the round. It will take a lot of utilities from the enemies to retake A Lobby because it is a bad choke point for the attackers. 

When you have an Astra teammate, it is best to communicate what you need from her abilities so you can effectively execute a strategy like this. 


To play against an Astra, you want to catch her position where she would use astral form. For example, if you are lurking on attacking, you can expect Astra to switch to her astral form to place smokes or even stun enemies for her teammates when your team enters a site. 

For the lurker, you can slowly walk up and catch her. Another tip is to play around Astra’s ultimate. When she has her ultimate available, you need to think ahead. 

In post-plant or retake situations, you can position yourself where you are expecting Astra’s divide/wall to catch them off, guard.


Breach’s kit is quite annoying for enemies to deal with. He can stun in a long line, use two flashes, and use “Aftershock” to clear corners or make enemies reposition. 

Each of his abilities can help you get an easy frag. However, Breach is best used as a support for another agent. Every single ability will support your team’s duelist to enter properly into sites.

Since Breach is using the abilities, the duelist can easily engage in fights while having some abilities ready as well. 

Imagine a Jett dashing into a site perfectly after a Breach flash. Even when flashed, Jett can catch the enemies retreating after being blinded. 

Breach’s strength is that he can support almost any agent with his abilities and even use it for himself. The fact that he has two flashes is already strong on its own. 

He excels even more in close-quarter fights and long narrow hallways like Haven. Since Breach can support teammates from far away, this will make it easier to help other teammates.

If you are playing with a Breach, make sure you call it out. The perfect example is when you are defending A Site in Haven. Even if Breach is in B, he can support from A Link with stuns and blinds. 


The best way to play against a Breach is to bait out his utilities. Most Breach players hold an angle while waiting for footsteps. Once they start hearing footsteps, they’ll use blind and peek after.

You can easily bait this out by playing around corners and making noise. You can even position yourself where you can quickly flick your crosshair away from a flash. 

Since Breach’s flash requires it to pass through a wall or an object, you can deduce where the blind will come from depending on your peeking angles.

Read More > How to Use Breach – Valorant Agent Guide


Brimstone is one of the strongest post-plant agents as well as a decent controller for smokes. He has the ability to use three smokes all at once, but obviously, you wouldn’t waste them all at once.

The molly is decent for post-plant situations, where lineups are common for default setups. His stim beacon is a bit underrated, as it can boost everyone’s movement speed and fire rate. 

It can be used to help teammates rotate faster or your team to push faster while attacking. In some scenarios, you can even use a stim beacon and a stinger to fight against rifles. 

Brimstone does not excel in big maps. Since his smoke has a maximum distance, you’ll need to move to a position where you can smoke both sites on defense. For example, playing Brimstone on Ascent requires you to play around mid to smoke A or B as a defender.

If you are playing inside the site, you cannot smoke the other one because it is too far away. 

However, Brimstone’s strength lies in his molly and his ultimate in post-plant situations. That is what makes him strong and unique compared to other controllers.


Brimstone is quite easy to read. Just with the example above, you’ll already know the Brimstone will be playing around mid. If you can pick Brimstone off, the enemies won’t have smokes on defending.

If you are pushing the sites on Ascent, you’ll know that Brimstone isn’t playing around mid if the entrance isn’t smoked after making a lot of noise. If you are pushing B Site and it gets smoked, you’ll know Brimstone isn’t playing on A Site.

When you see Brimstone’s ultimate ready, and you are trying to retake, you can expect Brimstone to be playing safe. He’ll use his ultimate once you tap the spike. 

In short, Brimstone is one of the easiest agents to read, but sometimes they can use it against you. 

Read More > How To Use Brimstone – Valorant Agent Guide


Chamber is one of those agents stuck with a weird role. He is a sentinel in the game but sort of acts like a pseudo-duelist. 

His ability to teleport back after going for an aggressive peek forces Chamber to fight instead of anchoring sites. 

He also has a trap called Trademark which can alert teammates if someone crosses its radius. 

