VALORANT: CHARACTER ABILITIES AND DETAILS GUIDE
Valorant is a game with 10 characters, each with distinctive traits to pick from. In this guide, we’ll discuss their abilities and how you can best utilize the characters in Valorant. This should hopefully lead to you becoming better and enjoying the game!
VIPER (ROLE: CONTROLLER)
Ability 1: Snake Bite (100 credits) You can equip a chemical launcher. Use fire to launch a canister that explodes when it hits the floor, causing an unending chemical zone that harms and slows down enemies.
Ability 2: Poison Cloud (200 credits) You can equip a gas emitter. Use fire to throw the emitter which remains indefinitely throughout the entire round. Use the ability to create the gas cloud that is toxic at the expense of fuel. This power can be used repeatedly and could be used again to redeploy.
JETT (ROLE: DUELIST)
Ability 1: Cloudburst (Cost 100 Creds) instantly throws an object that expands into a brief, vision-blocking cloud when struck with an object. Use the ability key and turn the smoke toward your focus.
Ability 2: Updraft (Cost 100 Creds) You can instantly propel Jett to the sky.
BRIMSTONE (ROLE: CONTROLLER)
Ability 1 is Stim Beacon (Cost: 100 Creds) You can equip a Stim beacon. Then, fire to throw the stim beacon ahead of Brimstone. After landing the stim beacon creates a field that allows players to fire quickly.
2. Incendiary (Cost 300 Credits) Get an incendiary launcher for grenades. Use fire to launch a grenade that explodes when it settles on the ground, creating an unending area of fire that inflicts damage on the players who are in the zone.
PHOENIX (ROLE: DUELIST)
Ability 1 Blaze (Cost 200 Credits) Get a flame wall. Use fire to form an arc of flame that is moving forward creating an encircling wall of flames that block vision and inflicts damage on players who pass through it. Keep the fire in place to move the wall towards your focus.
Ability 2 Curveball (Cost 100 Credits) You can equip an object that has the form of a curving ball and explodes within a few seconds after throwing. Use fire to bend the flare orb to the left, causing it to explode and blinding all players who are able to see the orb. Alternately, fire to bend the orb of the flare to the right.
OMEN (ROLE: CONTROLLER)
Ability 1 Shrouded Step (Cost 100 Creds) You can equip the shadow walkability and check the range indication. Then, fire to start a brief channel, and then teleport to the designated location.
Ability 2 is called Paranoia. (Cost 200 Creds) The ability instantly shoots an arc of shadows forward, reducing for a short time the range of vision for everyone it comes in contact with. The projectile is able to pass directly through walls.
CYPHER (ROLE: INITIATOR).
Ability 1 – Trapwire (Cost 200 Creds).: Get a tripwire. Place a covert, destructible tripwire at the target location. This will create a line between the location and the wall. If they don’t destroy the device within a reasonable time, enemies players will be tied to the tripwire and become dazed. This ability can be re-evaluated.
Ability 2 – Cyber Cage (Cost 100 Creds).: You can equip a cyber cage. Toss the cyber-cage in front of Cypher with a fire. To create a zone that blocks sight and slows down enemies who pass through activates.
SOVA (ROLE: INITIATOR
Ability 1 – Owl drone (Cost: 300 Creds).: Buy an owl drone. To deploy the drone and to take control of its movement, light a fire. Fire to fire a marking dart while you are in control of your drone. The dart will show the position of all players who have been hit by it.
Ability 2 – Shock bolt (Cost: 100 Creds).: Equip a bow equipped with a shock bolt. To send the explosive bolt forward, fire. It will explode upon collision and cause injury to all nearby players. To increase the projectile’s range, light a fire. Alternate fire for up to two more bounces on this arrow
BREACH (ROLE: INITIATOR).
Ability 1 – Aftershock (Cost 100 Creds): Equip a Fusion Charge. To cause a slow-acting burst to the wall, fire the charge. Anyone caught within its range is subject to severe damage.
Ability 2 – Flashpoint (Cost 200 Creds): Equip a blind charger. To set off a rapid-acting burst through a wall, fire the charge. It will blind any players who are looking at it.
RAZE (ROLE: DUELIST)
Ability 1 – Boom Bot (Cost 200 Creds).: Buy a Boom Bot. The bot will be activated by fire, and it will travel straight on the ground, bounce off walls, and then explode. Boom Bot will track any enemies within its frontal cone, and chase them. If it reaches them, it will explode for severe damage.
Ability 2 – Blast Pack (Cost 200 Creds). Instantly throw a blast pack that sticks to surfaces. You can reuse the ability to damage and move anything that is hit after deployment.
REYNA (ROLE: DUELIST).
Ability 1 – Leer (Cost 200 Creds).: Equip an ethereal eye. To cast the eye forward, pass through obstacles, activate it. All enemies that can see the eye will be able to Near sight it. After a few seconds, the eye will disappear and enemies can destroy it.
Ability 2 – Devour (Cost 100 Creds). Instantly consume a nearby Soul Orb. This will heal you quickly for 100 health in a very short time. If the line of sight to the Soul Orb is broken, or Reyna suffers damage, healing will cease. You can use this ability to Overheal. However, health greater than 100 will be lost and your health cannot exceed 150 (including shields). This skill can be cast automatically if Empress is active. It will not consume the Soul Orb and does not require line-of-sight with the Soul Orb.
KILLJOY (ROLE: SENTINEL)
Ability 1 – Alarmbot (Cost 200 Creds).: Buy a covert Alarmbot. FIRE to activate a bot that hunts enemies within range. The bot will explode upon reaching its target and apply Vulnerably. HOLD EQUIP is used to recall a deployed bot.
Ability 2 – Nanoswarm (Cost 200 Creds): Get a Nanoswarm Grenade. FIRE to throw your grenade. The Nanoswarm moves in covert mode after landing. ACTIVATE Nanoswarm to deploy destructive swarm nanobots.