An agent’s abilities share similar characteristics. Whether they are vision blocking, quicker movement and positioning, or intel gathering, each agent has a combination of tools to support the team. Agents tend to excel at one trait over others. We can look at each agent and see which ability makes them not only unique, but how they can work in conjunction with other abilities.
Controllers
Astra
Ability: Nebula/Dissipate
Astra’s ability to smoke is great. However, every Controller agent is able to smoke a site. It is her smoke’s Dissipate function that allows her so much freedom to how it is used. Recalling a star not only gives Astra another star to work with (post cooldown), but the rapid smoke allows for players to reposition themselves and deny the enemy team information. Using Dissipate allows for teams to condition the opposition as to whether or not they will be repositioning or if they are even there to begin with. Casting doubt with an ability that is technically recalled rather than used makes Astra’s Nebula/Dissipate ability not only unique, but strong.
Brimstone
Ability: Incendiary
Brimstone isn’t a very unique agent, which is great since he was one of the first agents in the game. Basic abilities were much needed during Valorant’s Beta; however, his Incendiary ability still proves to be useful years after the game’s release. Incendiary or “Molly” is an incendiary grenade launcher that spreads fire on the ground. This fire zone causes 60 damage per second. This ability is great because of its use cases and ability to combine with other abilities. Players have learned lineups for this ability which can clutch rounds and ultimately games. Players also combine this ability with smokes since you will not be able to see the fire on the ground unless enemies try to push through the smoke.
Harbor
Ability: High Tide
Harbor has supreme vision-blocking abilities, which reflects his kit. Between Cascade, Cove, and High Tide, all of them do a great job at blocking sightlines. High Tide is similar to Viper’s wall however, it is able to be shaped to fit the team’s needs. Curving the wall and breaking multiple sightlines will allow for easier retakes. As a Controller/Initiator hybrid, Harbor’s ability to initiate retakes and make them easier for your team makes him a unique member for a team’s composition.
Omen
Ability: Shrouded Step
Omen’s abilities work flawlessly when combined with each other, which makes choosing his best ability hard. Shrouded Step is a teleport ability that no other controller has and works well with Paranoia and Dark Cover. Shrouded Step is Omen’s best ability because of the ability to combine with other agent’s abilities as well as his own, which makes him very versatile. Being able to reposition while the enemy is unaware of it can turn fights in your team’s favor.
Viper
Ability: Toxic Screen
Viper’s Toxic Screen allows players to split sites into manageable sections. It cuts off sightlines and allows teams to push onto sites or into positions that make for more favorable fights. This ability also denies information, which is its best attribute. Toxic Screen is versatile and wards off enemies trying to cross it by inflicting Toxin, which makes killing enemies easier.
Duelists
Jett
Ability: Tailwind
Jett’s Tailwind alone has made her a mainstay in team compositions since the beginning of the game. Tailwind allows her to quickly get out of danger in a moment’s notice. Although it has seen nerfs in recent times, it is still such a forgiving move that allows Jett to take on positions other agents simply cannot. On top of it being a get-out-of-danger for free card, it is quite literally *free*. Costing 0 credits, this ability makes Jett unique and dangerous.
Neon
Ability: High Gear
Like Jett’s Tailwind, Neon’s High Gear is another movement ability that allows the duelist to reposition. It is not as effective in getting out of a perilous position, but it is great at peeking and rotating quickly on the map. High Gear introduces the chaos of a speedy target that enemies must adjust to quickly to have a chance at getting a pick. High Gear is a free ability that is unique to Neon’s character and allows her to be a versatile entry or support in defending.
Phoenix
Ability: Curveball
This is sure to be a surprising pick; Hot Hands is right there, and Curveball is not a great flash ability in general.If you play Phoenix enough, you know that there are different ways to employ a Curveball that isn’t the basic flash around the corner. Working around Curveball’s limitations can result in some impressive one-way flashes (You can check out how to employ these flashes here (https://dignitas.gg/articles/the-ultimate-flash-guide-for-valorant-s-flash-agents)). His ability to one way and produce fast acting flashes makes this ability Phoenix’s best. Curveball is a quirky flash, but if used in a creative way, it is very effective.
Raze
Ability: Blast Pack
Raze’s Blast Pack ability allows for so much creativity that makes Raze such a unique Duelist. Her Blast Packs allows her to traverse the map in ways that other duelists cannot. Quickly diving into back lines, escaping danger, repositioning mid-air. Blast Packs are a vessel for creative players to take Raze to new levels. Awe inspiring clips using Blast Packs in combination with her ultimate, Showstopper, or a shotgun make Raze unique, beautiful to watch, and deadly. Such a simple ability that allows for so many different use cases.