Trademark is his sole utility ability to help teammates. His other ability revolves around an ‘upgraded’ sheriff weapon. It can have a total of eight bullets, and you can one-tap anyone on the head at any range, which makes it more powerful than the sheriff.

However, the bullets cost 150 credits per shot. It is still more effective than buying a sheriff because you can use the bullets in other rounds if you don’t use them. 

When you bring out this ability (Headhunter), it is also much faster than bringing out any other weapon.

Chamber’s ultimate is essentially just a free operator. If you see a Chamber teammate, you would want to support him on his aggressive peeks.


Chamber has a lot of weaknesses. His trap and teleport have a limited range. When you hear or see his trap, you can tell that Chamber is around the wide vicinity.

The Trademark is quite loud, which you can easily destroy when you spot it. You can even bait the enemies by playing around an enemy’s Trademark trap, waiting for them to rotate without activating it. 

Chamber’s lack of utility for support makes him lackluster in team play.

Read More > Chamber Agent Guide


Cypher is one of the strongest sentinels in the game. His traps combined with his camera helps him cover a lot of space on the defending side.

Attackers try to avoid the site where Cypher is anchoring. If the smoke is too late from the controller, Cypher can activate his cage for a temporary smoke, but it can also be used to suppress enemies attacking and hide your trap wires. 

When the attackers try to push it, they will most likely get hit by your traps and you can spam through the smoke. Once an enemy gets hit by the trap, they will be completely revealed to you and your teammates.

Cypher’s ultimate can also gather information from a dead body to show all the enemies’ current location. It only takes six ultimate orbs to get his ultimate. Combine this ultimate with Omen’s ultimate (which is terrible on its own), where Omen can teleport safely on the flank, and you have something brewing. 

Teammates love playing with experienced Cypher players. They can easily get frags by playing around the traps.


Like most sentinels, Cypher doesn’t have any utility skills that can help him duel enemies on attacking. While his cage can help attacks by providing a temporary smoke, it isn’t fast enough like Jett’s Cloudburst. 

This pushes Cypher’s role on attacking to be more as a lurker. Since Cypher can grab a lot of space with traps and his camera, you can stop rotations from defenders. 

To play against Cyphers who like to lurk, you should rotate on the safer routes, like through the defenders’ spawn.

Read More > How To Use Cypher – Valorant Agent Guide


Fade is one of the best initiators in the game. She can detect enemies with her Haunt ability. When players are in the line of sight of your Haunt, they will get revealed until they destroy the Haunt.

When they get revealed, they leave a trail on the ground based on their previous location. However, you need to be careful when you throw the Haunt. 

When it lands, it takes a second before it can ping players. If the enemies are aware or have fast reflexes, they can shoot it down before it reveals them.

You can time the Haunt ability as your teammates engage in a fight. This gives the enemy a choice between holding an angle or shooting the Haunt. 

Fade’s Prowler ability is like an upgraded Skye Trailblazer. Since Prowler has two chargers, you can use it to scout for enemies twice in a round. 

Prowlers make a sound when they see an enemy. When it catches an enemy, it nearsights them. Enemies can shoot down the Prowler before it gets to them. This makes Prowlers ineffective in wide maps like Breeze.

Fade’s ultimate is also an amazing tool for attacking and retaking a site. Her ultimate can cover a wide area in front of her, debuffing them with deafen and decay. They won’t be able to hear and will be easier to kill because of their decayed health bar. 


Fade is annoying to play against. Expect to flick through Haunts every time the enemies attack your site when you are defending. 

The best way to deal with this is by hugging obstacles where you can easily get out of the Haunt’s line of sight. 

If your position is far away from cover, you can either hold the angle and expose yourself from the Haunt or run away to shoot the Haunt safely.


Gekko is one of Valorant’s craziest agents. His ability to let Wingman plant and defuse the spike already allows a ton of amazing plays. 

Apart from planting and defusing, Wingman can also move in a linear direction and chase an enemy upon detection. When Wingman gets close enough, he stops and explodes, hitting everyone in front of Wingman in a cone. 

