Skins Valorant Valorant Abilities

Valorant Abilities

Abilities are skills that can be used by different characters in Valorant. Each character has 4 of these unique abilities, which can be sorted into Ultimates, Signatures, Passives and Basic abilities.
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Cyber Cage
Cyber Cage Cyber Cage is a Vision Blocker ability that Cypher instantly tosses forward on activation. This places a cyber cage as soon as it touches the ground, turning invisible. The cage remains indefinitely until Cypher activates it. Upon doing so, a white, hollow, open-ended cylinder will form at the cage's location. If an enemy passes through the cylinder's edges, it will play an audio cue. The cylinder's open ends are aligned vertically and the cylinder's center is positioned at the location where the cage was activated. This means the cylinder's edges deploy both above and below ground. Whilst this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the cage is activated near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop.
Fault Line
Fault Line Fault Line is a Crowd Control ability that Breach has to equip before casting. Upon doing so, he will see an area of effect in front of him. Breach can increase the length of this area by charging the ability for a brief duration. The longer he charges for, the larger the ability's length becomes. Upon activation the quake will instantly appear, winding up briefly before exploding to stun any player within its area. The area of effect spawns several meters in front of Breach.
Spycam
Spycam Spycam is an Intel ability that Cypher has to equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing a spycam. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. A viable position must be a wall with enough verticality and Cypher must be within a certain distance of the target location to cast the ability. Upon casting, the spycam will travel to the location and briefly deploy, turning invisible once this process is complete. The camera can be recalled but will go on a short cooldown before it can be redeployed. Once deployed, Cypher can use the ability to take control of the camera, causing it to reveal itself. His body will remain still in a channeling position whilst using the camera, leaving himself vulnerable to enemy gunfire and utility. The camera provides vision of anything in front of it and can be rotated within the range of a hemisphere. Whenever re-used, the camera will always be looking the direction Cypher was previously looking in when he unequipped the ability. If Cypher's body takes damage whilst he is in control of Spycam, the ability will be unequipped. Whilst using Spycam, Cypher can aim at enemy agents and fire to shoot marking darts at them. If a dart hits an enemy it will embed itself into them, periodically revealing their location with flashes of yellow outlines. To end this effect, the victim must channel for a few seconds to remove the dart. Enemies can destroy the camera by dealing any damage to it with weapons or some damaging abilities. Enemies do not have to have sight of the camera for it to be destroyed by damage. Cypher will be alerted if his camera destroyed. If Cypher is killed during the round, the spycam will deactivate and reveal its position.
Rolling Thunder
Rolling Thunder Rolling Thunder is a Crowd Control ability that Breach has to equip before casting. Upon doing so he will see an area of effect in front of him. Upon activation a quake will appear, winding up briefly before exploding, sending cascading quakes forward that knock back and stun anything that they hit. The area of effect spawns several meters in front of Breach.
Neural Theft
Neural Theft Neural Theft is an Intel ability that Cypher can instantly use on the corpse of any dead enemy agent in his crosshairs. Upon doing so Cypher will throw his hat towards the body. Once the hat reaches the corpse it will windup before revealing the locations of all living enemies remaining on the map. The reveal takes the form of one flash of a yellow outline of the agent. Once an enemy agent has been killed, there is a limited amount of time that Cypher can use Neural Theft on that corpse before it times out.
Regrowth
Regrowth Regrowth is a Sustain ability that Skye must equip before casting. Upon casting, she emits a healing aura that heals ally agents in range. The ally must be in Skye's line of sight to be healed and any terrain that gets between Skye and the ally will prevent them from receiving the heal. Skye will not be healed by Regrowth. Regrowth has a healing pool that is drained whilst the ability is used. The pool will not drain if the ability is not currently healing any allies. Skye can unequip then reuse Regrowth later on if there is still health remaining in the pool.
Recon Bolt
Recon Bolt Recon Bolt is an Intel ability that Sova must equip before casting. Upon doing so he will equip himself with a bow that holds a recon arrow. Sova can control the number of times this arrow can bounce off of terrain using Alt Fire and affect its range by holding Fire. The arrow has three fixed ranges that it can be fired in, displayed as a charge bar under the crosshair. The arrow enters a high range as soon as the charge bar begins to fill up one of the bars. The arrow reaches maximum range as soon as the charge bar begins to fill up the third bar; reaching maximum charge does not further increase the arrow's range. Whilst charging, Sova can recast the ability to reset the charge bar and allow him to safely release his Fire key without firing the arrow. Upon releasing his Fire key Sova will fire the arrow forward. Upon contact with any surface the arrow will bounce against it depending on how many bounces have been added to it. If no more bounces are available to be used on a collision, the arrow will attach to the surface, windup up briefly, then periodically emits sonar pulses over a few seconds. These pulses briefly reveal any enemy agents they hit that are also in the arrow's line of sight, giving them a red-yellow outline that follows and shows every action the victim is making during the reveal's duration. Enemies can destroy the recon bolt by dealing any damage to it with weapons.