Reyna
Ability: Dismiss
Both Devour and Dismiss are great abilities that are equals, depending on the situation. Dismiss is a bit more flexible than Devour simply because of its stalling potential. Similar to Jett’s Tailwind, Dismiss can be used to take dangerous angles other agents simply cannot. However, with Tailwind a player can whiff and exit immediately. A Reyna player has to confirm a kill before she is able to get away. In the right hands, Reyna is a pub stomper that can take over games. Getting an early pick, and just straight up leaving the scene of the crime stalls the opposition and allows for early information gathering and rotating for support if needed.
Yoru
Ability: Gatecrash
Like Raze’s Blast Packs, Yoru’s Gatecrash allows for so much creativity and trickery from Yoru players. Gatecrash churns out impressive clips, deceiving enemies on your location. Gatecrash works well in combination with his other abilities such as Blindside and Fakeout, but it can also be combined with a flash in a well-coordinated team. Gatecrash is fun, unique, and can leave opponents second-guessing.
Initiators
Breach
Ability: Flashpoint
Breach’s flash ability can just be unfair. Working through walls, it is hard to play around since it can just pop out, out of nowhere. Activating in .5 seconds, it gives little time to react to. This flash ability is the only one that works through walls (like all of Breach’s kit), which makes it unique to the agent. Like the Initiator class, his abilities, including Flashpoint work best when combined with another agent.
Fade
Ability: Haunt
Haunt can initiate not only your teammates, but Fade’s other abilities. Haunt activates trails for her Prowlers to follow as well as information for Seize to be used. It is a great information gathering ability and costs 0 credits. With lineups available, Haunt can easily turn the tides early in the round.
KAY/O
Ability: ZERO/point
KAY/O’s knife (its formal name being ZERO/point) is a fantastic information gathering tool that is available to KAY/O for free. Not only will it tell you exactly who is in its radius, but it will also suppress their abilities, forcing them to take dry duels or cower in fear. It is a unique ability to KAY/O that was introduced to stop the “lineup META.” It is still very useful at information gathering and allows KAY/O to stall a site if it is flooded with enemies.
Skye
Ability: Guiding Light
Skye has a lot of solid abilities, but between Regrowth, Trailblazer, and Guiding Light, the latter gets the edge because of its ability to pop flash. Pop flashing with Guiding Light can allow for one-way flashes that can be activated almost instantaneously. Riding walls with the hawk trinket gives it a speed boost that allows for a precise flashing ability with a low skill ceiling. Trailblazer isn’t the best at information gathering and Regrowth is good if players in the vicinity are hurt, but it does take a while to heal up. Guiding Light edges out the other in her kit.
Sova
Ability: Recon Bolt
Sova’s Recon Bolt has helped him maintain a position in team compositions for a long time. With unique lineups made by the community, there is a plethora of uses for Recon Bolt to come in clutch. The information that Sova’s Recon Bolt gathers works well with other abilities and players to react off of. Recon Bolt has a high skill ceiling but pays off if players dedicate the time to learn the different lineups in every map.
Sentinels
Chamber
Ability: Headhunter
Is it any surprise that the most overpowered ability in the game is Chamber’s best ability? Headhunter can absolutely annihilate an entire team at the minimum cost of 750 credits. The ability to save in a round and have a solid weapon by your side is game changing. Best of all is its equip time. Ran out of bullets in your primary weapon? Missed an Operator shot? Quickly pull out the Headhunter to correct your mistake. This ability ruins opponents in most skill levels, its effectiveness wears off the lower in ranks you go.
Cypher
Ability: Spycam
Cypher’s Spycam ability is unique to Cypher and allows him to check on angles or an entire site without having to be there. Spycam allows for some trickery and trolling which is always fun when an ability allows you to do that. The information that can be gathered by a Spycam supports other players on the team to position themselves appropriately.
Killjoy
Ability: Nanoswarm
Killjoy’s version of a molly, Nanoswarm, can be placed pre-round as a set trap or mid-round as players adapt to the opposition. Nanoswarm works well with other abilities that gather information but can be used blindly. Its delay potential is what makes it great to use on defense.
Sage
Ability: Barrier Orb
Sage has a solid kit all around that makes her effective at supporting the team. Her Barrier Orb is great because it allows her team to take a breath and reorganize. It can also be used to block other entryways onto site and if used creatively, can boost her and her teammates onto an elevated position for a surprise attack. Barrier orb is different from Phoenix’s wall and Harbor’s wall because this is a physical wall that needs to be broken, rather than ones that block sightlines that can be crossed.
Conclusion
Utilizing an ability to work best with the team is always the goal for each agent. Some agents rely on other teammates to get the best out of them, while other agents are very self-reliant. Understanding your agent’s key ability and how to best use them is important to overall understanding your role on the team.