Enemies hit will get stunned by Wingman.

He can blind multiple enemies with Dizzy by throwing them up in the sky. Everyone who gets in the line of sight of Dizzy gets hit by a blind. After using Dizzy, Gekko can pick up Dizzy’s blob or orb and use it again after 10 seconds.

In short, Gekko has more blinds than anyone in the game. 

Gekko also has a molly or Mosh Pit, where it lands on the floor with a round circular radius and explodes after a few seconds.

Everyone who stands in the middle will die instantly, even if they are full HP. If they are on the outer circle, they’ll take a big chunk of damage (around half HP with full shields). 

Gekko’s role is more of a support with a ton of utility to either help teammates, get frags on his own, or provide utility such as Wingman’s defuse and plant. 


Gekko has clear weaknesses. If enemies are used to playing against Gekko, his abilities will be less effective. 

Enemies who can flick incredibly fast and maintain proper crosshair placement will render Dizzy almost useless. Since Dizzy is destroyed in one shot, it needs perfect timing with other utilities or teammates to work.

Wingman is also a double-edged sword. Whenever it plants the spike, you can destroy Wingman, and it’ll drop the spike. It is worth noting that Wingman has to be in the act of planting when dying for it to drop the spike.

If you are able to bait Wingman to drop the spike favorable to your position, you’ll most likely win the round by being patient. 


Harbor is an amazing controller who can bring walls and smokes out of nowhere. He has the ability to make a long wall (smoke) and cut sites in half like Viper. However, Harbor can curve the wall if it ever needs to cover up other areas. 

He also has a moving wall in front of him and can stop it whenever he wants. To top it all off, he also has a circular smoke that can stop bullets from going through the smoke. This circular smoke has a barrier or shield that can be broken with a couple of shots.

When the shields break, the smoke disappears. Harbor’s strength relies on his kit having three available smokes, which you can freely control. 

Apart from his smokes, his ultimate throws a big AoE in front of Harbor, where everyone in the area will consistently get stunned if you don’t move away from the blasts. The ultimate can cover areas as big as the whole site, which makes him a pseudo-initiator for your team.


Harbor has one clear weakness. He is unable to smoke from afar. This makes it almost impossible to get smokes up in time if you are far away from the action. 

This makes Harbor one of the worst controllers on defending. This also means that he is most effective in maps with shorter rotations (or small maps). 

The trick with dealing with Harbor is you can tell his general position from his wall. The range is quite far, but you can see how the wall is curved and tell where Harbor used the wall. 

You can also play mind games with the enemies by playing around Harbor’s Cove (circular smoke). If the barrier doesn’t break, they’ll feel safe if they are inside and will probably use it to plant or defuse the spike. 

The general reaction of enemies is to destroy the barrier as fast as possible to let the smoke disappear. They will rarely expect someone to push through it.


If you have watched some Valorant tournaments or random highlights, you have probably heard of Jett. She is one of the best duelists in the game because of her movement abilities.

The way she can enter on her own is unparalleled. Combine her kit with other support and you have one of the best entries in the game.

She can throw short-duration smokes out of nowhere. She can fly or float by using Updraft and also dash in a direction for safety or to attack a position.

When you combine her abilities, she can enter a site by throwing a smoke and dash inside her smoke to confuse the enemies.

She can do the same for high-ground areas by adding Updraft to the combo. You can throw a smoke on top of the rafters in Icebox’s A Site and use an updraft and dash to get to the area.

As a teammate playing with a Jett, your goal is to support and trade her when she enters. If Jett knows how to enter by using these combos, the enemies will get confused about where to look because Jett is already inside while other players are also entering the site. 

Jett’s ultimate is one of the hardest abilities to use because it requires a lot of mechanical skills to make it effective. When she uses her ultimate, she gets a new weapon in the form of daggers.

She gets five insanely accurate daggers. Each dagger does 50 damage or 150 damage (for headshots). When you get a kill, the daggers will refresh. 