Seekers
Seekers Seekers is primarily an Intel ability that Skye must equip before casting. Upon casting she send out Seekers, each one immediately locking on to the nearest enemy agent remaining on the map and automatically begins moving towards them whilst traveling along the ground. Only one Seeker will be deployed per agent, up to a maximum amount. Enemies can destroy the seekers but they each have their own health amount and must take enough damage for this to be depleted for each one to be destroyed. If a seeker's target enters its line of sight, Skye will be alerted and the seeker's minimap icon turns blue. The target enemy will then see warning VFX appear on their screen as the seeker approaches them. If it reaches its target it will Nearsight them.
Shock Bolt
Shock Bolt Shock Bolt is a Deterrent ability that Sova must equip before casting. Upon doing so he will equip himself with a bow that holds an explosive arrow. Sova can control the number of times this arrow can bounce off of terrain using Alt Fire and affect its range by holding Fire. The arrow has three fixed ranges that it can be fired in, displayed as a charge bar under the crosshair. The arrow enters a high range as soon as the charge bar begins to fill up one of the bars. The arrow reaches maximum range as soon as the charge bar begins to fill up the third bar; reaching maximum charge does not further increase the arrow's range. Whilst charging, Sova can recast the ability to reset the charge bar and allow him to safely release his Fire key without firing the arrow. Upon releasing his Fire key Sova will fire the arrow forward. Upon contact with any surface the arrow will bounce against it depending on how many bounces have been added to it. If no more bounces are available to be used on a collision, the arrow will detonate, dealing damage in a spherical area of effect that falls off from the center towards the edge to anything in range.
Guiding Light
Guiding Light Guiding Light is primarily a Blind ability that Skye must equip before casting. Upon casting she sends out a hawk. Clicking fire once sends the hawk forward in a straight line in the direction of her crosshair whilst holding fire allows her to control the direction the hawk moves by moving her crosshair in the same direction. Using Fire allows her to equip her weapons or other abilities whilst the hawk is still in the air, whereas Hold Fire forces her to keep Guiding Light equipped as long as the hawk is in the air. Skye cannot use Hold Fire afterwards if she initially sent out the hawk using Fire. The hawk will travel until its duration expires, at which point it will self-destruct, or until Skye recasts the ability to transform the hawk into a flash that detonates after a very brief windup. Guiding Light's detonation effects work like any other flash; it blinds anything in its line of sight and can have its duration reduced by distance or the direction an affected entity is facing (see this section about flashes for more details). However, Guiding Light also has an additional effect that causes it to give off a distinct audio cue if an enemy agent is affected by the flash. Enemies can destroy the hawk but it has its own health amount and must take enough damage for this to be depleted for it to be destroyed.
Healing Orb
Healing Orb Healing Orb is a Sustain ability that Sage must equip before casting. Upon casting, Sage selects an ally agent who is damaged to receive a heal-over-time. Sage can use Primary and Alt Fire to choose who she targets. Primary Fire targets an ally in her crosshairs whilst Alt Fire targets herself. To target an ally, they must be in Sage's line of sight. The healing effect is briefly paused if the target takes damage.
Dimensional Drift
Dimensional Drift Dimensional Drift is an ability that Yoru must equip before casting. Upon casting he enters a new dimension for several seconds, becoming intangible but reducing his vision range, having dampened audio, and being unable to equip any weapons or his other abilities. Whilst in Dimensional Drift, Yoru can still activate Gatecrash if he has already placed a tether but he cannot activate any Fakeout echos that he has placed. If Yoru gets into close enough proximity of an enemy entity, they will be able to see him. After the duration of the ability expires, or upon reactivation, Yoru emerges back into the physical realm, giving off an audio cue upon arrival at his location.
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CS Virtual Trade Ltd, reg. no. HE 389299 Registered address and the principal place of business: 705, Spyrou Araouzou & Koumantarias, Fayza House, 3036, Limassol, Cyprus
Copyright © 2023 BLIX.GG. All rights reserved.
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