This ultimate does not lose accuracy when you are moving or even flying with Updraft. If you can aim like a boss, you’ll be destroying enemies without even buying a weapon.


Jett’s abilities don’t really do much for supporting other players. In fact, without her Cloudburst ability, she literally has no support abilities.

Jett excels at making plays on her own, even without the help of other teammates. While she has no blinds or stuns, her mobility is powerful.

If you are fighting a Jett, you can bait her entries out and prepare. These players usually throw a smoke and dash into it to distract players.

If you are able to force Jett out of it, she’ll be a sitting duck.

You also want to learn more about Jett’s Updraft and ultimate combos. She can get to spots and double Updraft into absurd spots to catch players off guard.

Read More > How To Use Jett – Valorant Agent Guide


KAY/O’s abilities are primarily focused on disruption. His ability, “Zero/Point,” can disable enemy abilities, making him an effective counter to Agents who rely heavily on their skills. This disruption can significantly weaken the enemy team’s coordination and strategy.

This is usually used on sentinels guarding sites or attackers using ultimates. When they get ‘suppressed,’ they’ll be rendered useless against what’s coming next.

KAY/O’s “Flash/Drive” ability allows him to blind enemies, making it easier for him and his team to engage in fights or push into a site. This can give KAY/O an advantage in initial encounters and help his team gain control of important areas.

KAY/O’s ultimate ability, “NULL/CMD,” allows him to overload and explode, suppressing enemies within its radius. This can be particularly useful in clearing out defenders or forcing enemies out of advantageous positions.

KAY/O’s “FRAG/MENT” ability can be deployed to emit a pulse that reveals the locations of enemies within its radius, even if they’re hidden behind walls. This ability can deny enemy teams the element of surprise and force them to reconsider their approach.


KAY/O doesn’t possess any abilities that directly enhance his mobility. This can make it challenging for him to quickly rotate or reposition, leaving him vulnerable to flanks and aggressive plays. Its footsteps are also easy to discern because of its robotic features.

While KAY/O’s abilities can be disruptive, they often require coordination with the rest of the team to capitalize on the advantage. Without proper teamwork and communication, the full potential of KAY/O’s abilities may not be realized.

If players don’t attack while you get a perfect suppression out, your role becomes a bit pointless other than gathering that information.

KAY/O’s abilities are more focused on offense and disruption, making him somewhat weaker in defensive scenarios. Other Agents may have better tools for area denial or holding down sites, which can put KAY/O at a disadvantage when playing as a defender.

While KAY/O can disable enemy abilities, opponents can still outplay him by baiting out his abilities or using them as an opportunity to engage when KAY/O is vulnerable. Skilled opponents can adapt their playstyle to mitigate the impact of KAY/O’s disruptive abilities.


Killjoy’s abilities are focused on locking down areas and denying the enemy team access. Her Alarmbot can be deployed to detect and damage enemies within its range, while her Nanoswarm grenade can be used to control chokepoints or prevent enemies from defusing the Spike.

Killjoy’s Turret is an automated defense system that can detect and shoot at enemies within its line of sight. It provides additional firepower and acts as a valuable early-warning system, allowing Killjoy to gather information and hold positions more effectively.

With all these basic abilities, she’s the perfect agent for controlling multiple areas at once. She can gather a lot of information based on what she is currently covering with her abilities.

Killjoy excels in post-plant situations. Her Alarmbot and Nanoswarm can delay or damage enemies attempting to defuse the Spike, giving her team an advantage when defending the planted Spike.


Lack of Mobility: Killjoy’s abilities are stationary and require her to set them up in specific locations. This lack of mobility can make her vulnerable to aggressive plays or flanking maneuvers, as she may struggle to adapt quickly to changing situations.

Limited Range: Killjoy’s abilities have limited range, requiring her to position herself strategically to maximize their effectiveness. If the enemy team manages to bypass or avoid her setups, her impact on the round may be significantly diminished.

Time-Consuming Setups: Setting up Killjoy’s abilities takes time, which can be a disadvantage in fast-paced rounds or during aggressive pushes. It may be challenging for Killjoy to react quickly and deploy her defenses when under pressure.

Vulnerable to Destroying Her Utilities: Killjoy’s abilities can be destroyed by enemies, rendering them temporarily ineffective. Skilled opponents can easily spot and destroy her Alarmbot or Turret, limiting her area denial capabilities and forcing her to reposition or rely on her other abilities.

Read more > Killjoy Valorant Guide


Omen’s abilities allow him to teleport across the map and reposition quickly. His “Shrouded Step” ability lets him teleport short distances, while “Paranoia” allows him to blind enemies through walls, making him an effective Agent for gaining map control and creating opportunities for his team.

Omen’s “Dark Cover” ability enables him to deploy smoke screens to block the enemy’s line of sight, denying them crucial information and forcing them to play more cautiously or make educated guesses.

With Omen’s smokes having one the longest ranges for any controller, it makes him very valuable as a a flanker or lurker as well.

Omen’s teleport ability, “From the Shadows,” allows him to teleport anywhere on the map, giving him the element of surprise. This makes him a strong Agent for flanking enemies, initiating ambushes, or creating distractions that can disrupt the enemy team’s positioning and coordination.


Limited Self-Sustainability: Omen lacks self-healing or defensive abilities. Once engaged in a firefight, he relies heavily on aim and positioning to outduel opponents. This can make him vulnerable in prolonged engagements or against Agents with strong sustain or defensive abilities.

Team Dependency: Omen’s abilities are most effective when used in coordination with teammates. His smokes and blinds provide utility for the entire team, but their impact may be limited if teammates don’t capitalize on the opportunities created.

Predictability: Omen’s teleport and smoke abilities can become predictable over time. Skilled opponents may anticipate his teleport locations or prefire common positions where he tends to place smokes. This can make it challenging for Omen to surprise enemies or maintain a consistent advantage throughout a match.

Limited Area Denial: While Omen can block the enemy’s line of sight with smokes, his abilities do not have the same level of area denial as some other Agents. His smokes can be cleared by certain abilities or easily navigated by experienced opponents, reducing their overall effectiveness in denying access to areas.

Read More > How to Use Omen – Valorant Agent Guide


Phoenix’s “Hot Hands” ability allows him to throw fireballs that damage enemies and heal himself. This self-sustain can be useful for staying in fights longer and recovering health after engagements.

Phoenix’s abilities are designed to help him push into sites and take early fights. His “Curveball” ability blinds enemies, giving him an advantage in initial encounters. Additionally, his “Blaze” ability can create a wall of fire that blocks enemy vision and forces opponents to reposition or risk taking damage.

Phoenix’s ultimate ability, “Run It Back,” allows him to mark his current location and, upon dying, respawn at that location with full health. This ability gives him a unique advantage when attempting to retake a site, as he can potentially catch enemies off guard or disrupt their post-plant positions.

Versatile Flashbang: Phoenix’s “Curveball” ability can be curved in different directions, making it versatile for both aggressive pushes and defensive plays. It can be used to clear corners, blind opponents, or create distractions, providing utility to both himself and his team.


Phoenix’s abilities focus more on combat and self-sustain rather than providing information about enemy positions. This can make it harder for him to gather crucial intel for his team or make informed decisions based on enemy movements.

Phoenix’s abilities can become predictable over time, especially since they often require him to expose himself to use them effectively. Skilled opponents can anticipate his flashes, dodge his fireballs, or position themselves to counter his aggressive plays.

While Phoenix is capable of entry fragging, his effectiveness often relies on good coordination with the team. His aggressive plays may not lead to successful outcomes without proper communication and follow-up from teammates.

Unlike some other Agents, Phoenix’s abilities do not provide strong area denial. While his fire abilities can block vision temporarily, they can be quickly cleared or avoided by opponents, limiting their impact in denying access to areas.

Read More > How To Use Phoenix – Valorant Agent Guide


Raze’s abilities are focused on dealing explosive damage, making her particularly effective at clearing out tight spaces, breaking through enemy defenses, or forcing opponents out of cover.

Her abilities, like “Paint Shells,” can deal significant damage and eliminate multiple enemies if used correctly.

Raze’s abilities can be used to deny certain areas or restrict enemy movement. Her “Boom Bot” can scout and flush out enemies, while her “Showstopper” ultimately fires a rocket that deals massive area-of-effect damage. This can force enemies to reposition and create opportunities for her team.

Combine these abilities with one of your teammate’s support and you can easily grab a frag without even looking at an enemy.

Raze’s “Blast Pack” ability allows her to quickly reposition or gain a vertical advantage. This mobility can catch enemies off guard, enable quick flanks, or help her escape unfavorable situations.

Raze’s explosive abilities can pressure the enemy team psychologically, forcing them to play more defensively or waste utility to counter her explosive potential. This can disrupt their strategies and provide advantages to Raze’s team.


Raze’s abilities are primarily focused on damage rather than crowd control. While her abilities can deal substantial damage, she doesn’t have the same level of utility as some other Agents when it comes to slowing down or disabling enemies.

Raze’s abilities are most effective in close to medium-range engagements. At longer ranges, her explosives may not be as accurate or impactful, reducing her effectiveness in certain situations.

Raze’s explosive abilities can become predictable over time. Skilled opponents can anticipate her playstyle, dodge her projectiles, or use her aggressive tendencies against her by setting up traps or ambushing her during her explosive plays.

If Raze players love to enter using double satchels, you can easily back up so you don’t get sandwiched from the rest of her teammates.

Read More > How to Use Raze – Valorant Agent Guide


Reyna’s abilities are designed to empower her in individual duels and fragging situations. Her “Dismiss” ability allows her to become invulnerable and heal herself upon getting a kill, which can give her sustainability in extended engagements. 

Her “Leer” ability can blind enemies, making them easier targets.

Reyna has the ability to heal herself using her “Devour” ability. This self-healing capability can be crucial for surviving fights and maintaining high aggression.

Reyna can be used aggressively to blind enemies and create opportunities for quick entry fragging. This can catch opponents off guard and disrupt their defense, allowing her to secure kills and open up sites for her team. It is worth noting that her blinds can be used as a support for other teammates, so the reaction is quicker on entry. 

Reyna’s ultimate ability, “Empress,” enhances her combat capabilities by providing faster firing, reload speed, and increased movement speed. This allows her to become a highly potent fragger and can turn the tide of a round in her team’s favor.


Reyna’s abilities are centered around her ability to secure kills. Her effectiveness and impact on the game can be limited if she struggles to find kills or gets shut down early in rounds.

Unlike many other Agents, Reyna does not have abilities that directly provide utility for her team. She lacks supportive abilities such as smokes, flashes, or heals for teammates, which can make her less versatile in certain team strategies and compositions.

Reyna’s abilities do not offer much in terms of gathering information about enemy positions. She relies more on individual plays and fragging potential rather than providing crucial intel for her team.

Reyna’s abilities can be nullified or mitigated by strong team coordination and utility usage from opponents. Crowd control abilities, such as stuns, slows, or blinds from other Agents, can limit her mobility and disrupt her aggressive plays.

Read More > How to Use Reyna – Valorant Agent Guide


Sage’s signature ability is “Healing Orb,” which allows her to heal herself and her teammates. This ability provides crucial sustain and can turn the tide of a round by keeping teammates alive. Sage also has the ability to revive fallen teammates with her ultimate, “Resurrection,” providing a significant advantage in numbers.

Sage’s “Barrier Orb” can create temporary walls that block enemy vision and movement. This ability is useful for controlling chokepoints, defending against pushes, and denying the enemy access to certain areas of the map. It can also be used to boost teammates to elevated positions or create advantageous angles for peeking.

Sage’s “Slow Orb” ability can slow down enemies, making it harder for them to push or rush a site. This ability is effective for stalling the enemy team, giving Sage’s team more time to rotate or prepare for a defense.


Sage’s abilities are primarily defensive and supportive, lacking offensive firepower compared to some other Agents. While she can slow down enemies and block vision, she may struggle in aggressive engagements or when trying to initiate plays.

Sage’s abilities require her to stand still and channel, making her vulnerable to enemy fire while using them. Enemies can take advantage of this vulnerability and try to eliminate her before she can fully utilize her supportive abilities.

Sage’s abilities do not provide much information about enemy positions. She relies more on healing and supportive plays rather than actively gathering intel for her team.

Read More > How To Use Sage – Valorant Agent Guide


Skye’s abilities offer a wide range of utility that can be adapted to various situations.

Her “Guiding Light” ability allows her to scout areas and blind enemies, while her “Trailblazer” ability lets her send out a Tasmanian Tiger to clear corners and gather information.

Skye’s “Regrowth” ability can heal herself and her teammates, providing sustain and allowing for aggressive pushes.

Skye is designed to be a team-focused Agent. Her abilities are centered around providing support to her teammates, such as healing and flushing out enemies.

Skye can heal injured teammates from a distance, ensuring their longevity in fights. She can also blind enemies and disorient them, giving her team an advantage in engagements.

Skye’s abilities allow her to gain map control and deny areas. Using her “Guiding Light” and “Trailblazer,” Skye can clear corners and scout ahead without risking herself. This helps her team plan strategies and make informed decisions.

Skye’s ultimate ability, “Seekers,” sends out tracking creatures that seek out and nearsight enemies. This provides a significant advantage for her team, as it disrupts the vision and movement of opponents, making them vulnerable to attacks.


Skye’s abilities are primarily utility-focused and do not deal significant damage directly. While she can blind and disorient enemies, she may rely on her teammates to capitalize on the opportunities created by her abilities.

Her abilities are most effective when combined with good communication and coordination with her team. To maximize her utility, Skye needs her teammates to follow up on her flashes or capitalize on the information she gathers.

Skye’s abilities require her to be actively using them, which can leave her vulnerable to enemy fire. For example, using her “Guiding Light” or “Trailblazer” abilities can distract her from immediate threats, making her susceptible to being eliminated while providing utility.

Skye’s abilities require precise timing, aim, and map knowledge to be utilized effectively. Learning the best lineups, timings, and placements for her abilities can take time and practice.


Sova’s abilities are centered around gathering information about enemy positions. His “Recon Bolt” can reveal enemy locations in a specific area, while his “Owl Drone” can scout ahead and gather intel on enemy positions without putting Sova at risk.

This information is crucial for making informed decisions and executing effective strategies. Compared to other initiators, Sova is one of the best at gaining information for the team.

Sova’s abilities allow him to control and deny areas of the map. His “Shock Bolt” and “Hunter’s Fury” can flush out enemies from corners or force them to reposition, giving Sova and his team an advantage in map control.

Sova’s “Shock Bolt” and “Hunter’s Fury” abilities can be used for area denial. By accurately shooting his abilities, Sova can force enemies to avoid certain areas or flush them out of hiding spots, creating opportunities for his team to make plays.

Sova’s abilities can penetrate walls and surfaces, allowing him to damage enemies even when they are taking cover. This can catch opponents off guard, potentially leading to frags or weakening enemies before engagements.

His kit is definitely one of the hardest to master in the game. It relies on a lot of research to make his abilities useful on any map and situation.


Sova’s abilities require good map knowledge, prediction, and accuracy. Mastering his arrow lineups, drone paths, and ability usage can be challenging, making Sova less accessible to new or less experienced players.

Sova’s abilities often require him to stand still or use his drone, leaving him vulnerable to enemy fire. Coordinated opponents can take advantage of this and eliminate Sova while he is gathering information or using his abilities.

While Sova’s abilities provide utility and information, he lacks direct combat-enhancing abilities. Compared to some other Agents, Sova may struggle in straight-up gunfights if his abilities are on cooldown or if he is caught off guard.

Sova’s abilities are most effective when combined with good team communication and coordination. Communicating the information gathered by his abilities and coordinating with teammates for follow-up actions is crucial for maximizing Sova’s potential.

Read More > How to Use Sova – Valorant Agent Guide


Viper’s abilities are designed to control and deny areas on the map. Her “Toxic Screen” ability can create a long-lasting wall of toxic gas that blocks vision and damages enemies who pass through it.

On top of the long wall, she also has the “Poison Cloud” ability, which can provide additional smoke for a different area. It is usually used for cover in plant situations, but you can also use it to cover other entry points. You can easily pick it up again to change it’s location.

Her “Snake Bite” ability releases a pool of acid that damages and slows enemies, effectively deterring them from entering an area.

Viper excels in defending planted Spike sites. Her abilities can block off entry points, forcing enemies to either take damage or waste time finding alternative routes.

This can buy valuable seconds for her team and make it more challenging for the enemy to defuse the Spike.

Viper’s ultimate ability, “Viper’s Pit,” creates a large toxic cloud that reduces enemy visibility and reveals their location when they enter it. This denies crucial information to the opposing team, making it easier for Viper and her team to control the situation.

Players usually use this at the start of the round to force enemies to go to another angle or site.


Viper’s abilities heavily rely on map control and coordination with her team. To maximize her effectiveness, Viper needs her teammates to play around her utility and capitalize on the area denial she provides.

Viper’s abilities require careful positioning and foresight. Once placed, her toxic walls and cloud limit her mobility and can become a hindrance if used incorrectly. This makes it crucial for Viper players to plan their utility usage strategically and anticipate the enemy’s movements.

Skilled opponents can find ways to counter Viper’s abilities. For example, enemies can use smokes or flashes to bypass her toxic walls or blinds to push through her poison clouds. Additionally, certain Agents like Sova can reveal her position with their abilities, making her vulnerable to coordinated attacks.

Viper’s abilities have a slow deployment time, which can leave her vulnerable during the initial setup phase. Enemies can take advantage of this delay to push and gain control of areas before their abilities become active.

Read More > How to Use Viper – Valorant Agent Guide


Yoru’s abilities allow him to move swiftly and gain map control. His “Gatecrash” ability lets him teleport a short distance, allowing for unexpected flanks or repositioning. His “Blindside” ability creates footsteps that mimic his movements, confusing enemies and creating distractions.

Yoru’s abilities are focused on deceiving opponents and creating opportunities for himself and his team. His “Fakeout” ability deploys decoy footsteps and an ethereal echo, confusing enemies and drawing their attention away from Yoru’s actual position.

Yoru’s abilities make him a strong entry fragger and enable him to play independently. He can use “Blindside” and “Gatecrash” to create distractions and enter sites with surprise, catching opponents off guard.

Yoru’s ultimate ability, “Dimensional Drift,” allows him to enter a different dimension, becoming invulnerable and invisible to enemies. This can be used to gain valuable information, flank enemies, or reposition without being detected.


Yoru’s abilities are primarily focused on individual play and personal mobility. Unlike other Agents with supportive or team-oriented abilities, Yoru’s utility doesn’t directly benefit his teammates. This can make him less desirable in team compositions that require strong team-based utility.

Yoru’s abilities are more geared towards personal mobility and deception rather than controlling specific areas of the map. He lacks abilities that can actively deny or control areas, which can be a disadvantage in certain scenarios.

Yoru’s abilities require good timing, coordination, and map knowledge to be effective. Properly utilizing his teleport, decoys, and ultimates to confuse opponents and create advantages can be challenging and may require practice and experience.

While Yoru’s abilities provide utility and deceptive options, he doesn’t have direct combat-enhancing abilities like increased damage or healing. In straight-up gunfights, Yoru may rely more on his mechanical skill and aim rather than abilities that directly influence combat outcomes.